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Messages - HershallCook

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1
Chit-Chat / Re: Looking for a writer
« on: February 13, 2018, 03:08:54 pm »
If you make a development plan and rescope to what you consider a reasonable degree, let me know. The world needs more point and click horror games.


2
Chit-Chat / Re: Looking for a writer
« on: February 13, 2018, 06:14:43 am »
Hello! If you are still working on this project, I'm interested in learning more.

I've written the script for several story-driven flash games totaling more than 320,000+ views on Newgrounds (https://hershallcook.newgrounds.com/games/). Recently, I also wrote an extensive script for an indie game set to come out this year.

If the project is dead, let me know.

3
Dialog Extension / Re: Macros Broken
« on: November 27, 2016, 05:45:36 pm »
I figured it out. The spaces are mandatory. For anyone wondering about normal macros, it appears that it this is absolutely the way it needs to be formatted:

{joe} -> <showname Joe><face Joe>

The spaces on either side of the -> are critical. Sometimes, the macro might work without them, but that's a bad practice and will likely backfire later.

4
Dialog Extension / Macros Broken
« on: November 27, 2016, 03:33:20 pm »
I was testing my game, and I realized my macros no longer work. They now appear exclusively under tags, but they don't call anything to action. I'm sure they're formatted correctly, because they were calling up my characters' names and faces earlier, which is what I intended them to do. If anyone knows a quick solution to this, let me know. I'm also happy to provide logs or any other information.

Hope everyone had a good weekend!

5
Hello! My forthcoming game features a ton of dialogue and some of it is "dead end" dialog that funnels the player towards a set conversation closer. Rather than repeating my closing lines in every single branch of the dialog, is there way to automatically switch from one to another, without a pause?

Say we have two options.
Yes leads to this, "Of course you'd say yes! You stole three cranberries."
No leads to this, "No? But...you stole three cranberries. That makes no sense."

But they both end with, "Who even cares. This is the worst fake dialogue ever."

Rather than repeating that under each #Yes and #No chunk, can somehow make both of those sections switch to this one afterward? (Assume it has its own chunk under #Fake.)

Thanks in advance!

6
Dialog Extension / Re: Any way to change style during Dialog?
« on: November 26, 2016, 11:11:52 am »
I'm not sure whether this options exists within the engine, but you could use game attributes within the dialog extension to trigger events, then open a new box with a different style for each switch.
Example:
<showname Player><face Player>Hey, what's this?<but><setattr [game "dialog change" "kid 1"]><end>

Then, in an 'always updating event that you either put in the scene or attach to the scene as a behavior, always check for dialog change.
if
dialog change = kid 1
show Kid 1 with style Kid Style
set dialog change to wait (or whatever else you prefer, but the main thing is not to have it continue to trigger once you've open the new dialogue.)
You can then  do this for all of the dialogue chunks.

Anyway, this is a pain, but it would definitely work. I use this for cut scenes (check out The Blind World on Newgrounds at http://www.newgrounds.com/portal/view/680115, a lot happens during most dialogue sequences), and it's  very versatile.

7
Dialog Extension / Thank you so much!
« on: October 22, 2016, 01:12:31 pm »
It goes without saying – but of course I'm going to say it anyway – that Justin and Cory are awesome. They developed this extension for free and they update it for free and they answer all of our questions...FOR FREE. That's a lot of free, all at no cost.

After featuring their extension very heavily in, well, every game I have ever made, I just donated $15. That's a steal, and here is why: at the moment, I'm running a Kickstarter for my game When Goats Join Cults. It's a funny, weird, story-focused platformer that would not have been possible without the extension. With the extension, I made a game that was played by Markiplier and has raised more than $1,000 dollars.

So can I donate $15 to the guys who made that possible? Yeah, I can do that.

Here's a preview of the demo I released on Newgrounds. If the idea of a goat trying to join a goat-eating cult appeals to you, check out the browser demo here.


8
Windows / Mac / Flash / HTML5 / Re: Feedback wanted! Funny narrative puzzler
« on: September 20, 2016, 08:36:50 am »
Nice!

Positive:
* Funny
* Nice graphics
* solid design

Negative:
* Don't start with sound enabled
* Can't skip dialogue
* Don't repeat old text (when starting over)


Thanks for the feedback! One question: are you aware of the "read faster" button? You can read very quickly if you hold the right arrow. Is that not enough of a skip?

