Where is my family, point & click game available

  • #40, by ke4Saturday, 17. October 2015, 19:37 9 years ago
    Some of yours background images looks really nice, but to be honest this one looks a bit worse. The big empty space behind the trees is strange.
    Good job with the particle system though :-)
    I guess you could add some animation for the clouds as there is apparently strong wind in the scene.

    This is my favorite picture
    http://wimfgame.com/images/slidewimf/londre1.jpg

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  • #41, by wimfSunday, 18. October 2015, 12:13 9 years ago
    Thank burningsimon and Ke4

    Yes, the picture "clairière" is in progress. I have added some elements behind the trees.

    You're right in the clouds, it's ugly when they are stationary.

    I will add the animation, thank you.

    When working alone for hours, sometimes forget some things. thank you for your advice.

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  • #42, by afrlmeSunday, 18. October 2015, 14:16 9 years ago
    You don't need to animate the clouds. Check out this tutorial in the wiki.

    P.S: unfortunately I don't seem to have written a tutorial for the page yet, but there is a ved example available from the resources section at the bottom of the page.

    The general gist of sorting out dynamic clouds is to use the to() tweening function along with a couple of random values & a few if queries & pause action parts linked to said values inside of a looping action block you trigger at the beginning of the scene.

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  • #43, by wimfTuesday, 20. October 2015, 10:15 9 years ago
    Cool, thank you AFRLme , this script is nice. I will use for the next animation.

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  • #44, by sebastianTuesday, 20. October 2015, 10:24 9 years ago
    is the newest demo already with the new scene?
    I would love to play the demo (again) but was to stupid to get past the door in the first room. :p

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  • #45, by wimfTuesday, 20. October 2015, 11:20 9 years ago
    Hi Sebastian. Thank for your comment smile

    The new demo will be downloadable this weekend (25/10).

    it contains a lot of corrections (bugs) and a new mouse interface, easier to use than the old version.

    The complete game contains 20 rooms. The demo contains 4 rooms. the room "clearing" that you see on the video is not in the demo, sorry.

    End of this year, the free version will be available (for the New Year's Day).

    The paid version (which will be longer and with more options) released Q1 2016.

    Does not hesitate to subscribe to the newsletter on my website, to be notified of updates.

    Joël
    Wimfgame

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  • #46, by wimfMonday, 26. October 2015, 17:11 9 years ago
    New update (version 1.05) of the “Where is my Family” demo, online at: http://wimfgame.com (same room numbers than 1.04 but many changes and patches).

    Thank you to those who have "drooled" before the images of the new intro. They'll be happy. The new intro is over and included in this new version.

    Contents of the new version 1.05

    News :
    1. Tutorial at launch (with turn-off in the main menu)
    Percentage of progress of the game in the option menu (allows you to see the percentage of your progress in the demo)

    Modifications :
    1. New mouse interface, facilitating interactions with objects and environment.
    2. Intro completely redone and texts adapted and corrected.
    3. The mouse icons have improved and more numerous (now the cursor is automatically adjusted according to the type of action (in previous versions, to open a door, turn on or off a lamp, open a drawer, still using the cursor "use" that was displayed. now each action to its dedicated icon (open door, switch light, open drawer, pet the dog, etc ...).
    4. Help Page redone, now contains more graphics and less text.
    5. Modified random Answers (now correspond better to the game when the player makes a wrong action).

    Corrections :
    1. Items taken in inventory are now hanging on the mouse as a useful action was not executed.
    2. Fixed bug on the door of the hall (the object remains in hand now active when flying over the area of the door).
    3. Fixed when the player picks up the fuses. (Now, only the fuses are added to the inventory, unlike the old version where they disappeared randomly).
    4. Fixed the volume setting in the options menu.

    Optimization :

    1. Better compression of the game elements to reduce the 100 MB demo.
    I continue the development of the final version.

    Work in progress:

    - Modelling of the last pieces.
    - Test of raw voice. The result beyond my expectations!

