New to the forums and working on my first game: Ellapse

  • #1, by HelixAbyssFriday, 06. November 2015, 06:28 9 years ago
    Hey everyone, figured it was about time I signed up for the forums and posted something. I started working with a different engine but switched over to Visionaire Studio in July, since then I've been reading through the forums and finding answers to all of the issues I've run into. I am really enjoying the experience of working with this engine and it is incredible watching my game come together after wanting to create something like this for... well, too long to recount. (I should also probably mention real fast that I am not much of a forum user in general, so my apologies if I do something weird with my post, and I would appreciate if you could point me in the right direction if I do...)

    Last weekend I released the demo for my game. The game itself is still super early in development and there are still some things to add to the demo, but it's playable! I wouldn't have been able to get this far without all of you guys on the forums. So, thank you everyone!

    I put the link to my game's page as well as a screenshot from the game in the attachments.

    Newbie

    24 Posts


  • #2, by sebastianFriday, 06. November 2015, 08:39 9 years ago
    Welcome to the forum!
    You released a demo already? Where can we find it?

    Kind regards

    Sebastian

    Thread Captain

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  • #3, by HelixAbyssFriday, 06. November 2015, 08:43 9 years ago
    I put a link in the "attach link" area on the post, it's at the bottom of my first post smile

    (It seems super early that I released it but that's because I took my time signing up for the forums, haha)

    Newbie

    24 Posts

  • #4, by sebastianFriday, 06. November 2015, 09:40 9 years ago
    Seems to be a bug in the mobile version of the forum. Cant see any attachments... XD

    Thread Captain

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  • #5, by HelixAbyssFriday, 06. November 2015, 09:45 9 years ago
    Ahhh ok, here, let's see if this works: http://helixabyss.itch.io/ellapse
    (well, you'd be able to see the page at least, but I just have windows and mac versions)

    Newbie

    24 Posts

  • #6, by afrlmeFriday, 06. November 2015, 13:23 9 years ago
    Looks interesting. Downloading the demo now.

    In regards to what you mentioned on your game page about keyboard control: in theory it should be possible with the next update of VS as gamepad support has been integrated. So (again) in theory it should be possible to call some of the gamepad functions inside of key events, which should allow you to control your player via the keyboard.

    However if you want to go down the keyboard control route, you may need to rethink how the player will interact with scene objects. i.e: action areas created in the way system could determine when player is in a specific area to allow them to press a button to interact with a scene object / character. A GUI would come in handy here to tell the player when they can interact with something & with what.

    Imperator

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  • #7, by HelixAbyssFriday, 06. November 2015, 16:45 9 years ago
    The next update, huh? I'm really excited for it now! Hopefully that will work out well, I know there are a lot of people who want keyboard control.

    As for the second thing you said, I actually had that setup in the previous engine I was using, and it worked out well. Coming up with some ideas for a GUI, I think I know what I'll try out. Thanks for the input!

    Newbie

    24 Posts

  • #8, by JoelFriday, 06. November 2015, 17:51 9 years ago
    Makes me very excited too!! smile

    Forum Fan

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  • #9, by HelixAbyssFriday, 06. November 2015, 18:57 9 years ago
    The prospect of new features in general is exciting haha! I was using Wintermute before and well... it's not really being updated anymore, so just one of many reasons why I'm glad I switched over to this engine.

    Had some time to think about it, so how does this sound: I'm thinking I'll make a similar version to my inventory expand button (it's a small arrow that goes along with the theme of the cursor, looks like an old style clock hand) and have two of these images on the bottom right corner of the screen with enough space in between for some text. Then if the player hovers the cursor over an object or is standing within range (with the second of those taking precedence) it will display the name of the object in that area. Would that be a good indication that you can interact with the object using the keyboard? I've been focusing a lot on the aesthetics of the world so I want to keep all of the interfaces and such as non-distracting as possible, but of course they still need to be useful.

    Newbie

    24 Posts

  • #10, by tristan-kangFriday, 06. November 2015, 20:28 9 years ago
    It takes almost 30 mins to download demo for windows version. grin


    And choosing "I'll live" returns to start menu without at least autosave at some point (probably before the ghosts appear) is cold. I have to do all again to see another choice.

    Great Poster

    267 Posts

  • #11, by HelixAbyssFriday, 06. November 2015, 22:19 9 years ago
    Oh, sorry about that! For the sake of the demo I can setup a continue button on the title screen that takes you back to the last scene. In the full game I have it planned so if you choose the other option it will let you go back to that point. I didn't think to get that setup for the demo though.

    Newbie

    24 Posts