So I finally had time to work on the adventure genre game I've been building again. I've run into a bug that I can reproduce pretty regularly, but can't tell if this is just intentional behavior or not. Scenario: All of the following are example level/gate names for consistency. I have a screen in my Level 3 with a gate (gate 1a) on the bottom that leads to a gate (gate 1b) on another map/level (level 2) that works consistently. It targets the downward/southern portion
Silver-Streak
[quote who="ScottTykoski" reply="1" id="3751956"] Note that you can rename the gates to whatever you want, but yeah, we should probably generate friendlier names for players. [/quote] While I understand the usage/need for GUIDs, most users that aren't used to those will probably be taken aback. :) I'd say the easiest/friendliest "default" name would likely be "Level #" "Gate #". So like, if this is level 2, and it's the first ga
I don't think the intent is for these things to be retail releases on any game store. I'm sure The Video Game Machine itself will be on Steam, as will the actual Game Player, which will allow others to find/play your game.
[quote who="ScottTykoski" reply="2" id="3751784"] Oh man, I was all about Maniac Mansion back in the day [e digicons]:)[/e] We'll see what we can do...I don't know if we'd do a whole 'genre', but like Silver-Streak said, a lot of the foundation is there. We'll keep this request in mind going forward. [/quote] So, that's actually a thought. You have the "adventure" genre already, right? What if you add rules to it to change the "Type" of advent
Oh yeah, this would be great. TVGM is already close to this with adventure. You could easily take the adventure template, add a ruleset of "left to right only", and put dialogue triggers on a bunch of objects in the room to get close. Thinking about this, the missing functionality would be: Full Inventory (still needed for fleshing out adventure anyway, has been discussed elsewhere) Setting up dialogue triggers to only occur when you use certain
I think keeping gizmos on one-per-tile could still work fine. I think the biggest issue is scenarios like this one, where I want dialogue, another trigger type, and another gizmo in the same area. Real estate becomes real sparse. The biggest real example I can think of: I really want to be able to start dialogue from the start location, however since you can't stack gizmos (or add a target to the starting location) I have to make it so you start the level then move in an
Hey Scott, I'd be happy to still send you the XML as more examples are always good...however where is the XML stored? That new method is AWESOME. That makes it even cleaner. While I hope we eventually have "multigizmos" on the same square, this is a great improvement for doors, at minimum.
Hmmm....so I'm seeing odd behavior now. I have a scenario where I need to have a trigger area activate some off-screen dialogue. This is basically to guide the player how to open a door infront of them. So the way it was set up in the previous version is as so: This worked fine before. T
I think their next genre is an R-type shooter style game, if I remember right. Before release, I and some others also mentioned making a basic CCG/LCG would be neat, and you'd be able to just use all of the monster/hero sprites on the cards as needed. I hope we get to that eventually. Just don't expect something with as many rules as a MTG or Hearthstone. :)
[quote who="ScottTykoski" reply="11" id="3751211"] Quoting Silver-Streak, reply 8 That reminds me, I want to suggest that we can define our own groups Haha The team and I had JUST been talking about grouping about 2 hours before you posted this [e digicons]:)[/e] There are lots of ways to do this, but finding the mos
Awesome to see. Thanks for keeping this public! I'm working my way through an adventure game now, so I'll probably post more findings once I can shore them up. (Also, totally not important, but the Hyphen is part of the nickname, it is Silver-Streak rather than SilverStreak/Silver Streak)
That reminds me, I want to suggest that we can define our own groups (if that's not already possible). Due to limited space and the inability to stack gizmos, real estate is going to be sparse, and there may be necessary to put groups directly next to each other. :)
I think to do the "Waking up and display dialogue" part requires you to use the "Trigger area" gadget, which you then set the dialogue as the target. I'm also doing something similar, and this has worked for me. I tend to place my dialogue blocks way off screen since I don't like them showing the sparkle indicator when I do that. Also keep in mind that every time you go into edit mode, it resets all triggers (they mention this in the adventure tutorial, I believe), so your dia
Bug: Using in adventure doesn't seem to work until all the characters are rendered. I didn't even know you could do this until I saw it used in the Adventure Tutorial, but the one usage ( ) doesn't change the text color until after it gets past Which means you see the HTML style code in the dialogue box.
Something else I ran across: Sometimes while messing around in edit mode (and switching back and forth to play mode), the character sprite can get frozen in the attack animation. Currently I've experienced it in the adventure genre, using the Abe hero, with the Axe weapon.
Going to crosspost from my my impressions thread so people know about the ones I found: [quote who="Silver-Streak"] Sprite collision/transparency issues (see examples below). These tend to flicker/disappear if the sprites move, but reappear depending on their location.
Thanks for the quick reply, Scott! For ladders: I would expect them to work like in the side-scrolling bits of The Legend of Zelda for NES, or for Mega Man. The top of the ladder acts as a platform. Once you're done climbing the height of the ladder itself, you stand on top. You can jump off it as if it was any other platform. You should only fall through a ladder if you're already jumping (And not holding up), basically.
Hey All, I was super excited to see the release hit during my lunch hour. I wanted to run through a bunch of tests real quick to see if I could provide any feedback. Overall, for a first release alpha TVGM is kind of amazing. First and foremost, I want to list out some things I think really need to be added from a usability standpoint, some items that would be great from a quality of life standpoint, and actual bugs I encountered. If in the future these are better to list sepa
So with today being the alpha release date (that's still happening today, right?) I wanted to start listing out some open questions I have, as well as provide a place for others to post questions (and/or answers) that can be consolidated. (Obviously, if there's already plans to do this more officially, this post can be deleted :) ) What are some of the areas founders should focus on during the Alpha? Any specific things (modes, actions, etc) that
Thanks a ton. Good to know.
So, as we near the release date of the alpha, a general question: Is there an NDA with the alpha? Am I allowed to stream creating a game, or share screenshots with others that haven't backed the founder alpha?
[quote who="ScottTykoski" reply="8" id="3750764"] Davoto: Yeah, the stuff coming out of Dreams is pretty nuts - and they're still in EA [e digicons]:O[/e] I haven't gotten a look at the toolset though - I wonder how they've streamlined things to make 3D creation as user friendly as possible (a big task, by my estimates). [/quote] While 3D is infinitely more complex than 2D just from a perspective of "Controller-based tools", dreams makes it really great. I re
There will not be compiled EXEs. However, they will be releasing a free "player" app for desktop and mobile OSes that people can download to play the game without owning the full thing.
From Scott's other posts around the forum, their design emphasis is to be as approachable as Mario Maker, but able to make more stuff. Not so much to be a simple Unity/GameMaker Studio. There's been a mention that the idea is specifically to not have any programming needed, and I think while they'll probably have a lot of editors and "remixing" capability within the system, they're not likely going to have any accessible programming languages. Maybe a light event-style system
To expand on the Mario Maker simplicity, the new Mario Maker 2 trailer shows that you can have blocks/enemies/etc where you draw their path in edit mode, then they move in those directions/path when you trigger then while playing. Something similar might be viable for tower defense (as long as you're doing classic tower defense where enemies have hard set paths).