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TIGSource ForumsDeveloperPlaytestingA Boney Night | Point'n Click | Freeware | Win & Android
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Author Topic: A Boney Night | Point'n Click | Freeware | Win & Android  (Read 1478 times)
Bernie
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« on: November 13, 2013, 11:29:36 PM »

Hey you guys! I made a new game. It's a point and click adventure in a 90s look. It also plays that way. It's like I'm stuck in that time period of gaming and can't ever escape Concerned.

Anyway! This game was made in GameMaker:Studio. I tried to make a base or framework for adventure games. And this is the first finished game I made in that. I had it sitting around half-finished for ages and completed it recently. Here are some screenshots:




The GUI was designed to additionally make it playable on Android. That's why the buttons, icons and hotspots are pretty big. It's a yesteryear interface and I'm not sure how much something like that is acceptable these days. Holding down SPACE speeds the game up a little. ALT+ENTER switches from and to fullscreen.

Is there anything in the game's design or interface you'd consider a show-stopper? Does the music fit (it's my own music for once)? Puzzle design? Graphics? It also seems like pathfinding has a few hiccups from time to time. What do you think needs improvement?

Downloads:

http://www.origamihero.com/boneywin.zip (Windows, ~10MB)
http://www.origamihero.com/boneyandro.zip (Android, ~16MB)

And: Thanks for playing!
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Bernie
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« Reply #1 on: November 15, 2013, 01:42:28 PM »

A quick update - I uploaded a HTML5 version of the game to make it easier to try:

http://www.origamihero.com/boney/

For some reason IE9 chooses to blur the game when other browsers don't. Strange. Concerned
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Tumetsu
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« Reply #2 on: November 16, 2013, 02:30:58 AM »

Nice to see some adventuregames. Here is some of the thoughts I had:

- Personally I have never liked 90's adventure interfaces which feel really clunky. Most of the time when player clicks an object, he probably wants to see something happen immediately. Like if I can pick an object, pick it. If I can look it, then just look it. No need to complicate things with useless actions. If you want to keep the choice of different actions, I think that "action wheel" which pops up close the object works much better since player can immediately select the action they want instead of always moving cursor to the left. Much less clicking, much smoother adventuring. That's at least how I have done it before.
- Music was ok, though a bit simple.
- Some hover texts go outside the window borders
- Backgrounds looked anti-aliased but character sprites didn't. Played the html5 version
- When hovering menu items they should glow a bit or something to indicate that they can be clicked
- When item is selected, reclicking it should deselect it. Had some trouble deselecting items until I figured I had to click something non-clickable
- Graphics were good.
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Bernie
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« Reply #3 on: November 16, 2013, 06:47:09 PM »

Thanks for the feedback!

I really like the action wheel idea. I came up with a drag and drop sort of deal that makes things simpler. It works like his: Hold the button on a hotspot; icons will appear above it. You can then drag the hotspot/item to the action you want. It's visualized by line being drawn. 'Look' appears below the cursor as a quick standard option. I've got a prototype of this going, but it won't make it into this game.

Gonna fix the hover texts. I found out there's a simple way to get the drawn text width. Smiley

The non-anti-aliased characters were a deliberate choice. It's no trouble to anti-alias the character sprites, but I don't like the way it looks. I could maybe make it an option in the menu.

The de-selecting when clicking the same item is a good idea. I'll try to implement that.

Glowy menu items? Nice idea. Gonna add that. Smiley

Thanks!
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pmprog
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« Reply #4 on: November 18, 2013, 07:18:03 AM »

Looks pretty interesting, I'll try and give this a go tonight when I get home
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_rephil
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« Reply #5 on: November 20, 2013, 07:42:42 AM »

Testing it out right now - seems pretty cool so far! Interesting characters and the puzzles are logical. My only suggestion would be to make sure the main characters text is always appearing above everything else. Whenever there was other text on screen (Mushy "ooting" or the guard and the zombie arguing) I couldn't see what the witch was saying because their text kept overlapping.

Other than that, nice job!
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Bernie
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« Reply #6 on: November 21, 2013, 11:53:51 AM »

I think I can move the player character text to the top when she speaks. I'll check, thanks! Smiley

So far I fixed the label texts, made GUI elements glow when hovered over. Clicking on an item again when it is selected deselects it.

I also fixed the non-pixelated scaling for HTML5 and Android targets, but that'll not make it into this game anymore.

Pretty useful feedback so far, thanks everyone. :D
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