    Have fun with this new version

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  • #47, by sebastianTuesday, 27. October 2015, 16:05 9 years ago
    I played the new version. got to 96% . Don't know what i missed but i got further than the last time grin (where i didn't manage to get out of the first room)

    Now i can conclude some things I recognized while playing (spoilers):

    First of all the controls are much better now. But i don't know if its a good idea to inspect objects in the room several times and after 2,3 times looking at it the "hero" decides to take it. It's a bitt long-winded and inconsistent to click objects several times because me as a player thinks "Why the hell is it possible now to take that hat up?! I interacted several times with it and nothing happened".
    The whole game has these inconsistent interactions where i face palmed myself a lot grin

    Also i think there is something miscoded in the new version:
    Lets say i want to look at an object. After the hero says something about it the cursor is normal again. Only after i moved the cursor out of the object area and then enter it again the correct action is shown.
    That was a bit weird because i expected the cursor to change directly, not only after reentering the area with the cursor. By that i missed a lot of interactions at the beginning.

    Also the design of the puzzles are a bit far fetched...
    Why does brushing the dog is used to get the fly to get the battery to put in a clock (by the way the fly and the clock used the same battery size) which gets broken and the needle is used to open the door?
    Why isn't he trying to get the needle right away?

    Why is a fusebox in the living room and looks like a normal power socket? (I don't know if they look different in other countries, but mine is in the basement and looks bigger with a lot more stuff in it ^__^ .

    Why is the SD-card inside the camera at the outside of the building? Isn't this a security risk? (I cant take it but the "hero" says there is one in it and he needs a ladder)

    What i want to say is that some of the puzzles are a bit made up with unnecessary and unlogical ways to solve them. I would never think of the stuff i made there as a normal person.

    Also its a bit weird when you look at objects via right click that there is also a look at via left click (when possible). These seem to be 2 different "look at's" which trigger different dialogues. So this was very confusing.



    Here and there i found some bugs but these were ok for a very early demo:

    The lights in the corridor are on, but when inspecting it (look at) the hero says that they are still off.

    When filling the bottle with water the hero "noclips" into the box beside it

    At first game start when entering the save screen from the main title screen and then return via "back" i was teleported to the corridor with some items in my inventory (i was never there before and on other demos)

    why does the hero say that the carpet in the living room is clean? Its clearly bloody(?)...

    The volume settings in the options menu are totally messed up and misplaced.

    Also a lot of weird english.



    kind regards
    Sebastian

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  • #48, by wimfThursday, 29. October 2015, 09:39 9 years ago
    Hello Sebastian.204, thank you for your feedback

    I played the new version. got to 96% . Don't know what i missed but i got further than the last time (where i didn't manage to get out of the first room)


    If you give me your savegame (C:\Users\user name\AppData\Local\Wimf Games\Where is my Family\savegames, I will look at is where you and help you to 100%.

    Now i can conclude some things I recognized while playing (spoilers):

    First of all the controls are much better now. But i don't know if its a good idea to inspect objects in the room several times and after 2,3 times looking at it the "hero" decides to take it. It's a bitt long-winded and inconsistent to click objects several times because me as a player thinks "Why the hell is it possible now to take that hat up?! I interacted several times with it and nothing happened".
    The whole game has these inconsistent interactions where i face palmed myself a lot


    You're right, and I think to change it quickly!

    Also i think there is something miscoded in the new version:
    Lets say i want to look at an object. After the hero says something about it the cursor is normal again. Only after i moved the cursor out of the object area and then enter it again the correct action is shown.
    That was a bit weird because i expected the cursor to change directly, not only after reentering the area with the cursor. By that i missed a lot of interactions at the beginning.


    Right. I used the script recommended by AFRLme which is a good idea.

    SCRIPT :
    function setCursor(c)
    if game.UsedItem:isEmpty() then
    startAction("Actions[set_"..c.."]")
    end
    end

    ACTION :
    setCursor("look")


    But I can not find how to reset the cursor directly after an action without leave and re-enter the area of the object. If you have the above idea?


    Also the design of the puzzles are a bit far fetched...
    Why does brushing the dog is used to get the fly to get the battery to put in a clock (by the way the fly and the clock used the same battery size) which gets broken and the needle is used to open the door?
    Why isn't he trying to get the needle right away?


    This type of puzzle is rare in the game, but I can assure you that among the many emails that I have received, this riddle is very loved by players (not all is normal, but much like it ). It's hard to please everyone unfortunately.

