Arelune wrote:OokamiKasumi wrote: -- Make game wider to fit Vertical list...
Well it doesn't
have to be vertical. It could also be something like this
Ugh, ugly handwriting.
Unfortunately my coding choices are vbox OR hbox. I have no clue how to make two rows of something in an hbox -- yet.
Arelune wrote:I just didn't know I had to click ON it. I thought it was just a message.
Ah... So I need to make the "All Objects Found" bigger and make it look like a
Button.
Arelune wrote:You're a mage, but you're not much of an organized person. You must find the ingredients for the spells people ask you. In between there would be cut-scenes with the mage performing the spell and the consequences. Say for example a love spell. This can then go horribly wrong and you need to do a reverse spell. And at the end there could be a siege and the mage must battle, so there would be epic fights and a ticking clock for the spells.

Or something along those lines.
I don't think it's actually that hard to put more plot in it. You've just got to have something for between the object seeking.
Building a plot around a quest game is harder than it looks -- especially when you Don't want to give the whole plot away on the first page.
That mage concept is
very interesting. I've done extensive research in magic and myths, plus I have a large image library of medieval backgrounds, so it's actually within my capabilities!
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SusanTheCat wrote:I love this game.
You should -- it's
your code!!!
SusanTheCat wrote:Compared to some Hidden Object games I've played, this one at least had a premise behind the objects.
And it had a cat, so I'm happy. =^!^=
I love kitties. Seriously. Believe it or not, I almost named the cat 'Susan'.

In my next hidden object game I
will have a cat named Susan.
SusanTheCat wrote:The artwork is breathtakingly awesome!
Thank you so much!
SusanTheCat wrote:I found the list a little hard to read, but I think that is my skewed colour vision.
Actually, it IS hard to read. I made this game before Aleema made her tutorial. At the time, I had no clue how to change the text colors. I do now!
SusanTheCat wrote:I am in the process of updating the code so that you don't see the whole list at once...
Oh, this way I could make the list with
more items!
SusanTheCat wrote:I also want to add a means to have multiple of the same item (e.g. Letter x 10)
Ooooo...! Need more BUTTERFLIES! (And gumballs.)
SusanTheCat wrote:My idea for a HO game would be a Victorian girl love story. Then there would be: Getting ready for a party, working on a sampler, cleaning the house before his visit, preparing him a meal, piece together his love letter that your sibling ripped up, find book in library, find his calling card on a tray, sort kittens... (Ok, that last one is just me)
-- Susan
Damn, I wish I'd had that idea from the beginning! Though to do it right, the sheer amount of graphics would be MASSIVE.
Just so you know, the original idea of the game WAS a kitten hunt! Each successfully cleared room yielded one kitten, and then you had to find the mother cat. But at the time, I couldn't figure out how to code it so that each kitten would appear in the room when found. I do now!

- Kitten-Hunt concept art
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Auro-Cyanide wrote:First up... sweet mother of god those images are gorgeous! Not only in the filtering of them, but also the way you arranged them in the background and made them all fit. Excellent work!
Thank you so much! I'm not very good at digital drawing without an image to work from, but I
can Photoshop!
Auro-Cyanide wrote:I think the list would work better at the bottom maybe, since we are used to looking down there.
I
did consider it, but at the time I didn't know how to code it to fit in the space without overlapping the Hint button.
Auro-Cyanide wrote:However, something like a hover pull down would be even better since the player could pull it up when they needed to and it can hide away for the rest of the time. More technical programming though (that I don't know how to do... >_>)
Me neither.
Auro-Cyanide wrote:I play a lot of more mainstream games as well as VNs, so I love being able to do things. I think this kind of system has great potential to help tell stories. I think that the best way to approach it is to give meaning to the mechanics. Give reasons for people finding what they were finding and use those items and the places people find them to help tell the story. Using the same premise as this game, imagine if the items you found helped tell the story of the person who had lived there.
That was actually what I was trying to do, but my coding skills were extremely limited at the time. This was only the third game I'd ever made, and I was still having trouble wrapping my mind around how to use a Game to tell a Story.
Auro-Cyanide wrote:It could be a great way to deliver a back-story through the actual game-play and have people put the pieces together in their heads. This would require more work of course, but I think it could be a very interesting way for people to use choices to see the story. Kind of like in Portal 2 where you can find hidden rooms that told a story without anyone saying a word.
Hmmm... Maybe I need to play this
Portal to see how they did it?
Auro-Cyanide wrote:I really enjoyed the game, but most of all I am delighted by the potential in it. Great job (and please keep making those beautiful images!)
Susan the Cat really knocked herself out creating this code. All I did was add images and suggest a Hint button and a click-penalty. Susan did all the
real work -- for which I am truly grateful.