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Everything posted by Jenni

  1. Amnesia Adventure Update Log

    Day Twenty-Eight On the forums: Jenni shared screenshots of her changes to the hub and the beginning of a memory using the 70s cop assets created by Cheeseness. Thanks to @Cheeseness and @Jenni for their efforts!
  2. EDIT 3 (May 11, 2017) It's been updated with all of the changes since Amnesia Fortnight ended. You can try it for Windows, Mac, or Linux at https://jennibee.itch.io/amnesia-adventure EDIT 2 (April 27, 2017): It's out now for Windows, Mac, and Linux. EDIT: This is happening on my own branch. My silly little ending idea won't be part of the official project. We'll still be working out everything collaboratively after Amnesia Fortnight ends, because this project is all about fun and coming together to make something we can all be proud of making. We're now in the last hours of Amnesia Fortnight! That's right: with less than three days left until we hit our fourteenth day of developing, we can now count the time to the end in hours instead of days! I've seen some posts of people with questions about the game's development at this stage, so I thought I'd create this handy dandy post to sum things all up. First of all, both myself and @flesk have commented that we'll be continuing to develop Amnesia Adventure past Amnesia Fortnight, so if you are interested in making assets for the game after Amnesia Fortnight 2017 is over, fret not, as you'll still get the chance. However, since I hope we can have a completely playable game by the end to show off the hard work that we all put in, the scope has been pulled back a bit, but only for the next three days so we can get the Amnesia Fortnight build out to everyone, after that we can look at long term goals and expand the scope out as necessary. That means that we have to work from the assets that we already have. If you're working on something else, great! If you're done by the end of Amnesia Fortnight and want to have it in, and it fits in with what's already there, I'll look into seeing if I can add it (no promises, but you will definitely be able to have it in the builds after Amnesia Fortnight is over! ). So, currently we have a menu (with work by @WavingPeople, @Mythalore, and myself). It currently has concept art as the background, as for the Amnesia Fortnight build I hope to be able to show the broad spectrum of work that everyone has put into this. Mythalore is working on a wall of adventure trophy room that we can look into incorporating into the menu for future Amnesia Fortnight builds, as what he and WavingPeople have created so far is excellent. But for now, I want to lock things a bit so we can get a build out in three days without worrying about making things to ambitious to be able to finish. If you do finish by the end of Amnesia Fortnight though, I'm completely open to trying to fit the Wall of Adventure into the current hub though! I just finished the opening scene using text and still art. As for the current hub, we're currently using the concept art of the bedroom of the adventurer that was created by @TimeGentleman. I'm working on smoothing out the rough edges of the art, but it's currently working perfectly as a hub between memories. There are two memories in place right now - a Doug the Ogre memory by me, based on my Doug's Moai Adventure game, and a memory using the grandfather clock art by @lightsoda from the pitch video. I'm scaling the original ideas for these rooms way down, so that we can be finished in the next few days, without worrying about feature creep (as with everything else, these can be scaled back up after Amnesia Fortnight is over). Doug's original puzzle design included two rooms and a groundskeeper to interact with. To get this out in time, it will have a single room. The goal is still the same - to get the ladder to get out of the meadow, but there will be less puzzles for the time being. Doug simply needs to pick up the board, use it on the rock, and pick up the ladder from under the rock. This will lead the adventurer to remember about the ladder, and come back to reality. The grandfather clock puzzle design will focus on getting a key. The adventurer has to open the clock, and will take the key inside. The adventurer will then try the key in the door, but it won't work. Then the adventurer remembers the key, and returns to reality. Then, for the final scene, the adventurer picks up a key from the grandfather clock in the nursing home, uses the ladder to get into the attic, and finds the MacGuffin, which for this Amnesia Fortnight build, the adventurer's "Rosebud" will be what is found there: the discs from the previous two open Amnesia Fortnights. What needs to be done for the Amnesia Fortnight build is: the puzzles and dialog for the Doug and Clock memories, the final scene where the adventurer finds the MacGuffin in the attic (again with text and still pictures), and music for the clock scene, the hub, and possibly the opening and closing scenes. Everyone is free to pitch in on the final push, to work on stuff that will be added after Amnesia Fortnight is over, or to do both. I really love what everyone's done so far, and can't wait to get a playable build out, and to continue to work with you all after AF is over.
  3. I also set this version to bundle dependencies on all platforms, so hopefully it will work for everyone now.
  4. @kyle3wynn let me know that the download on itch.io opens to a project window instead of the application. I was able to figure out how to bundle it properly (I needed to manually set txt and esc files to bundle). So, I've uploaded a new build. Even if you've played this before, you might want to try it out again, since it includes all of the changes we've made since Amnesia Fortnight ended.
  5. Amnesia Adventure Concept Brainstorming

    Right now the objects that are found at the end of each memory goes into the inventory - which will quickly clog things once we get more memories. We need a better way to handle this, and I was thinking about reintroducing the Hall of Adventure idea that @WavingPeople had and @Mythalore was working on - with a different, but significant purpose. When memories are completed, we remove the object that led to that memory from the hub - but instead we add the object that was found in the memory to the hall of adventure. That way, we can have an easy setup for the puzzle that reveals what the adventurer has been searching for, once we decide what that idea will be. Oh, and in case you were wondering - I added the screw to the inventory after the space memory ends, as kednar stated in the original space pitch idea, so the item that gets you to the space memory is now a model of the space ship. Oh, and I did a little bit of animating of the 70s cop memory that @Cheeseness put up on the assets repo (the player is just a placeholder for now).
  6. Amnesia Adventure Update Log