    Why is a fusebox in the living room and looks like a normal power socket? (I don't know if they look different in other countries, but mine is in the basement and looks bigger with a lot more stuff in it ^__^ .


    The model looks like a fuse box that I have at home. But it is true that it is not intended for power supply of the house. (I may have to redo the fuse box of the game)

    Why is the SD-card inside the camera at the outside of the building? Isn't this a security risk? (I cant take it but the "hero" says there is one in it and he needs a ladder)


    This type of camera exist. I have personally bought 2 for my home, and the cards are in the camera (the lens must be removed to access the card).

    What i want to say is that some of the puzzles are a bit made up with unnecessary and unlogical ways to solve them. I would never think of the stuff i made there as a normal person.


    The game is a mix of inquiry, humor and suspense, but does not take itself seriously, it is my will. As I said above, most appreciate the puzzles and want more smile. Again, it is difficult to please all players;

    Also its a bit weird when you look at objects via right click that there is also a look at via left click (when possible). These seem to be 2 different "look at's" which trigger different dialogues. So this was very confusing.


    I realize it by playing it, it's not good to have different responses between the action "look" with the left click or right click. I will change it to make it more logical, thank you for your analysis


    Here and there i found some bugs but these were ok for a very early demo:

    The lights in the corridor are on, but when inspecting it (look at) the hero says that they are still off.


    Oh, I just tested, it is a variable error, I correct it.

    When filling the bottle with water the hero "noclips" into the box beside it


    Sorry, my English is not good, and I don’t understand … Noclips ??

    At first game start when entering the save screen from the main title screen and then return via "back" i was teleported to the corridor with some items in my inventory (i was never there before and on other demos)


    It is very strange. I asked five players to test this, and no one reproduces this problem. I tested myself several times and I do not have that problem either ... Are you sure that during installation of the new version, older backups have been deleted because this kind of problem happens if old backups are always present. (this issue will be resolved in the final version)

    why does the hero say that the carpet in the living room is clean? Its clearly bloody(?)...


    It's such a simple detail that I had not seen, thank you, I correct it

    The volume settings in the options menu are totally messed up and misplaced.


    You have an example (screenshot) for this problem ? This problem is it on the windows version, linux or mac?

    Also a lot of weird english.


    Yes, sorry. My English is not that great. Currently in Alpha version, I translate myself the demo of the game.
    The Beta version and the final version will be corrected by someone who knows English perfectly. This problem will be solved so at that time.

    Thank you

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  • #49, by afrlmeThursday, 29. October 2015, 10:10 9 years ago
    About the cursor script... I still use that to a degree but I no longer set items to my "left_click" command. I've created a command button for each item instead in which I can assign the default cursor for each inside of its properties tab which means I no longer have to bother manually setting the cursors for the items (this is only significant if you are manually setting items instead of using the dragged item system).

    Because of the method I now use & in combination with setting the command to automatically reset back to standard command on successful execution via the GAME tab, it resets back to normal for me.

    By the way... setCursor() function is used in both the on mouse enters & on mouse leave actions for your objects etc. The on mouse leave one should call whatever your default cursor / command is.

    As for some of the object interactions Sebastian mentioned, such as: multiple clicks before player can take something (I believe this makes sense under certain circumstances, i.e: in the game I'm helping develop we have a rat skeleton the player needs to open something, but the main character is a wuss & refuses multiple times to take the rat skeleton until he gives in from peer pressure of the player clicking on said rat skeleton multiple times - in other words, it's all about the context of the situation).

    As for the left / right click look actions: again that makes sense in certain situations & we also have some objects setup like that, although in most cases in our game left click is just linked to the right click action so the player can use either button to examine when no other interaction types are possible. Here are 2 quick examples of where we used separate left / right click look actions...

    1. we have a little note on a wall. On right click the character will simply shrug his shoulders. On left click we have him actually read the note.

    2. we have a comm interface on a wall. On right click he spouts some comment about it. On left click he starts saying some kind of hello response into it.

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  • #50, by wimfThursday, 29. October 2015, 10:22 9 years ago
    very good ideas.

    I'll think about the actions that I will give my characters to right click and left.

    For the multi-click, I will also see how I'll use it. You're right, and I have to adapt the text so that the player feels good why must click several times.

    and I'll try for the script.

    thank you a lot.

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