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Messages - time-killer-games

General ENIGMA / Self-Extracting ENIGMA Portable
« on: February 24, 2014, 09:51:47 pm »
7zip isn't Windows-exclusive, to my knowledge it runs on Linux and Mac, too. So why do we only have a compiled 7zip installer on windows? Why do we have to compile ourselves on Linux and Mac? Is it a time issue?

Developing ENIGMA / Re: Changes in the new compiler
« on: February 24, 2014, 09:47:51 pm »
This is great news! I can't thank you enough Josh! I'm very excited for this update.

Thanks Dark star! Most of the game is pre-rendered, while some of it is just a few acts of laziness, for example, the gun was drawn purely in GMS's sprite editor.

Hey my game's now on YouTube!
Real Men Wear Pink HD - Gameplay Spoiler

Issues Help Desk / Re: Sprite_add crashes
« on: February 23, 2014, 12:52:02 pm »
When GMS originally released the C++ runner during the beta season, sprite/background_add() could successfully load and draw PNG, JPG, BMP, GIF, and for just sprite_add() animated GIF.Since then in GMS all those image formats other than PNG were dropped because they "weren't cross-platform compatible" even though they technically are. So yet another thing we could have that GMS will never have are those external image importing formats that Studio dropped, but that is only IF such functionality were added to ENIGMA, because right now, we only support BMP, which isn't compatible w/ studio, studio only has PNG. So if we aren't going to support JPG, GIF, and animated GIF, we should at least support PNG to be more compatible with Studio and the fact BMP doesn't support partial alpha transparency, but PNG does.

Works in Progress / Re: Dungeon Blabber
« on: February 22, 2014, 11:11:55 pm »
Thank you DarkStar for your kind words. =) I'm gonna do my best.

Issues Help Desk / Re: View ports screwed up in ENIGMA
« on: February 20, 2014, 09:01:31 am »
Two words.

Global. Game. Settings.

and check the radio tick box labeled "full scale"

Works in Progress / Re: Dungeon Blabber
« on: February 20, 2014, 08:42:58 am »
*imagining the game to be remotely religious*
It sounds like you are still either misreading what I've been trying to communicate or you are misinterpreting my intentions. You might not be aware of this, because I don't think you joined this site until a little while after all this happened, but I've worked on several games (two of which were horror based) in the past that I advertised here, where the games had a story that was completely religious. =P Those games I canceled.

I wanted to clarify this game wasn't like that at all because a skeleton with with a glowing rib cage, eyesocets with "spiritual" looking beams of light coming out of the eyesockets, and glowing guts on the ground and brains coming out of it's head and sitting on a throne inside a dark cave at a first glance looks like a depiction of a chamber in hell, which hell is religious shit, not at all what this game is after. =P I already explained in depth this is far from anything to do with a damn religion. If it was too much to read, I can't blame you. =)

The story I posted at the bottom of page one in this topic is the new story, and it is a story I have been creatively coming up with and revising for about a several weeks now.

Will it be a long game?

demo gameplay duration?
The demo will be very short compared to the full version. 45 minutes to beat it if you suck at the puzzles worst case scenerio.

full version gameplay duration?
The full vsrsion gameplay should take a bare minimum of 5 hours to complete, due to difficulty level and the actually duration and amount of puzzles, story, environments to explore, books to read (A lot of the pages ripped out or smudged/wet I'm not writing multiple full length chapters books for one game =P ).

demo estimated release date?
At the rate I'm going the game will have an unofficial demo ready in a few months.

full version estimated release date?
The full version should take a year starting now to complete if I'm lucky, but it will more likely take nearly 2-3 years, these estimations are more like guesstimations so I really don't know for certain how long all this should take, but the timeline I gave for how long it will take before release (both the demo and full) might not be completely accurate but we'll see.

