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Pikku-a

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A member registered May 25, 2017 · View creator page →

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(2 edits)

It’s not possible currently with that script. For my own games I have moved the objects one by one.

This seems like something very necessary though, so I quickly wrote a script for this:

/// @function cutscene_move_objects
/// @description Moves many objects to specified positions, with the specified speeds
/// @arg {array} objects
/// @arg {array} x
/// @arg {array} y
/// @arg {array} speed
/// @arg {array}  [radius]
function cutscene_move_objects(_obj,_x,_y,_spd,_radius) {

	var _obj_amount = array_length(_obj);
	
	// Handle _radius array
	if (_radius != undefined) {
		if (array_length(_radius) < _obj_amount) {
			array_resize(_radius,_obj_amount);
			for (var _i=0;_i<_obj_amount;_i++) {
				if (_radius[_i] == 0) {
					_radius[_i] = 20;
				}
			}
		}
	}else{
		// Create the array with a default value
		_radius = array_create(_obj_amount,20);
	}
	
	// Move them all
	var _objects_done = 0;
	for (var _i=0;_i<_obj_amount;_i++;) {
		with(_obj[_i]) {
			// If in the wanted place
			if (distance_to_point(_x[_i],_y[_i])<_radius[_i]) {
				// Stop
				speed = 0;
				_objects_done ++;
			}else{
				// Move to the place
				move_towards_point(_x[_i],_y[_i],_spd[_i]);
			}
		}
	}
	
	// End scene if all done
	if (_objects_done == _obj_amount) {
		cutscene_next();
	}

}

/*
---Example---

--Before the scene_info 2d array:--
var object_array = [example_player,example_npc1];
var x_array = [170,600];
var y_array = [300,100];
var speed_array = [2,5];

--In the scene_info 2d array:--
[cutscene_move_objects,object_array,x_array,y_array,speed_array]

--This moves the object example_player to position x 170, y 300 with speed 2, and example_npc1 to position x 600, y 100, with speed 5.--
*/

That was more complicated than I expected. :) I didn’t test the script much yet, so let me know if there is some problem or if you need help using it.

I will probably add this to the Cutscene engine with the next update.

2 weeks ago I updated the demo and it is finished content wise.

  • Added neighbor character’s voices
  • Added an npc with a hint (so that time machine remote is not too difficult to find)
  • The sound volume of the dialogue of different characters can be changed separately
  • Lots of little fixes
  • Probably something else that I have forgotten

Haven’t been able to do much else. Getting testers is so difficult (╥﹏╥). With my last game, after not being able to get much testing done, I just released the game without testing enough, and that was a mistake. So I will probably put this project on hold until I somehow get more testers.

(2 edits)

Still looking for testers.

I would especially like to know if there are still texture or performance problems and whether the game is fun to play or not.

Still looking for testers.

I would especially like to know if there are still texture problems and whether the game is fun to play or not.

(2 edits)

I can do either programming, writing or graphics. Usually I do all of them for my games, but with this jam I would like to try how much better quality I can do when focusing only on one thing.

To see an example of my writing style, drawing style and programming style(?), see the start of a visual novel I did 2 years ago: https://pikku-a.itch.io/mokadventure

(I made that whole thing in a few weeks, so I spent less than 10 mins drawing/coloring one sprite.)

In case of programming, I would prefer to use Godot. For graphics, I can do many styles, but I do everything traditionally, so it would be difficult to do digital painting style.

I would like to work on a visual novel that has lots of fun choices.

My discord: pikkua

(2 edits)

Hi, I’m looking for feedback for the demo of a 3D adventure game with time travel. I posted this on another part of the forum, but it seems to fit here too.

About the game

Doctor Kairokos is a 3D platformer where you use a time machine with a remote control and try to find your missing assistant.

Link to the demo: https://pikku-a.itch.io/kairokos

The password is kairokos.

Steam page for more info about the game: https://store.steampowered.com/app/4631090/Doctor_Kairokos/


The feedback

After testing the game, fill as many sections from here as you want, the more info the better, but it’s ok to fill only some. You can send it either here, by email (pikkuagames [at] posteo [dot] net) or discord (pikkua).

Basic info

Your OS and which version of the game you tried (normal or opengl).

You PC specs.

Bugs

List any bugs you found and how they happened. Also you can mention any other improvement suggestions.

If there are bigger bugs, you can send the contents of the log file that is in %appdata%\Godot\app_userdata\Doctor Kairokos\logs (windows) or .local/share/godot/app_userdata/Doctor Kairokos/logs (linux).

