I’ve stripped all the between game code from all the games – so no more time wasted on endless bug fixing! It feels like a great weight has been lifted from my shoulders: now I can focus on making games forever, with no fear of scary bugs appearing from nowhere. Happy day!
The games now have TEN favorite music slots (use the 0-9 keys), and the recent room list now covers the past THIRTY rooms, not ten.
Now I’m working on the Les Miserables bugs and suggestions from ‘Marquillin’ on the forum. Hopefully I’ll have these done by the end of the week, then I’ll test the games AGAIN, upload them and we’ll all live happily ever after.
If all goes well then in a couple of weeks I’ll start on The Count of Monte Cristo, and from then on this blog will become what it was always suypposed to me: a non-stop catalog of screenshots and amazing new story announcements!
3 responses so far ↓
1 Marquillin // Jul 28, 2010 at 6:50 am
Nice man, glad you got your plan revised in a way that pleases you. So, am I right in supposing that when you click on a pathway from one story into another, it’s functionally the same as clicking on the book on the shelf, save that it either prompts you to save your game, or saves it automatically? That would be cool enough, lends to the feeling that it’s all connected.
And nice that you implemented some of my suggestions, and that AGS accepted using the number keys; it’s as if there’s a piece of me in the game now. So I figure we’ll split the revenue 50/50, yeah? :~p
2 Chris // Jul 28, 2010 at 9:22 am
When you click on a pathway now the screen slides down as before, but instead of then going to a new game you see a message about how the games are connected, and of course the blue bookmark shows which game connects at that point. Hopefully new users won’t expect the game to actually change – no other games do, so I hope they won’t blame me for not having a feature that nobody else does either. I’m trying to avoid anything non-standard like autosaving or swapping between games. Non-standard code has caused me no end of frustration over the past year, now I just want to use code that’s been fully tested in other games, and focus on the stories.
(The bookshelf game is the one exception – that still launches other games, because nobody has ever reported that one not working.)
3 Marquillin // Jul 29, 2010 at 4:23 am
That will work, though even if you don’t set up an auto-save, so long as you prompt the user to save their state, and have a link to the new story that is small and hard to accidently fall into – maybe that’s basic code? I don’t know, it might seem a little more immediate and connective to the player. On the other hand the bookshelf is just two escape keys away, so what’s the difference if they’ll be starting from the start (room 1) anyway. It makes the passage ways more like a plug for other the games containing similar landscape, and it’s still cool that you can find the other side where the two games connect and be able to see that map in ones head at least, if not directly traversable. And your right that not many will think of it on their own, at least not as seriously as those who follow the concepts in the planning stages.
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