Work In Progress / Protascope

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synchromesh
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Posted: 14th Aug 2018 15:31 Edited at: 22nd Aug 2018 14:23
Codename " Protascope " ( Not yet Decided )
Something a little Different as I wanted to create something without the worry of AI issues
( although I do have Drone ideas for later levels )
I wanted to see if I could just create something playable that didn't have to look incredible and keeping it simple. More of a concept at the moment .


Full Credit goes to ..

AmenMoses for his amazing scripts..
Tarkus1971 for the Background Music

Feedback Welcome ..
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Slaur3n
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Posted: 14th Aug 2018 15:37
Looks very promising!
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Posted: 14th Aug 2018 16:40
i love it. it could become extremely addictive if it got complicated but the player was skilled.
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Posted: 14th Aug 2018 17:53
Thanks guys ..Hopefully its a chill out game that requires a bit of thought and some levels will be much easier than they may look … just to fool you a little
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Posted: 14th Aug 2018 21:49
very nice indeed.
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Posted: 15th Aug 2018 04:15
this is really cool.
more than what meets the eye.Welcome to SciFi Summer

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Posted: 15th Aug 2018 05:00
Looks good - has a Portal/Talos Principle feel to it. Looking forward to seeing how this develops.
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Posted: 18th Aug 2018 08:58
Oh I really like this.

Think it will really appeal to puzzle solvers and you could get some really fiendish challenges and trap levels into it as difficulty increases.

Like the color scheme and music too.

Cheers.
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Posted: 18th Aug 2018 14:33 Edited at: 18th Aug 2018 14:35
This is looking superb synchromesh, great looking and relaxing kind of game.

I have played Talos and Portal and the feel is spot on.

Beautiful looking graphics, nice clean look. This is a fantastic concept. Unusual for GameGuru game.

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Posted: 19th Aug 2018 11:47 Edited at: 19th Aug 2018 12:57
If anyone wants to try this out then here's the very small demo

https://drive.google.com/file/d/1Xfwm25yjZcbRWKJ61exgVZSU9y85mnFN/view?usp=sharing

Full Credit to AmenMoses for his scripts and Tarkus1971
Full Credit to Tarkus1971 for his Music .
And I did a little bit as well
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synchromesh
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Posted: 19th Aug 2018 13:52 Edited at: 19th Aug 2018 13:55
Quote: "I stepped into the water to see what would happen and it closed the game down."

After a short electric shock you should go back to the main menu .. At least that's what it does for me .
Yes the collision does do that but I found you really had to deliberately push it which would make no sense to do unless you want to for the hell of it

Thanks for trying it though .. Perhaps Amen will come up with as solution to the collision
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synchromesh
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Posted: 19th Aug 2018 14:21
Quote: "we both know it doesn't take a lot to make your average gamer make a small issue into a huge issue."

LOL …. Oh yes I know what you mean .. it will be the first thing moaned about
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Posted: 19th Aug 2018 19:32
Down loaded and ran thru it. Will be a great puzzle game.
I did drop one of the cubes into the water by accident, and had to commit suicide to start over.

So maybe some script to kill the game there or present a task to get another cube to replace.

But I like it a lot.
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Posted: 19th Aug 2018 19:35
So synchromesh has a modified version of the pickuppables scripts for his game and if he checks on Discord he will find a new version waiting for him that contains a workaround that will only allow the player to drop or throw the picked up object if it is still visible. That way you can't drop it outside the play area by pushing it through walls or doors.


I've attached the standard script with this change and will probably push it to GitHub at some point too.

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AmenMoses
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Posted: 19th Aug 2018 19:39
One solution to the 'dropping a block in the water' problem would be to have a zone around any such 'dead' areas in a level and have a script on it which detects any blocks there and simply transports them back to their original spawn point.
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synchromesh
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Posted: 20th Aug 2018 00:59
Yes it works a treat !!
Even through my glass doors
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synchromesh
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Posted: 20th Aug 2018 01:03 Edited at: 20th Aug 2018 01:04
Quote: "So maybe some script to kill the game there or present a task to get another cube to replace."

Cool idea Myke
Looks like AmenMoses already has ideas on how .
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synchromesh
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Posted: 20th Aug 2018 10:44 Edited at: 20th Aug 2018 10:45
Im not using any weapons so hopefully it shouldn't effect my version of the script or crop up in game ?
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Posted: 20th Aug 2018 12:10
Awesome synchromesh - Love it - great idea!

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Posted: 20th Aug 2018 19:01
@Bod: Yep, something in the gameplayercontrol.lua script is clashing I think, I haven't figured out what exactly but you could try the one attached to see if that fixes it.

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AmenMoses
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Posted: 20th Aug 2018 20:30 Edited at: 20th Aug 2018 21:21
Hmm, what weapon did you use? I'm wondering if it's something hard wired in the engine.

*** edited ***

Ha, darn Steam auto update. I tested the script, it worked, I posted it here and now it doesn't work. Checked the version at my end and guess what .. it had auto updated in the meantime. Grrr.
Trying again!

