GregoryTice's Forum Posts

  • I just purchased it. I'll give it a go as soon as I get back from walking the dogs... They find the appeal of computer games mystifying!

    Let us know how the Steam launch plays out!

    Did you send out any download keys for curators and reviewers?

  • Speaking of limited space, how did you handle choosing what to depict in each of your scenes? Obviously anything related to the puzzles must be included, but how do you decide what to include that is simply there for atmosphere and visual storytelling?

  • You do not have permission to view this post

  • I will look up Chris Zukowski.

    I'm sure it is far too late for me to get much out of mailing lists. I dropped off the social media radar years ago. At the moment I have the Horace Hagfish demo up here and on itch.io. Occasionally I comment on reddit and leave a link to the demo if it is relevant to the discussion. This doesn't lead to a lot of traffic as you'd imagine!

    Horace is actually finished. I'm currently wrestling with making my steam page and a video (I have zero video editing experience). I also have a lot of anxiety about launching and being "officially finished" even though I'm eager to work on the next project.

    In total the game has 50 levels with a pretty smooth difficulty ramp and new puzzle elements introduced every few levels.

    I think I had slightly different roadblocks than you. For me the jump from design to production was very stressful. Then I ended up redesigning most of the puzzle elements halfway through as I felt I wasn't capitalizing on the color mixing core.

    Developing another adventure game might go a lot faster a second time around. You've got the experience and I'm sure a lot of your code is reusable.

  • I just put it on my wishlist. I'm looking forward to it!

    Have you decided on a price?

    I obviously don't know the secret of marketing indie games. I was hoping maybe you had discovered it!

    First person point and click adventures are probably considered niche. But I think there is a demand for them beyond simply revisiting the classics. Have you reached out to any streamers? I think the genre actually lends itself well to streaming.

    Congratulations on completing the game as well! How long did it take and what were the surprising pitfalls during development? Will you be doing another adventure game next or are you going to jump to a different genre?

  • I agree with JonathanGaVa, the simple answer is yes.

    I can also sympathize with you. I'm more of a right-brain person as well. My advice is to view the non-pixel art aspects of game development as a creative exercise. It is a lot like learning to use a new form of media. You won't be very good at it at first (this might be frustrating) but the steady improvement will start to become very rewarding.

    I'd also suggest making a more modest game at first. You can still throw your desired artistic aesthetic at it but keep the scope of the mechanics very tight. This will help you get to grips with Construct 3 and your good graphics can make a simpler game very engaging for players.

    I've taken a similar approach. My first completed game with Construct 3 is a top-down puzzle game. I opted for EGA graphics as a challenging creative constraint. While I do love puzzle games, my "dream game" is not a puzzle game. But everything I've learned making Horace Hagfish has put me many steps closer to being capable of actually making that "dream game"

    construct.net/en/free-online-games/horace-hagfish-55972/play

  • I personally enjoy the Gameboy Color port of Shadowgate the best.

    That said, I agree your game gives off so me Shadowgate vibes. That is a good thing according to me and lots of other old people.

    When are you hoping to release the game on Steam? In addition, how are you going about promoting the game prior to release?

  • I've been working on a puzzle game for the past 6 months. I decided to work under the constraints of the early 90s DOS Shareware scene. That means gloriously garish EGA graphics. I have a demo of the first few levels up on the arcade if anyone wants to check it out:

    construct.net/en/free-online-games/horace-hagfish-55972/play

  • I'd appreciate it greatly if folks take a moment to check it out.

    construct.net/en/free-online-games/horace-hagfish-55972/play

  • You do not have permission to view this post

  • I apologize that the subject heading is a bit confusing. Basically I want the player to create a trail of objects as he moves using the tile movement behavior. I'd also like these objects to detect if they neighbor other instances and update the animation frame accordingly.

    I have it working to some degree but the instance variables are updating in odd ways and the animation frames aren't always being assigned.

    I'm sure there is an easier way to accomplish this. Any tips would be much appreciated!

    dropbox.com/s/us1ccyi40r23ps4/slugtrail.c3p

  • Thankyou very much! It works perfectly and the code is indeed a lot more tidy.

  • Hello all,

    I've been working on a "slug" to be controlled with the tile movement behavior. I have two issues that I can't figure out how to resolve.

    The big one is the player can reverse direction simply by pressing the opposite movement key. I'd like to prevent this so that the player has to do an actual 180 degree turn similar to snake or centipede movement.

    The second issue I'm having is the ability to press more than one movement key at once. This creates some odd visuals as the turning animations play when the player isn't turning. Is there any way to stop this?

    dropbox.com/s/flp0h238tjtj9dq/blockslug.c3p

  • You do not have permission to view this post