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Messages - rongel

#21
The game is completed and released, so this thread can be locked now. Thanks for following the development!
#22


Dreams in the Witch House is a genre-bending mix of point and click adventure and a survival RPG. Guide Walter Gilman, as he prepares to face the dreaded May-Eve witch ritual in the legend-haunted city of Arkham.
Choose your own approach and reveal the secret of the Witch House before it's too late.

AVAILABLE ON Steam AND GOG

Features:
- A unique mix of survival RPG and a classic point and click adventure game
- Around 10 hours of playtime
- High replay value, many of the elements are easy to miss on first playthrough
- Day / evening / night - cycles and changing weather
- Several endings depending on player's actions
- Original soundtrack by genre favourite Troy Sterling Nies (The Call of Cthulhu, The Whisperer in the Darkness)

Developed by Atom Brain Games
Published by Bonus Stage Publishing

Based on the short story by H.P. Lovecraft





#23


Only one day until the release!

And after that it's time to close this thread. It's been fun four and a half years here :-D

Now, back to panicking!

Dreams in the Witch House will be available on Steam and GOG
#24
Quote from: heltenjon on Sun 05/02/2023 00:42:01I have played the demo several times now. I'll admit I am always a bit skeptical towards games where events happen in a sort of real time and you may miss them if you are not in the right place. However, I've played focusing on solving different problems, and this makes the games played quite varied. It looks good, animates extremely well, and the mechanics are well-oiled and easy to get the hang of. Perhaps you'll get a role player out of me yet. The story is also very well told, and the dream sequences are...odd. And scary. I eagerly await the full version, and I guess this may well be a hit in 2023.
That's great to hear! I think the last year I've just tried it to make the game more approachable, and make the systems more clear to player (which is probably the hardest thing to do!). I'm very happy you liked the gameplay, with the roleplaying mechanisms and all.

QuoteToo bad that the demo was never entered into the database. Now it's impossible to nominate it for best demo of 2022. Which it may well be.
Well sh... shoot. I think I just totally forgot that you could apply for the best demo. Because the full game was delayed from 2022 to 2023, I was just thinking that I will miss this years competition altogether. I'll be sure add the full game to the database as soon as it's released!
#25
Quote from: Crimson Wizard on Sat 04/02/2023 17:40:42The question is, is your game built as 3.6.0 and run as a new game, or have you built it with 3.5.1 previously and restoring an older save made in 3.5.1?
It happens with the RC 6 and RC 7 when starting a new game. Weird thing is that I think it has well worked before, like a month ago or something. Just now noticed this behaviour when testing my game.
#26
I noticed a possible new issue with the latest RC version with the idle animation delay. I have set it to 2 in the editor, but when I start a new game, it's actually 7 for some reason. I can manually change it to 2 with the IdleAnimationDelay command, and the idle animation plays like it should.

I think this issue is with the new version, but I'm not 100 % sure about it. There's always a possibility that it's my doing. Can someone else confirm this?
#27
Ok, all seems to be fine with the plugin, looks like it was my doing. I added this in the game start:

Code: ags
AGS2Client.Initialize("clientID", "clientSecret");

And now the achievements seem to unlock as desired. So all is well now. Hope this helps someone!
#28
Quote from: lapsking on Wed 01/02/2023 20:06:20Congratulations rongel! Looks amazing. Wow, 7 years, I thought I'm a bit cuckoo spending a year for 3 and half hours gameplay, but here we go. Respect for putting so much into art of video game.
Thanks! Yes, I know what you mean! But to be honest, I didn't know much about anything when I started the project. So I've redone the game several times now, and just kept adding more stuff in it. It's good that I have a publisher now, otherwise I might still just continue messing around with it!

Quote from: Matti on Thu 02/02/2023 09:23:21Great news! I'm looking forward to it.
Thanks! Only two weeks left for the release!
#29
Quote from: agentbauer on Wed 01/02/2023 16:18:41Wonderful news ;)
Loved the demo and can't wait to play the whole game.
Great to hear that! If the demo worked for you, I think you will enjoy the full game!
#30
It's finally happening:

DREAMS IN THE WITCH HOUSE will be RELEASED on FEBRUARY 16TH!

The game will be available on Steam and on GOG. I've been developing DITWH for seven years now, so this is pretty exciting.

To celebrate the upcoming launch, here's a brand new Release Trailer. Take a look (and a listen, Troy's score is amazing)! 

#31
Sorry for bumping this old thread up, but need a little help with the GOG Galaxy plugin. I copied the agsgalaxy.dll and Galaxy.dll to AGS editor folder and installed the plugin in the editor. I have the achievements setup in the Galaxy developer portal (they are identical with my Steam achievements).

Everything should be in order (from what I understand) but for some reason, the achievements won't appear when played through GOG Galaxy.

