Oops, I've been missing these itch.io posts! But pretty sure we worked this out on the discord anyway ;)
Powerhoof
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Yeah, not too hard if you're alright with some scripting. I do it by simulating a mouse click so it can still be interrupted by "OnWalkTo" scripts, etc.
This code works in the UpdateInput function (if you have that in your global script, otherwise regular Update function is fine):
// First check if we should be able to move if ( E.Paused == false && E.GameHasKeyboardFocus && E.GetBlocked() == false && Plr.Moveable ) { // Get direction from keyboard input Vector2 direction = Vector2.zero; if ( Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow) ) direction += Vector2.up; if ( Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow) ) direction += Vector2.down; if ( Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow) ) direction += Vector2.left; if ( Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow) ) direction += Vector2.right; // Start moving 2 units in that direction if ( direction.sqrMagnitude > 0 ) { Vector2 targetPos = Plr.Position + (direction.normalized * 2.0f); E.ProcessClick(eQuestVerb.Walk,null,targetPos); } }
Yeah if you follow powerhoof here, you should get an email. We also have our YouTube channel https://YouTube.com/user/powerhooftv
But best place to hang out and chat currently is the discord, we're in every day chatting about adventure games with other people making them too. https://discord.gg/powerhoof
Powerquest is an extention for the Unity game engine. You'll need to follow the steps to set up here- https://powerquest.powerhoof.com/getting_started.html
It is more complicated to set up and get started than Adventure Game Studio, so if you're not sure you could try using that instead. https://www.adventuregamestudio.co.uk
Yaaay, I had no idea if that would work but glad it did. So possibly tied to frame rate and that's why it only happened to some folks.
And yeah love the style too, same feelings you have. Betrayed alliance is still in the works afaik. There's also Fortune and Glory from deivore and of course Crimson Diamond to look out for!
I'm very tempted to try out parser stuff too, but there's only so many hours in the day ;)
I haven't been able to get it to happen for me, even with a safe file from the other person that hit this bug. Driving me crazy ;)
I've fixed some other stuff you mention though, and have a *possible* fix, for the ash-walk bug. but its just a guess really.
Also, if its helpful, Here's a save file just after learning ash-walk (just copy it over the existing one in the game folder)
Thanks again for your help!
Is this for pixel art? Generally this is solved for pixel art games simply by designing them so that you dont have to scale characters. It's something I learned early making games with AGS, that scaling pixel art never looks great. So now I always avoid scaling up, prefering to shrink down the room instead as a cut-away. And I tend to do room art with the character in them so I can avoid too much scaling down too.
For hi-res games, you also have scale control on the sprite importer, so that might be what you're looking for.
For the other scaling issues, it's hard to know what you mean without screenshots/vid maybe?
Yeah, interesting! I've definitely started enjoying a lot more old movies/music myself even though they're before my time and I never watched/listened as a kid. But something about the style I like, even though it's outdated. So can definitely be an appeal to older styles even when nostalgia isn't a factor
Oh yeah, not all VGA games for sure, but a lot of adventures at the time went to scanned and downscaled art, lots of anti-aliased lines. I do love them too of course, but there's something really evocative about the lower pallete stuff I really like as well.
And 90s CRTs were plenty crisp! Especially at 320x200 like most games around then. I think 1024x768 was a pretty common desktop res on CRTs. When people talk about pixel art being designed for blurry monitors or with big scanlines, I think it's more console games on NTSC TVs.
Honza, this is amazing! Your best yet! I'm in awe! I loved the setup and world building from the demo, but you doubled down on everything, it just all works so well. Truly masterful plotting. It was just so satisfying to get to the resolution, have all those pieces fit together so wonderfully. And god, that music and sound design is supurb, really stand-out stuff. You've gotta make a commercial game. If you made something this quality, two or three times the length with VO, you'd be topping GOTY lists for sure. You're all just too damn talented! :D
Thanks Honza, that's really what I'm going for :) Those novels tend to expand in scope the further you get in, so its been tricky trying to keep that vibe while still fitting an instalment into a jam sized game. I probably need more smaller chapters but don't want to have to keep waiting for the next jam and then to only do a tiny section!
I thought I'd see your game much higher in the rankings, but I suppose it's just a demo, I really want to see more of the world it was one of my top games this time around even though it was just an intro!