    Day Twenty-Seven On the main repo: Jenni fixed the coding syntax related to objects and added more words to the translation database(83391cf) Jenni added more translations to the translation database (a888f8e)
  7. Amnesia Adventure Update Log

    Day Twenty-Six On the main repo: Jenni fixed the use of the inventory and added more dialog to the doug scene (3ad5bea) Jenni updated the translation database (f650aec)
  8. Now that the space scene is mostly implemented (yay!) I'm going to focus on getting the stuff from Doug's Moai Adventure into the Doug scene. To do that, it required quite a bit of additions, which I've been adding over the last few days. The verb coin was the biggest one - it has two verbs on the main repo, but today I've been working on adding talk as well. Stuff that still needs to be implemented: Opening scene (Doug falls out of a portal above a Moai head) Portal above the Moai head Animation of Doug moving the boulder Room Two (under the boulder) Doug moves a carpet to reveal a safe, but it's locked (which unlocks Marvin the groundskeeper in Room One) In Room One Merlin pops out of the portal and gives Doug his belt, which controls the portal. Marvin dialog and dialog puzzle to get the key to the safe. Safe opens down stairs, Doug gets the ladder. In the first room, the final scene where Doug uses the ladder on the Moai head to get to the portal to get free.
  9. The Lost Dev Team Now Uses Godot

    I've been looking into things, and it appears getting stuck on edges is a common issue when the player is a RigidBody2D. I'm working on converting the player to a KinematicBody2D. This only effects the player functions, as all of the other functions can remain the same, thankfully.
  10. Steam handle/user id/ tag share thread

    My Steam ID is http://steamcommunity.com/id/jennibee
  11. General discussion

  12. The Lost Dev Team Update Log

    Day Twenty-Six On the main repo: Jenni changed the XML scenes to the TSCN format (1e3b00) Jenni added an end of level screen (d17f27a)
  13. The Lost Dev Team Update Log

    Day Twenty-Five On the main repo: Jenni fixed a crash when pressing the shift button after the tutorial, and adjusted the tutorial positions (d7e493)
  14. The Lost Dev Team Update Log

    Day Twenty-Four On the main repo: Jenni implemented switching characters, tutorials, and an exit at the end of the level (c08ba0)
  15. The Lost Dev Team Update Log

    Day Twenty-Three On the main repo: flesk made the moving platforms more general purpose (54e2e6) Thanks to @flesk for his efforts!
  16. The Lost Dev Team Update Log

    Day Twenty-Two On the main repo: flesk made the platforms more modular (f17e09) Thanks to @flesk for his efforts!
  17. The Lost Dev Team Update Log

    Day Twenty-One On the forums: Jenni and flesk discussed how the game mechanics would work. Thanks to @flesk and @Jenni for their efforts!
  18. The Lost Dev Team Update Log

    Day Twenty Documentation: Jenni added a basic design roadmap for what's needed in the first level and what's needed in general.
  19. Amnesia Adventure Update Log

    Day Twenty-Five On the main repo: Jenni fixed the doug scene, return to hub button, and confirm popup slowdown (ef0fc3) Jenni removed the gd scripts related to the hub, as they are no longer needed. (e85beb)
  20. Amnesia Adventure Update Log

    Day Twenty-Four On the main repo: Jenni fixed issues in the Doug, Hub, and Space scenes (26042e) kednar updated the final cutscene in the space memory to go back to the hub (4ef19f) kednar updated the background of the verb coin in the space memory to be transparent (8752ee) kednar created a back to reality button for the space memory (755cfe) Thanks to @kednar and @Jenni for their efforts!
  21. Amnesia Adventure Update Log

    Day Twenty-Three On the main repo: Jenni added a verb coin to the space scene. (762e41)
  22. Amnesia Adventure Update Log

    Day Twenty-Two It was a busy day today, as the space memory and hub received a lot of additions and improvements. On the main repo: kednar cleaned up files in the space memory (eea912) kednar implemented the cutscenes in the space memory, but noted issues with the hub (3dadf) flesk fixed the issues with the hub (6bf967) flesk added a missing hub scene and script (81a139) Thanks to @kednar and @flesk for their efforts!
  23. Amnesia Adventure Update Log

    Day Twenty-One On the forums: kednar shared a video of the cutscenes from the space memory Thanks to @kednar for his efforts!
  24. hey guys post more im bored

    Popeye's is excellent. I used to only be able to get it when I went up to New England or down to New York City - as for some reason no place in upstate New York had it. It's got a nice spicy flavor, but not too hot. It's not really cajun, it's kind of like what Tex-Mex is to Mexican, but it's still really good. KFC's extra crispy chicken is pretty good too - but it doesn't really have a lot of spice to it. I prefer my chicken with a little bit of a zip. The closest Raising Cane's to me is in Ohio - much further away, but I do go to Ohio sometimes, so I'll put it on my to-try list when I get out there. Chick-Fil-A is kind of like Popeye's was to me, as the closest location to me is in central Pennsylvania. I'd like to try it some time though. On the subject of Pennsylvania, there's a chicken chain in Western PA and New Jersey called Cluck U that's really, really good. It's good enough that I actually went out of my way to try to track one down last time I was in Atlantic City.
  25. We need moar music!

    Now that you have the reveal cut-scene done, I'm going to make a little "ta-da" style music track to go with the reveal of the flush drive, since it's currently silent there and it really needs an exciting piece to go with the fun animation.