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Posts posted by hedgefield

  1. Oh yeah I removed the period from the post but it was still in the link - fixed it now.


    Yep I switched to Xsplit for the Ghost of a Tale stream, which fixed the issues with the webcam but introduced issues in the gameplay. I've set it to encode on the CPU now so I hope next time everything is smooth.


    [update] turns out the framedrops came from Xsplit running on the same GPU as the game. I switched it to use the Intel onboard one, keeping the Nvidia dedicated to running the game, and now it's buttery smooth.

  2. I thought I hit this 'bug' too just now, but turns out I just had to click on the locker room door :) 


    That was a fun ride! The voice acting really brings it to life, god call on including that. I like how senile and giddy 47 has become, seems pretty fitting somehow, like he wouldn't give a hoot anymore once he got to that age. I laughed out loud when he was talking about the Technicolor Yawn and stuff :lol: great facial expressions too. The only snag I hit was that the subtitles disappeared when I was interacting with the bodyguard in the bar, otherwise fun little adventure, it really captured the sort of shenanigans you would pull in a Hitman game.

  3. This thing just oozes style. Wouldn't look out of place in the App Store at all.

    It felt more like a linear story you have to walk through than a forest to wander around in, I think it would benefit the structure if you had a certain area to explore with things to do in it, and once you hit some sort of milestone you continue on to the next week. But the content itself was cool, scavenging for snacks was fun, and the dialogues had nice unexpected twists and humor to them. Impressive work!

  4. I've never really enjoyed text adventures as a visual person, but this is the first one I liked! The navigation is really cool, and I like that you can also look up and down. It gives me the feeling of looking around in a 3D game, but still allows the mind to wander into fantasy. Good stuff. Nice diversity of environments and mint sound design. I'd love to see more people use this engine - a blind man's adventure seems like a perfect fit yeah.

  5. Oh, I forgot to say I updated the game a few times in the past week. The latest version adds autosaving and loading, performance tweaks and a host of UI improvements. It also fixes some obscure bugs, mostly related to pathfinding behavior. I also finally figured out how to limit the distance at which the interactions appear, but when I changed it I wasn't sure I liked it, so I left it as-is I think.

  6. I'll echo what Zzot is saying, it was a lot of fun! Even if I didn't have too much time to check in and hang out, I enjoyed the slack channel a lot.


    Personally, I was glad the restrictions were so loose. It allowed me to shoehorn in an idea I had prior to the jam, and I could coast off the time pressure to actually finish it, whereas I would have tinkered with it for way longer if there had been no construct with a deadline around it. But I understand boundaries are good for productivity (and scope) too, so maybe one or two restrictions would be beneficial. But I feel like the title restriction being lifted this time was good, the rate at which we make games doesn't compare to the rate at which new thumbs episodes come out. It's getting hard to discern which Pizza-based game someone is talking about ;) 


    The diversifiers worked nicely to tie my idea into the Thumbs universe a bit. The selection process for it was a bit vague, though. Maybe next time we could make a Trello board with all the ideas on it, and then vote up the selection we want (Trello has a voting system)? That board could maybe even be persistent, with all the ideas from all the jams on it, and we reset the votes each time (not sure if that's possible actually, so worth an investigation).

    I'm generally too scattershot in terms of free time to offer my help to others, so I have no thoughts about the team building, but it's nice that there's a way to do that. Maybe a subforum would be useful there? Gives a little more clarity to each separate request for help.

  7. Oh yeah good point Patrick, I should do some performance optimization for v1.1. All the lights are dynamic (mostly because baking lightmaps is such a hassle) so I can imagine that takes its toll. But now that everything is done I could go back in and figure that out.


    Thanks guys, I was nervous about getting that story to resonate in such a short time, but I'm glad to hear the moments I was hoping would land did come across.


    And whoops I'll fix that cellar door! I'm glad I didn't put the thing that's supposed to be in there in the prefab for all the levels...