Tested with the Colt1911 and seems to work ok.
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AmenMoses
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Posted: 20th Aug 2018 21:21
Try the second version.
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AmenMoses
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Posted: 20th Aug 2018 22:18 Edited at: 20th Aug 2018 22:19
Aargh. The second gameplayercontrol.lua script fixes it for me. Did you restart GG? It may be that the original script is still loaded
in memory.

If that doesn't solve the problem then I'm stumped!
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AmenMoses
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Posted: 20th Aug 2018 23:17
The way Lua works is that if an attempt is made to load a script and the script is already in memory then the attempt is ignored. As GG does not clear out the Lua memory completely in between test runs you need to restart GG before the main scripts, i.e. libraries, global.lua and any scripts loaded by them, are properly refreshed.

This has caught me out on many occasions btw.
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Posted: 20th Aug 2018 23:19
As to the jumping, if you are carrying something jumping is disabled. If you aren't carrying something and still can't jump then I've buggered something up.
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Posted: 20th Aug 2018 23:50 Edited at: 20th Aug 2018 23:52
Let me test this end …


Nope, I'm jumping fine.

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Posted: 21st Aug 2018 19:36
That's GG all over, likes to keep you guessing.
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Posted: 22nd Aug 2018 09:28 Edited at: 22nd Aug 2018 09:29
Two bits of news:
1) Found the probable cause of the jumping issues, when the player drops something there is a slight delay before jumping is re-enabled, can't remember why I had to do that but anyway, if you pick something up before that delay expires faulty logic allowed jumping to be enabled whilst carrying. Depending on timing of pickups/drops I think this same faulty logic could cause the jumping to not be re-enabled when the player is no longer carrying stuff.

2) I've decide to break the pickuppables up into a new library containing the generic, and very useful for other things, functions for positioning, rotating, stacking etc, and a main script with the parts specific to carrying/dropping/throwing etc. My reasoning for doing this is that the code I was writing for synchromesh's game all started to look very familiar, i.e. most of it was becoming identical to code in the pickuppables script, and I realised that the sensible thing was to have 'clean' generic functions which any script can then use rather than itty-bitty copies of the same code in lots of scripts.

I'm off to my caravan for a few weeks so hopefully this will all be finished when I get back and I'll have something really spectacular to show off.
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smallg
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Posted: 22nd Aug 2018 09:48
Very portal
perhaps a reset button at the start of each level would be a good idea anyway, wouldn't be too difficult to do as you can simply store all the cube locations and angles at the start of the level and then replace them there... Worst part about making a puzzle game is having to come up with difficult puzzles :p
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Posted: 22nd Aug 2018 14:30 Edited at: 22nd Aug 2018 18:29
Quote: "Very portal "

Yes and a little Talos Principle as im told

However .. before portal, Talos i made a game for the Amiga called "Project Shield " in which you had to disable the Protascope Computer system with puzzles ,Pads etc and i won £ 50 in Amiga Format Magazine for it so in reality thats where it came from in my head and its kind of a remake .. Who Knows … They could have copied me

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Defy
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Posted: 24th Aug 2018 11:26
Not sure I made a comment here or on discord. Love the style, approach and game play. Keep this going. A project that needs to see a release
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Posted: 26th Aug 2018 20:17
Well now Protascope is a very good looking game, well made and also plays very nice too. thanks for the download, this sort of stuff keeps me coming back to GG.

Quote: "i won £ 50 in Amiga Format Magazine"

That was a lot of money back in the day

And now I have to find time to play those Amiga Games
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Posted: 26th Aug 2018 22:44 Edited at: 26th Aug 2018 22:47
Quote: "The good old days, I won a couple of times too"


This is great , I love this sort of thing!

It's great to see what your guys were doing all those years ago

Have to get my old magazine out see if I can find these programs
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synchromesh
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Posted: 4th Sep 2018 15:39
Another little sneak to show where this is going ..

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Posted: 5th Sep 2018 08:45
Looks brilliant - nice easy progression at start.

Very appealing style.

Cheers.
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Posted: 6th Sep 2018 20:29
this is so unique , its supper cool keep up this work.
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Tarkus1971
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Posted: 7th Sep 2018 18:21
Such an amazing and clean looking game, something very different as well. Nice Work.
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Posted: 7th Sep 2018 21:54
New Demo added with another level to get you in the mood …
Read the messages they help

https://drive.google.com/file/d/1Xfwm25yjZcbRWKJ61exgVZSU9y85mnFN/view?usp=sharing
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Len the man
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Posted: 8th Sep 2018 23:48
I played this latest demo, and it was really nice... It was fun to play, and it makes you think in order to figure out the puzzles to get to the next level of the game... I recommend this one. My video card was a little bit low grade at 1 GB, but I could still play it. The graphics looked beautiful, and the in-game voice-overs were easy to understand and well done.

Great job synchromesh... Keep up the great work.