Works in Progress / Re: Dungeon Blabber
« on: February 19, 2014, 10:49:43 pm »
Well if you check my last post on the previous page, you'll see I did just that. =) i 'm an ex-christian, do you think I actually want to continue making religious games at this point? =P

Works in Progress / Re: Dungeon Blabber
« on: February 19, 2014, 09:43:18 pm »
Thanks man, but again I meant what I said. =P The story at this point is completely shaped around evolution. I don't want to give too much away, but that most recent animation I shared two posts above this one, is a neanderthal that "died" but the "essence of life" hosting it's body remained trapped in the rotting karcus, due to no new scientifically compatible bodies to host. Being the last of the neanderthals, for well over thousands of years this body is nearly dry bone, just some intestines on the ground and brains growing through the skull. The flesh would've long past decayed if it wasn't for the essense still hosting the remains. The bones can still move as though muscles were there, but it takes much effort. The flesh and bones still there was preserved thousands of years by the creature's essence still present.

This "essence" evolves overtime and much more rapidly than the bodies it hosts do. The essense is what gives all things life.  every species has their own unique essence of life. Every essense has it's own scientific boundaries determining which bodies they are compatible with to host. The essence are so very different from us, they aren't visible, we can't detect their existense with any of the five senses. On rare occasions however the essence have discovered the human race were a specicies they've waited trillions of years for, one that can be communicated with, but only when the conditions are right, it requires a human that is abnormally intelligent. So abnormal, the essence have gone many years asking humans if they could hear them, only to get no response just about every time.

All living things fight and struggle for survival, why? Well, why do the essence host bodies? As the essence evolved dating back when shortly after they were originally formed, we're talking about like when the earth was very young and developed water for the first time, anyway, the essense were miserable, so they invented bodies to shield pain. The "bodies" they invented were single celled, and very primitive. Once they all entered their first body, the bodies came to life, and had a mind of their own, the bodies didn't only shield the pain, they shielded the essence and it's entire consciousness. The essense didn't know this would happen, but now as time went on they recycled through many bodies, evolving from one species to the next, both the body and essence evolving overtime. When an essense doesn't have a body, it is miserable beyond human words. The only way to make that pain go away is to competitively find a new body to host that isn't already hosted, one that is fresh, young, and developing in the womb (well, in a mamal's case)

The essence didn't know the body would eventually require food as evolution continued, which means for one body to live, another must die. When they do die, such lifeless bodies are no longer useful to the essense they instantaneously must find a new body to host, to mask their pain, but with so many essence, there isn't always a body available or compatible to host, and new bodies can't be created ouside of reproduction anymore, due to required materials being harvested clean off the face of the earth.

Works in Progress / Re: Dungeon Blabber
« on: February 19, 2014, 07:59:19 pm »
Hey guys just so you know this game is going to have nothing to do with any religion so if my games in the past have turned you off because it had religious content, I'm informing you, just to be clear, this game is actually from an evolutionist's perspective, as I am having mixed feelings on whether I should still believe in god.

Off-Topic / Re: Studio Deprecating iOS In Game Advertisements
« on: February 19, 2014, 01:15:18 pm »
^That's a bit much, you lost me =P

Issues Help Desk / Re: How to use cyrillic fonts?
« on: February 19, 2014, 01:13:30 pm »
As long as ©, ∞, and • are included with all the other common ones, I'm perfectly happy.

Works in Progress / Re: Dungeon Blabber
« on: February 18, 2014, 11:10:58 pm »
There will be a dialogue system. Voice actors? I wish, don't know anyone who would both be willing to record their voice, unpaid AND have a voice appropriate sounding due to their assigned character's role in the story. Pretty hard to find people like that in my case, not worth the trouble.

So here's the plan, there will be a black bar at the bottom of the screen with white text on it when either someone is talking currently or when you are asked a question or have a question to ask it would be like multiple choice, click a question or answer you have relative to the discussion, there you have it. whatever question/answer you press, there's no right or wrong answer, but if you IE. click on a question that has a significant answer to it, you might want get that answered. So the more you talk with the characters and actually comprehend the conversations, the better. If you click through and skip all the talking you could miss important info on what to do next or where to find hints possibly.

Off-Topic / Re: Studio Deprecating iOS In Game Advertisements
« on: February 18, 2014, 10:58:40 pm »
Precisely, darkstar, none of this surprises me about YYG, I couldn't agree with you more.
Good point about the webview control btw. =)