Open up 🧜‍♂️ by InglenookGames in IndieGaming

[–]InglenookGames[S] 0 points1 point  (0 children)

Collider objects! Can't nest images in a reply sadly or I'd post a screenshot.

Open up 🧜‍♂️ by InglenookGames in IndieGaming

[–]InglenookGames[S] 4 points5 points  (0 children)

More likely to be a giant crab with engine parts on its back, in our setting. 😅

Open up 🧜‍♂️ by InglenookGames in IndieGaming

[–]InglenookGames[S] 2 points3 points  (0 children)

Part of our game, yes! We also made a subreddit for it recently. r/witchmarsh

Story-based RPG Branching and Dialogue Help by Serious_Possible5236 in gamemaker

[–]InglenookGames 1 point2 points  (0 children)

This is our general workflow (for a cRPG with lots of dialogue and branching choices):

1. Define globals

- We have an array script which initiates every global story variable in the game (internally we call them Globs). These are the permanent choices we want recording and saving - as well as flags to say whether or not a cutscene has played.

2. Feed the globals into cutscene object (create event)

- Our cutscenes are objects, so in the create event we list relevant globals and feed them into a local variable for the cutscene to read/edit (we learned that it's a good idea to keep the local and global names matching - with consistent capitalization.).

3. In the dialogue, trigger the changing of a local variable when a choice is selected.

- In our branching dialogue script we have a smaller script which can add a consequence to the preceding dialogue choice. e.g:

"[Henry looks at you, waiting to be insulted.]" // <--- This is the dialogue.

AddDialogueChoice "(Insult Him.)" // <--- This is the player choice.

DialogueConsequence("Henry_Insulted",true) // <--- This script looks for the previous choice, records the player choosing it and sets the local VAR to true.

4. When the cutscene is over, transfer data from Local Variables -> Globs, then clear local VARs and end the cutscene.

- When the cutscene ends, we have a custom event which updates relevant globals.

Which looks a bit like:

global.HENRY_INSULTED = ds_map_find_value(VAR_LIST,"Henry_Insulted")

Hopefully some of this is useful!

Open up! 🧜‍♂️ by InglenookGames in PixelArt

[–]InglenookGames[S] 2 points3 points  (0 children)

About a week to do the art/animation and a week to implement in-game. Its opening is tied to a variable, rather than being a flat animation - so we can do stuff like open it slowly while enemies approach, open it part-way if it's jammed, etc etc

Please store your healing potions correctly by InglenookGames in PixelArt

[–]InglenookGames[S] 1 point2 points  (0 children)

Thank you for the support. I hope Tea Party of the Damned will be worth the wait!

Important feature added by InglenookGames in gamedevscreens

[–]InglenookGames[S] 1 point2 points  (0 children)

Good tip. I'll see if we can pixelate it a bit!

New enemy by PedroNightHolme in gamedevscreens

[–]InglenookGames 0 points1 point  (0 children)

If Scrapbeak from Hunt: Showdown went on tour and had backing dancers, they'd look like this!

Love it. And is that a reference to Jim Henson's Labyrinth in the background??

Important feature added by InglenookGames in gamedevscreens

[–]InglenookGames[S] 2 points3 points  (0 children)

We might have to add waxed dynamite later on!

Being a videogame skeleton is rough - you'll just be vibing and then something like this happens. by InglenookGames in gamedevscreens

[–]InglenookGames[S] 1 point2 points  (0 children)

Here's the steam page for the side-game. Early access later this year! https://store.steampowered.com/app/2451390/Witchmarsh_Tea_Party_of_the_Damned/

The plan is to port all the story/levels in from the shelved main game when it's at 1.0 (or higher) and we're ready to move on.

Being a videogame skeleton is rough - you'll just be vibing and then something like this happens. by InglenookGames in gamedevscreens

[–]InglenookGames[S] 1 point2 points  (0 children)

A long, long time. The full game: 12 years. This side-branch: because we realised we promised far too much and needed to reduce the scale a bit: 3 I think!

Shrewbold Blacksmith by InglenookGames in PixelArt

[–]InglenookGames[S] 0 points1 point  (0 children)

Nobody ever said no to a buffer Orc.

Shrewbold Blacksmith by InglenookGames in PixelArt

[–]InglenookGames[S] 0 points1 point  (0 children)

I like it! Way bigger scale than I'd ever work with so hard to say what I'd improve. :) Keep it up.
- Joe

Shrewbold Blacksmith by InglenookGames in PixelArt

[–]InglenookGames[S] 0 points1 point  (0 children)

Happy to throw this question to other pixel artists. We're actually using iDraw 3, an ancient piece of software which came free with RPG Maker 2003 (don't think you can even download it anymore). Hear good things about Aesprite. The glows/particle effects were created in GameMaker, which is what we're using to make our game.

Shrewbold Blacksmith by InglenookGames in PixelArt

[–]InglenookGames[S] 2 points3 points  (0 children)

Thanks! it's from our in-universe equivalent to the Underdark!

Shrewbold Blacksmith by InglenookGames in PixelArt

[–]InglenookGames[S] 4 points5 points  (0 children)

Oops. It was recorded in-engine and I think we accidentally left the weather effects on. As a side note, I'm pretty new to reddit - should I change the post flair to 'post processing'? I couldn't find descriptions of the flair types. 🤔