And here she is.
Date of the Tentacle (Free Fangame)
#31 Posted 11 June 2017 - 10:48 PM
This post has been edited by fuegerstef: 11 June 2017 - 10:49 PM
#33 Posted 19 November 2017 - 03:54 PM
Mark., on 18 November 2017 - 12:42 PM, said:
Any progress to report,uh, brag about?
Only engine wise.
I am moving places, currently and hope I have my now wokrplace in order in mid december.
I want the engine to be for 3 or 4 adventures and I want it to be very comfortable, so it gets a lot of new features.
#34 Posted 20 November 2017 - 04:51 AM
Since I can't edit the last post I need to double post:
- New set of commands for the custom scripting "language" (will make creating cutscenes easier and faster)
- Whole system upped to an amazing resolution of 480 * 360
- All games now run in 60 fps
- 3D sound (yes, for a 2D game, where you can walk into the depth of the screen)
- Lighting-system (looks really good and will also be used for lighting based puzzles)
- Hint-system (optional, can only be set at "new game" start (for those who complain about help system))
- comfortable system for right mousebutton (optional: shows icons at pointer what function it currently has and changes after first click)
- drag'n'drop for inventory
- Use multiple characters
- Weather effects
- Parallax scrolling
Just a few things.
- New set of commands for the custom scripting "language" (will make creating cutscenes easier and faster)
- Whole system upped to an amazing resolution of 480 * 360
- All games now run in 60 fps
- 3D sound (yes, for a 2D game, where you can walk into the depth of the screen)
- Lighting-system (looks really good and will also be used for lighting based puzzles)
- Hint-system (optional, can only be set at "new game" start (for those who complain about help system))
- comfortable system for right mousebutton (optional: shows icons at pointer what function it currently has and changes after first click)
- drag'n'drop for inventory
- Use multiple characters
- Weather effects
- Parallax scrolling
Just a few things.
#35 Posted 20 November 2017 - 05:19 AM
After all the effort of getting a new engine working I hope you still have the energy to make the games.
#36 Posted 20 November 2017 - 08:49 AM
Mark., on 20 November 2017 - 05:19 AM, said:
After all the effort of getting a new engine working I hope you still have the energy to make the games.
There is even more to do.
The sprites' body, face and limbs are drawn seperately and then a self written software renders out all standard animations in a fitting format.
Fear not, I did Date of the Tentacle and it's engine combined in less than 2.5 months,
This post has been edited by fuegerstef: 20 November 2017 - 08:49 AM
#37 Posted 20 November 2017 - 09:24 AM
Are you going to make tutorial vids showing others how to make games with your engine? Or is this only for yourself?
#38 Posted 20 November 2017 - 10:13 AM
Mark., on 20 November 2017 - 09:24 AM, said:
Are you going to make tutorial vids showing others how to make games with your engine? Or is this only for yourself?
I plan to do so, because others have asked too, as it is much more comfortable to use than AGS for example, after you learned it of course. But then it is much easier and faster to use.
#40 Posted 20 November 2017 - 11:21 AM
MusicallyInspired, on 20 November 2017 - 11:00 AM, said:
Is it also as versatile?
When it comes to interface and so on, I'd say no. It is made for this kind of game with this layout.
When it comes to ingame stuff, I'd say it is more versatile.
#42 Posted 20 November 2017 - 12:03 PM
MusicallyInspired, on 20 November 2017 - 11:31 AM, said:
Interesting. I'll definitely be keeping a closer eye on it.
I keep a closer eye on you ... and have been for some time now.
No, sorry it was an ear.
Because music is something I didn't think too much about, yet. Only that I know what kind of music would fit and that I probably won't be able to produce it myself in appropriate quality.
if you know what I mean?
This post has been edited by fuegerstef: 20 November 2017 - 12:03 PM