Video

If possible, it would be very useful if you could record the screen while playing the game. You can send the video with some cloud drive or as a private youtube video.

(If you are a content creator, it’s ok to make the video public, as long as you mention that you are testing the game and it’s not finished.)

Other

How long did it take to play the demo until the end?

Ignoring the bugs, was the game fun? Or trash?

How much would you be willing to pay for the full game (about 2-3 times more playtime)?

Credit

If you want your name in the credits of the game, tell me what name that would be. Can be a username too.

(1 edit)

I updated the game, now the demo is finished content wise.

  • Added neighbor character’s voices
  • Added an npc with a hint (so that time machine remote is not too difficult to find)
  • The sound volume of the dialogue of different characters can be changed separately
  • Lots of little fixes
  • Probably something else that I have forgotten

It would be really nice if someone could test it ദ്ദി (ˉ꒳ˉ )✧

Why do you think you should have waited 1 more Next Fest?

I’m thinking about participating in the Next Fest soon, so that’s why I’m curious about this.

Last week I was mostly trying to get testers for the game. If you want to help, here is more info: https://itch.io/t/6352126/playtesting-looking-for-testers-for-3d-adventure-game-with-time-travel

I didn’t want to work too much on the game while waiting for feedback, because I might decide to completely change something if the game is not fun.

While waiting, I continued work on the prototype of a different game.

I was too lazy to write an email, so I will give you some feedback here.

I didn’t play for long, because I didn’t know what to do. And yes, I skipped all the instructions.

So my feedback from this is:

  • Show, don’t tell. I understand that might be difficult to do for a game like this. Maybe make the first mission a tutorial and show what to do? And in case you want the player to figure out what to do by themselves, you should make the motivation for doing that (or goal) clear from the start.

  • The writing reeks of AI. Maybe it isn’t, but this writing style annoys me nowadays (¬‿¬;) (It might be just my subjective opinion.)

  • Otherwise the game seems interesting. For me to pay for something like this, the writing would need to be more interesting (or more my type of story).

Note that I might not be the target audience of this game. Someone who plays these types of games might have different opinions.

Because I didn’t really play much, it’s difficult to answer your three questions, but I hope this feedback is helpful in some way.

Testers still needed~

Fun game, the combat system is interesting.

At some point I stopped playing because it was unclear what my goal was.

(3 edits)

It’s been over 2 years since I released Strategy Game But With a Penguin Who Has a Sword (I have started regretting the name of that game).

After many prototypes, in December 2024, I finally started working on this project, Doctor Kairokos. Inspired by some PS2 games, I ended up making a 3D adventure game.

Check out the Steam page.

Doctor Kairokos is a 3D adventure, kind of a platformer(?) game where you use a time machine with a remote control.

You can move both to the past and to the future, at any time.

You can also drive a car.

And there is an open world to explore. You can even collect cassette tapes!

And the story is epic. At least I’m trying to make it cool (and funny too).

Try the demo and give feedback

At the time of writing this, I’m testing the demo of the game and fixing any problems with it. If you want to try it and help, here is more information about that: https://itch.io/t/6352126/playtesting-looking-for-testers-for-3d-adventure-game-with-time-travel

I will try to update this devlog once a week until the game is released.

This seems very interesting, although I will probably not have any use for it myself.

Why did you decide to use your own programming language?

And when you say it’s based on GameMaker 8, do you mean it’s inspired by it? (GameMaker 8 is not open source right?)

No problem.

The log file is in the appdata folder where all programs save information. Did you delete that too?

(3 edits)

I updated the game with these fixes:

  • More collisions on furniture and other things
  • Made time machine controller bigger so it’s easier to notice
  • A certain text now displays correct thing (“building” instead of “house”)
  • Did some things that hopefully fix texture related bugs (but can’t be sure because I haven’t experienced these bugs myself)

Would be nice to do more testing.

Thanks, the screenshots are useful. Could show me the contents of the log file in %appdata%/Godot/app_userdata/Doctor Kairokos/logs?

In case you want to continue playing, the time machine controller is on top of the metro car. I should probably make it more obvious.

(1 edit)

Thanks for trying. If you want, can you send the contents of the log file in %appdata%/Godot/app_userdata/Doctor Kairokos/logs? I would like to debug the texture bug.

(12 edits)

I’m looking for testers for the demo of a 3D adventure game with time travel.