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synchromesh
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Posted: 20th Jan 2019 19:30 Edited at: 20th Jan 2019 19:30
Just uploaded a new Demo if anyone wants to take a look ..
https://drive.google.com/file/d/1W3SmzkYAeBMdSUWz_roTxkrEeHaObdPo/view?usp=sharing

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MooKai
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Posted: 21st Jan 2019 00:34
How have you done that nice robot voice?
looks like a good game
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Tarkus1971
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Posted: 21st Jan 2019 15:08
Nice work synchromesh I will check this out when i am at home later.
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Posted: 21st Jan 2019 16:57
Excellent stuff very well done sir
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Posted: 21st Jan 2019 17:22 Edited at: 21st Jan 2019 17:33
Admittedly I did play this first thing this morning when I was still not quite awake, but I felt really stupid when I couldn't solve level 2 for ages. I totally missed the fact that I was spawned on a coloured square to start with - spent 10 minutes trying to place cubes in the shielded bit before I realised I just needed to take a cube back to the start of the level. Because it's in a different room, it feels like it isn't part of the puzzle.

Level 3 was much simpler once I'd grasped the 'take note of everything you see concept', but only after I'd realised you had to stand on the teleport beam for a few seconds to get transported - that took me a few minutes realise that too. I would consider changing the sound effect on the teleport, that noise started to get annoying because of all the back and forth you had to do to solve level 4. Also, look into the onscreen messages, there's the odd typo and grammatical error in there ("your" should be "you're" etc.)

Other than that, this was excellent! I really enjoyed it and loved the presentation of everything. Very much takes nods from Portal, which is original to see in a Game Guru game. I love the pick-up script itself, so much better than the one I've been using for ages, where did you get that!?

AE
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Posted: 21st Jan 2019 19:04
Awesome game Synchromesh, something to inspire us all.
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Posted: 21st Jan 2019 19:14 Edited at: 23rd Jan 2019 12:34
@Mookie
Quote: "How have you done that nice robot voice? "

I have a friend that does them for me .. Never really asked what he uses so I will try and find out.


@Tarkus1971
Quote: "Nice work synchromesh I will check this out when i am at home later. "

Thanks for the Music and ambient sound you will find credit in the info button on the menu


@GraPhix
Thanks mate for the Brilliant decals … Again credit given in the menu


@Avenging Angel
Great feedback thanks … Ok lets take a look
Quote: "I totally missed the fact that I was spawned on a coloured square to start with - spent 10 minutes trying to place cubes in the shielded bit before I realised I just needed to take a cube back to the start of the level. Because it's in a different room, it feels like it isn't part of the puzzle. "

Thats actually the last part of the puzzle for Level 2 ( where does this last blue block go ) Look up down around and behind and always be vigilant .. you could probably do that level now in less than 2 minutes so there have to be the odd tricks thrown in or it will all be to easy .

Quote: "I would consider changing the sound effect on the teleport, that noise started to get annoying "

Agreed think how i feel testing a level 20 times a day yep thats already planned for my own sanity

Quote: "Also, look into the onscreen messages, there's the odd typo and grammatical error in there ("your" should be "you're" etc.)"

Thanks i will rectify that although i may redo the whole style anyway as im not sure i like them ?

Quote: "I love the pick-up script itself, so much better than the one I've been using for ages, where did you get that!? "

AmenMoses created that one specially .. There are 2 other scripts that go with it ... without his help there would be no game ... And the script does a lot more than just that so stay tuned. It wont all be just picking up blocks and a story will evolve but I don't want to give to much away

Thanks for testing Guys its appreciated
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Posted: 21st Jan 2019 22:23 Edited at: 21st Jan 2019 22:24
wait ! i haven't said anything jet ,, this is not fantastic. ? .... it's synchromeshtic
very awesome.

ok there, i have said it. , something to look forward to play one day.

Hmm i have looked and could not find a like button. thinking of that, wouldn't it be nice if the web designers can program it so that when ever you post something there is a like button on the bottom of the post and then if you tick the like button your name are then put next to it, would be an easy way to see who like it ,
( Ps there do not need to be an dislike button, just a like button. )
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Posted: 21st Jan 2019 23:28
@PCS Thanks that's appreciated
I will ask about a Like Button .. Most forums do seem to have them these days

@Avenging Angel
I have just updated and uploaded a version with an improved Transporter ..
Instant transport and a much more pleasent sound .. You were spot on there it needed changing
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Posted: 21st Jan 2019 23:38 Edited at: 13th Feb 2019 10:37
Really interesting! I played through the demo and liked it a lot ... Music could be slightly more dense or busy - of course without killing the "chill-factor" ...

Please don't leave this project. I would buy it and it will be a nice representation on Steam for GG's potentials...

Godspeed with this project! /.-)

EDIT: Oh! I just discovered there is a new demo! Of course my critic was related to your second demo (with the 2 levels) ... Downloading the new one!

EDIT2: I like the new menu and the new soundtrack that I can switch ON at the start seems to be really good. Unfortunately as soon as I press the Music ON/OFF toggle, there is always a very loud and annoying midrange ringing tone all over it. Its like three times louder than the music. It switches off if I switch the music off.

Is this just me?

Otherwise this third version looks nd plays fantastic! I'm a buyer already!
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