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Astropez

13
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1
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A member registered Nov 07, 2018 · View creator page →

Creator of

Recent community posts

Thanks for the kind words :) I'm glad you enjoyed it, I love your games

Thanks! I'll start working on the update tomorrow, definitely want to make everything a bit tidier.

thanks so much! Really liked your entry too. So much for just a little week!

Glad you enjoyed! We're definitely planning other stuff which will last longer!

Thank you very much :)

That was a great game. I like the idea you've had. It lacks a bit in execution (in between periods it's a bit empty) and one of the puzzle I found rather obscure (the one for spilling the fat). Otherwise a solid entry :)

Very complete game!

A bit confusing at the start but then we have enough time, although the first time I got a game over. Really cool drawings and ambiance. Sometimes trippy! Well done!

Well done! Switching characters is very smooth and the puzzles made great use of it

Awesome use of the bucket!

Really good entry there! Well done :)

Great entry, great ambiance, and great use of the theme. Love the ending!

Heya!

Thanks for the swift response!

I will definitely check the source codes you're suggesting (and take the chance to play them at the same time  :)). Yes that's where I could not find it. I will change there and see how I can personnalise the follow of the main character I'll come back if I have any additional question on that side !

Cheers

Heya!

First of all, thanks for this amazing tool! I've had lots of trouble with other Adventure Game tools (like Adventure Game Creator) and being close to AGS it was nice to see it! I'm having lots of fun with it, although the documentation could use a ittle more fleshing out, it sometimes is a bit nebulous (nothing a bit of experimentation can't fix of course).

Now, I'd like to have a support character following the main character wherever they go. I've been going around with using C.SupportCharacterName.WalkToBG(C.Player) on the Update() method, which works quite well but needs doing on every Update() method of each room, alongside a C.SupportCharacterName.Room at each change of room. I could not find a more elegant solution on the Scripting API. Is there any?

Basically the support character would need to be in the same room than the main character, including when E.ChangeRoom() is called. Potentially it would also have to follow the player in general, though sometimes randomly wandering around points of interests (like props). I thought of just changing the E.ChangeRoom() itself to change both the player and the support character at the same time but I haven't been able to find where to modify that. I'm not asking for the code to do it, just where I can change it for my need?

Cheers :)