About the game

Doctor Kairokos is a 3D platformer where you use a time machine with a remote control and try to find your missing assistant.

Link to the demo: https://pikku-a.itch.io/kairokos

The password is kairokos.

Steam page for more info about the game: https://store.steampowered.com/app/4631090/Doctor_Kairokos/

State of the game

The demo is mostly finished, but some voice acting is still placeholder.


The feedback

After testing the game, fill as many sections from here as you want, the more info the better, but it’s ok to fill only some. You can send it either here, by email (pikkuagames [at] posteo [dot] net) or discord (pikkua).

Basic info

Your OS and which version of the game you tried (normal or opengl).

You PC specs.

Bugs

List any bugs you found and how they happened. Also you can mention any other improvement suggestions.

If there are bigger bugs, you can send the contents of the log file that is in %appdata%\Godot\app_userdata\Doctor Kairokos\logs (windows) or .local/share/godot/app_userdata/Doctor Kairokos/logs (linux).

Video

If possible, it would be very useful if you could record the screen while playing the game. You can send the video with some cloud drive or as a private youtube video.

(If you are a content creator, it’s ok to make the video public, as long as you mention that you are testing the game and it’s not finished.)

Other

How long did it take to play the demo to the end?

Ignoring the bugs, was the game fun or… trash?

How much would you be willing to pay for the full game (about 2-3 times more playtime)?

Credit

If you want your name in the credits of the game, tell me what name that would be. Can be a username too.

(3 edits)

I’m looking for someone to do voice acting for a male character. This character is a side character mostly used in comedic moments and they have 14 lines of dialogue.

There is also a possibility for some additional lines for a radio show playing in on part of the game. If possible, I would like to have 2 voices for that, but it can be edited to have only one.

The game is a 3d adventure game with time travel (it’s about 40% done and a Steam page will be published soon).

There will be no payment, so do this only if you want to add something to your portfolio or just have fun.

Contact me

Email: pikkuagames [at] posteo [dot] net

Discord: pikkua

Edit: Thanks for everyone, I have enough voice actors for now.

(2 edits)

Would you like to do voice acting for my game? It’s a 3d adventure platformer with a time travel story.

Main character already has voice, and now I would like to add voice for another important character. That character has 37 lines of dialogue.

My email: pikkuagames [at] posteo [dot] net

Discord: pikkua

(1 edit)

Yes.

The important thing is that one room doesn’t have control_cutscene objects with the same cutscene_id, otherwise they might start playing at the same time.

(1 edit)

You can create a cutscene with code. For example, once the second terminal is activated, you could do something like this:

// Create the control_cutscene object at the same position where the player is and trigger it with that collision
var new_cutscene_object = instance_create_layer(the_player_object.x,the_player_object.y,"instances",control_cutscene); // Use a variable like this, so it doesn't override the other cutscenes
with(new_cutscene_object) {
    cutscene_id = 5; // Different id than the other cutscenes in the room of course.
    cutscene_player = the_player_object; // The player that collides with the cutscene object
    cutscene_mode = "collision"; // Make it start with the collision
   
    // Then add the events of the cutscene, for example:
    scene_info = [
        [cutscene_camera_follow_object,the_door_object,5],
        [cutscene_wait,1]
    ];
}

I didn’t test this code, so let me know if there is any problem.

(4 edits)

That looks promising, but I can the items be dragged and dropped?

Currently it’s not possible to drag and drop.

The bag is just text, can we have a slot system?

It’s just text currently. For one of my own games I edited it to include slots. Like this: https://img.itch.zone/aW1hZ2UvMjQzMzI4MC8xNDQwNzkwMy5wbmc=/original/xKun6b.png

I was planning to add that feature to this inventory engine, but I haven’t had the time to do that yet.

Can the player walk into items and they go into the inv?

Yes.

Can we create and split item stacks (eg mushrooms, eggs, etc)? Can w eprevent some items from becoming stacks (eg swords, shields, quest items)?

Not currently. I can add this to my to-do list, but I can’t promise when I will be able to add it.

Can we drop items in the world?

Yes. When clicking something in the inventory, you can choose what script it executes. That script can for example drop the item to the world. I think the video on the store page shows a simple example of this.

Can we have multiple bags with different capacities?

Not currently if I remember correctly. But this seems easy to add, so I will add it to my to-do list.

How can we use this for a crafting system?

