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Everything posted by Jenni

  1. Space scene implementation

    Heh - the minor bug that you found was the same silly mistake that you had earlier with the clock scene. When I fixed the Doug scene, I forgot to reset the terrain, so it was placed under the game scene, which placed Doug in the inventory area. I did another bugfix pull request that fixes a lot of issues, especially the return to hub button which now is an Escoria button too. kednar updated the hub button on the space_kednar branch, so I pulled that first and included it in my pull request, so it fixes the space scene too.
  2. hey guys post more im bored

    My town finally got a Popeye's Chicken. I love their food so much.
  3. Space scene implementation

    There were a couple of space scene issues - ending the game was one, as was the inability to go back to the hub. It all appeared to be related to not freeing the scene when changing to the next scene. That seemed to fix things. The space signal issue was definitely the main issue with the hub, but the button system meant that there were things in Escoria that you couldn't do that we might want to do - like fading out into the next scene when clicking on a hub object. Oh, and I also made it possible to click the mouse to skip the intro. I'm going to work on getting the rest of the Doug's Moai Adventure game into the Doug scene, as there's a lot of stuff in there that would be helpful for anyone who might want to try making a memory for Amnesia Adventure (puzzles stretched across multiple rooms, non-player characters, dialog puzzles). I originally designed it to test all of the functions of the adventure engine framework in Moai, so it would be helpful for us too to test all of the functions of the Escoria framework in Godot.
  4. Space scene implementation

    I just made a pull request that hopefully fixes the issues in the space scenes, the hub (it completely redesigns the hub to use the Escoria item system - so it should be much more efficient and hopefully break less from here on out), and the doug scenes. It also adds an intro like the space scene onto the doug scene, to tie them together thematically.
  5. hey guys post more im bored

    I made this back in 2010: But surprisingly I haven't talked about animation on here a whole lot, especially lately. I must fix this.
  6. Space scene implementation

    Holy cow, it's beautiful! I've been tinkering around with the source code you and flesk made for the space scene, and implemented a verb coin for the doug scene. I see that you have a look and a take icon in the assets folder - I'm currently not home, but once I get there, I'll get that working in your scene too, and submit a pull request to your repo. It doesn't currently work with combining inventory, but it looks like the way your scene is set up, that shouldn't be an issue.
  7. Amnesia Adventure Update Log

    Day Twenty On the main repo: kednar updated his space memory scene with a script by flesk that updates the character when the pipe is taken. (a32474) Thanks to @kednar and @flesk for their efforts!
  8. The Lost Dev Team Now Uses Godot

    Your platform motivated me to finish up the basics for the tutorial level, @flesk Switching of characters is in, as is the two elevators, and the two remaining (two part) tutorials. Getting stuck on edges is still a major issue (especially now that the moving platforms are in, as it's really easy to get stuck when going from floor to elevator). Also, at the moment, the game just quits when you reach the end of the level. I'll talk with Anenome to see what he thinks about arcade level endings for each level, and if he's up for making a short level ending song, as his menu songs were great.
  9. hey guys post more im bored

    Yeah, but the anti-immigrant sentiment in much of Europe and the United States isn't exactly helping to prevent terrorist organizations from recruiting either.
  10. The Lost Dev Team Update Log

    Day Nineteen On the main repo: flesk did the initial work on a configurable moving platform. (85cdf8) Thanks to @flesk for his efforts!
  11. hey guys post more im bored

    I got my DNA genealogy test results back a few days ago, and my ancestors are from Europe, Near East, Central Asia, and Northwestern Africa. The US State Department list reads like a list warning against travel to the countries where my ancestors came from. Well, I guess considering the anti-immigration sentiment in the US right now, that makes sense.
  12. The Lost Dev Team Now Uses Godot

    For this tutorial level, a moving platform would suffice. To keep the character out of the elevator, I was thinking just a simple CollisionShape2D to block the character. My original concept had a door with a screen that had a lock icon. We could implement that in the same way as the platform the artist paints, by setting the visibility of the texture off, and setting the CollisionShape2D to true, to allow the character to pass through it to the elevator). Then we could have the door disappear and the elevator begin to work simultaneously (I figured that the large lock icon would be a clear indicator of something needing to be hacked for the tutorial level).
  13. The Lost Dev Team Now Uses Godot

    I created a basic design roadmap for what's needed in general and what's needed for the first level. I also updated the issue tracker. Feel free to add to that roadmap or the issue tracker if you see anything that should be addressed.
  14. Amnesia Adventure Update Log