9
Windows / Mac / Flash / HTML5 / Re: Feedback wanted! Funny narrative puzzler
« on: September 19, 2016, 09:17:34 pm »
Thanks for testing it again.

I do have the intro dialogue set to a global attribute, but I haven't implemented saving yet, so reloading the page resets everything. That said, you can read through the dialogue very quickly by holding right arrow. Is that not fast enough for you? Or was the skip button not obvious enough? I don't really want to remove the dialogue on subsequent playthroughs, since it adds a lot of character.

[edit to respond to second feedback] It should reset the dialogue box if you step like 30 x or y away, but I'll look into it again. With the restarting of each room, I'm hesitant to do that because it would break the narrative and take the minimal platforming challenge out of the game. But I see where you're coming from, so I'll add a restart button so you can jump to the beginning at any time.

How many endings did you get?

10
Windows / Mac / Flash / HTML5 / Re: Feedback wanted! Funny narrative puzzler
« on: September 19, 2016, 08:41:59 pm »
Hey nice execution buddy. Oops!! Didn't expect the situation in the library.

Anyway.. I don't understand how to progress. I do everything as per the arrows shown in the dining room. But still I end up losing? Is there a catch or puzzle I don't understand?

I thought may be I need to go somewhere else. I got to the 'We love Goats' room but still can't progress anywhere there.

When I went to the library, people were busy and didn't help much for me to progress. I saw like a book fell from one of the shelves. I thought I should push or stand on it. Strangely, when I stood on the book, the game got stuck and the goat no longer moves. Is it bug?

That's weird...when I play it, you get the option to pick up the book. A dialogue should appear that reads, "Take book?" Try it again, and let me know what happens!

You're supposed to lose the arrow mini-game. You're always going to be eaten, whether you hit them perfectly or not. I might need to make that more clear. The only way not to get eaten doesn't involve playing that game. (There are five different endings, after all!)

As to what to do, well, the person in the We Love Goat room wants some entertainment. Maybe you could bring it to them?

11
Windows / Mac / Flash / HTML5 / Re: Feedback wanted! Funny narrative puzzler
« on: September 19, 2016, 08:04:38 pm »
Looks cute.

About the file size, do you have 2x, 4x, etc. checked in settings? If you uncheck those and remove unused files, it drastically reduces your export size.

I was going to say, you think this is my first game? Of course I unchecked them! Then I looked at the file and realized all the assets were being included. Thanks for the heads up, I appreciate it! The much smaller game is now live.

12
Windows / Mac / Flash / HTML5 / Feedback wanted! Funny narrative puzzler
« on: September 19, 2016, 07:40:37 pm »
Hey guys, hope everyone is doing well. I'd love feedback on my newest game, "When Goats Join Cults."

[EDIT] The game is available on the Stencyl Arcade, at http://www.stencyl.com/game/play/35241

The Corpulets were voted the number one food-based cult by Cultist Monthly, and they want YOU to join them. Will you pass their initiation and spend the rest of your days sipping wine? Or will you be slaughtered and eaten?

A narrative focused puzzle platformer with five endings ranging from disgusting to crunchy.

CONTROLS:
Arrow keys to move
Right arrow key to read text faster
Space to advance dialogue
M to mute


It would mean a lot if anyone were to play the game and offer their opinion!

13
I figured it out! Will post soon!

14
The friction isn't set to 0 always because I need the enemies to push the player when they attack. (So I can't do set x-speed to 0 when not pressing a direction.) I set the friction to zero whenever the left or right side of the player the wall, but it doesn't work.

15
Hello everyone!

Here's the problem. When the player jumps, I use a force that allows him or her to jump for as long or little as he or she wants. This is great most of the time, but it has problems. When the player hits a wall, their momentum is lost and so they can't jump as high.

Check it out here: http://www.newgrounds.com/portal/view/680115
I go over it in the tutorial, so you'll see what I'm talking about.

I have no idea how to fix this issue. A lot of reviews are complaining about it (but otherwise praising the game, which is great), so I'd like to upload a patch.

I attached my jumping and tile interaction code. (The Fall/Downattack is unrelated to the jump.) Please help if you think you can!

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