I have never tried something like that so I’m not sure how it’s usually done. Might be best to have a separate crafting system and in the inventory item scripts add something like if (currently_crafting) { /*add this item to crafting system*/ }

Or shopkeepers?

When buying or selling things in a shop you could just use the scripts inventory_add_item and inventory_remove_item and add or remove money from the player. You would have to make the shop system yourself.

How commented is the code?

I always try to comment my code well.

How easy is it to change and expand?

I’m not sure, but relatively easy I think. The engine is mostly divided into scripts that do specific things, so in some cases it might be very easy to add a new feature just by making a new script. But in some cases it might be more difficult, for example adding the different type of slots with icons to my own game was a bit complicated.

Hopefully this answers your questions.

(1 edit)

I just remembered that cutscene_draw_sprite draws something for a while and then stops. If you want it to keep showing it until pressing something, you might have to do it differently.

One option is to use cutscene_change_variable to change a variable of an object and then handle the drawing using that object. (Then at the end of the cutscene you could use cutscene_change_variable again to change the variable back.)

You can use the script cutscene_draw_sprite to show the photo.

If you are using this beta version, then you can use the script cutscene_wait_input to end the cutscene after pressing the interaction key. (If you are using an older version that doesn’t have that script, then it might be more complicated.)

Let me know if you need more detailed instructions.

Yes. You can already use it if you want to. I haven’t noticed any bugs with it so I will probably make it the normal release version soon, when I have the time to do that.

(1 edit)

Thanks for this music, I used it in my game Dr. Atominus.

I recently made an update trailer so I used the music in that too:

(1 edit)

To do that you would probably have to edit the cutscene_camera_follow_object script.

I can’t test it right now, but maybe this can help: https://forum.gamemaker.io/index.php?threads/how-to-make-an-object-smoothly-change-position.108897/

Or maybe another option could be to use cutscene_camera_moveto_position to move close to the door and then use cutscene_camera_follow_object with a different speed?

Try adding this to cutscene_camera->create event, at the end:

camera_set_view_border(_cam,camera_get_view_width(_cam)/2,camera_get_view_height(_cam)/2);

Thanks for noticing this, I will fix this too with the next update.

Nice!

I should probably add a new script that immediately moves the camera to a certain position.

I did some testing, and the timer doesn’t seem to be the problem, but the camera speed. Try changing the speed from 120 to something smaller, like 10 and see if that fixes it.

Another issue I found is in how far is the object to moving for, if is too far the screen just remain freezed and black.

Can you give more information about this? What object and is it outside the room?

But I think the main issue is that we remove the black screen before reaching the ‘objDoor’. We should wait until we’re at the indicated spot before removing it.

I assume you can just add a cutscene_wait before the cutscene_fade_in?

A fix that I found useful in control_cutscene object draw GUI event to cover the entire screen:

I see. So is the problem fixed? I will keep this in mind for the next update.

They should fill the entire screen. If that is not happening, can you show me a screenshot?

(1 edit)

I will publish the beta test of the update next week maybe.

But to fix it yourself, add this to the create event of control_cutscene:

effect_color = c_black;
effect_alpha = 1;

And in cutscene_fade_out, add rect = true; somewhere in line 12, before cutscene_next();

In cutscene_fade_in, add rect = false; somewhere in line 8, before the if statement.

Let me know if you encounter any problem.

If the door is in the same room you could do something like this:


scene_info = [
	[cutscene_fade_out,3,c_black],
	[cutscene_camera_follow_object,obj_door,10], // Alternatively cutscene_camera_moveto_position
	[cutscene_fade_in,3,c_black],
	[cutscene_wait,1],
	// Here use some script to show the door unlocking,
	// for example cutscene_set_sprite or cutscene_change_variable
	// depending on how it works
	
	[cutscene_wait,1],
	[cutscene_fade_out,3,c_black],
	[cutscene_camera_follow_object,obj_player,10],
	[cutscene_fade_in,3,c_black]
];

But to be honest, the cutscene_fade_out and cutscene_fade_in scripts are not very good currently, there is a flicker if using some script in between. I will fix that in the next update probably, but I can give you a quick fix if you need it.

I’m not sure if I explained it well, but use either Draw GUI OR the other option. Not both of them.

So try commenting out the code you added to the textbox_draw script. Then you can use the cutscene_dialogue_position normally (no need to use camera functions because it’s using Draw GUI).

Hopefully this clarifies things. Try it and let me know if you notice any problem.

I already found someone to do it.

Actually yes, but I need to improve the dialogue before that.