    Day Nineteen On the main repo: Jenni added the confirm popup adapted from Escoria in Daïza (648206) Documentation: Jenni updated the licence to include Escoria in Daïza Jenni added the contributor roster
  15. The Lost Dev Team Update Log

    Day Eighteen On the main repo: Jenni added the ability to paint the platform, and removed unused files (c96a27)
  16. The Lost Dev Team Now Uses Godot

    Aye - I picked the simplest platforming framework out there (that was also compatible with the MIT license) - since I switched everything out from Unity half way through Amnesia Fortnight - so that I understood everything in the code, and also so that it could easily be extended to be suited to the game's needs. Even with my addition of the menus, credits, and basic tutorial stuff, there's still only a handful of files to sort through, so it's pretty easy to grasp right away. I also did away with all of the superfluous stuff that's not needed for this game in the last commit, so it's even more compact than before.
  17. The Lost Dev Team Now Uses Godot

    Character switching is not supported by the framework at the moment, but Godot's ability to swap nodes should hopefully make that pretty trivial. The second half of the level (the elevators), isn't functional, as at the moment the elevators are simply a textureframe and a collisionshape2D. I just updated the code to show the platform when the player is the artist and hits the control button. It turns out you actually have to set get_node("CollisionShape2D").set_trigger(false) to activate the collisionshape2D and get_node("CollisionShape2D").set_trigger(true) to allow the character to pass through it. That seems a bit backwards to me, but, c'est la vie, as it works now. I think we should probably just only open up abilities once they are shown in the popups for the tutorial level (so the characters will only be able to be switched once their part of the level becomes active). We can definitely go whole hog in subsequent levels once the groundwork is laid out to the player though.
  18. The Lost Dev Team Now Uses Godot

    That would be awesome. This one didn't make it as far during AF, as it requires a lot more custom code than Amnesia Adventure did (since the only code that's from an existing framework is the platforming stuff). The platforms used to be painted textures, but now they're just CollisionShape2D nodes that are placed over the platforms of the background. Right now, the code for the control function is a bit wonky, so it's not in the repo. I'll work on getting that up and working tonight, so that at least the main functionality is in. The musician and the coder at the moment are just textures, but the plan is to swap the nodes with the artist once they reach the next sign post for the next point of the tutorial. The platforming code is a bit wonky too - as at the moment, if you stop right at the edge of a collision point, the actor will completely stop and no longer will respond. So, there's a whole bunch of stuff that's needed yet, and the wiki and the issue tracker are shamefully out of date - I'll work on getting issues put up as well as getting a roadmap for development up on the wiki.
  19. The Lost Dev Team Update Log

    Day Seventeen On the main repo: Jenni began to add the tutorial for the artist. (4cf528)
  20. Escoria in Daïza is released under the MIT license too, so that shouldn't be a problem. I'll make sure that I add it to the MIT license for Amnesia Adventure though.
  21. I noticed that Escoria upstream is just a stripped down version of the "Escoria in Daïza" demo. That's why there's a lot of missing dependencies (such as popup_confirm, the music loop in bg_music.tscn, etc). I'm working on using that as a base, stripping out all of the demo assets, replacing our assets and changes. It will probably be at least a few days, but I'll create a big pull request after everything's in. Hopefully that solves a lot of the stuff on the issue tracker in one go. *fingers crossed*
  22. Amnesia Adventure Update Log

    Day Eighteen On the main repo: flesk made it easier to use background_area.gd by using Area2D instead of a TextureFrame for background input (ddfd7f) flesk fixed the interaction with the mountain in the test scene (bca7e2) Thanks to @flesk for his efforts!
  23. Amnesia Adventure Update Log

    Day Seventeen On the forums: Jenni shared concept art for a verb coin for the Doug memory and shared a screenshot of it in action.
  24. Amnesia Adventure Update Log

    Day Sixteen Things have slowed down a lot now, but things are continuing to improve. On the main repo: Jenni updated the project icon. (c5945b)
  25. Concept Art

    I've been playing around a bit with the sourcecode that @flesk and @kednar have been working on for the space scene. I like the click to bring up actions that it employs, so I've been toying with a verb coin interface: I made a quick verb coin for the Doug the Ogre scene (using a medieval coin as a base): Then I implemented it into the scene: I'm still working out how to get the action menu to properly work with the inventory, but it works well on everything else.