I was wondering if this is still the case and the AGSGalaxy is out-dated:

Quote from: vga256 on Thu 13/08/2020 20:28:19Just to let everyone know - GOG changed its Galaxy API this year, which breaks compatibility with AGSGalaxy. I've rewritten the client so it works again, as well as added GOG Overlay support. I'm happy to send in a PR if you're still looking after this repo, @Monkey0506.

Edit: Updated source for the plugin here. No binaries available.

If so, is there an update somewhere (if I understood, the link here is only for the source code)? Thanks for any assistance, this stuff is new to me!
#32
Quote from: Crimson Wizard on Thu 12/01/2023 21:29:24@rongel
Another update: https://cirrus-ci.com/task/5986584122621952

Quick testing looks really promising, all of my buttons seem to be working properly now, and the map screen behaves like it used to. Thanks so much for these quick fixes CW!
#33
Quote from: Crimson Wizard on Thu 12/01/2023 11:23:04So, you are making whole GUI invisible, not just the button?
Yes, I've tested that too. The results seem a bit weird and hard to explain, but here's what I've found out:

Things that work:
- Making the GUI (that has the button) invisible and visible
- Making the button invisible and visible (with the new fix)

Things that don't work:
- Fading out and fading back in the GUI (that has the button) with Tween Module
- Making another GUI visible after clicking the button (no Tween Module, no fades). This seems the most strange one to me.

I can send my test game if it's easier to see what I mean.
#34
Quote from: Crimson Wizard on Wed 11/01/2023 21:17:58I seem to have fixed this, the temp build download will appear here, in about 1 hour:
https://cirrus-ci.com/task/6686114136719360

Thanks for the fix! I tested this and it works in my simple test game situation. Unfortunately, it didn't fix the button issues in my own game. I did more testing and it seems the issue is also connected to the Tween Module and fading in and out. I use a lot of quick fades, and my own fade gui. The problem remains when ever they are used with a button click. Some examples of the wrong button behaviour:

Code: ags
function btn1_OnClick(GUIControl *control, MouseButton button)
{
  gGUI1.TweenFadeOut(0.1); // gGUI1 has btn1 in it
  Wait(40); // Move mouse away from the button while game is paused
  gGUI1.TweenFadeIn(0.1);
}


Code: ags
function btn1_OnClick(GUIControl *control, MouseButton button)
{
  gFadeGui.TweenFadeIn(0.1); // My custom fade, black screen
  Wait(40); // Move mouse away from the button while game is paused
  gFadeGui.TweenFadeOut(0.1);
}

EDIT: Ok, even this causes the issue (I removed the Tween Module, so that doesn't cause it):

Code: ags
function btn1_OnClick(GUIControl *control, MouseButton button)
{
  gGUI2.Visible = true; // Opens another Gui
  Wait(40); // Move mouse away from the button while game is paused
}
#35
Looks like I managed to reproduce it in a new test game. I made a button with all the different graphics, then when I click it, it does this:

Code: ags
function btn1_OnClick(GUIControl *control, MouseButton button)
{
  btn1.Visible = false;
  Wait(40);
  btn1.Visible = true;
}

If I move the cursor from top of the button while the game is paused, it's still has the mouse over graphic when it becomes visible again. I tested it by hiding the GUI (instead of the button), and it works normally (the button has the default graphics). I can send my test game if you need it.

#36
Thanks for the new Release Candidate version!

I noticed a possible issue, at least I'm not sure what else could have caused it other than updating to the new version. So here goes:

So earlier I used the version 3.6.0.37 and everything worked well. I have a GUI button that has a normal image, pushed image and a mouse over image. After I click the button, I make it invisible. Then, if I make it visible again, it will show the normal image (it's reseted to the default look). So all is well.

After updating to 3.6.0.40, the button behaviour changed. When I make the button visible again after clicking it and hiding it, it still displays the mouse over image (the button is highlighted). This happens even if the mouse isn't over the button. The only way to "reset" the button to the normal image, is to hover the mouse over it again, and then move the mouse away from it. This behaviour might have started already in the previous RC 4 version.

Hope this makes sense! It's a small issue, but seems very tricky to fix. Maybe someone else could test this? Not 100 % sure what could have caused this change, but updating the engine is my guess. Thanks!

EDIT: Found another instance of this bug: I have a map gui that has location buttons (with normal images, pushed images and a mouse over images). When I click a button, the map gui closes and player is teleported to the new room. When I enter the map again, the button I pressed still uses the mouse over image, even when to mouse is nowhere near it.
#37
Youtuber vicek83 has a tradition to ask adventure game developers their plans for the new year. The 2023 video was just released and I'm in it too!

There's a lot of talented developers talking about their work, so even if you are not interested in DITWH, you might find something else there :)

Happy New Year!


#38
Hello, it's been a while!

Next month there will be some big announcements, but for now, happy Holidays and a good new year!

#39
Yes, this seems to work well! I just need to remove the dynamic sprite / restore the GUI after displaying the message, otherwise the symbol will stay there in the later messages.
I'll mark this as solved!
#40
Here's what it looks now in the game:

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