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.
synchromesh
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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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MXS
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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.

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Posted: 18th Aug 2018 09:51
I would play it, I love puzzle games, Portal 2 is the best game ever made in my opinion. Does the carry script turn off collision ? I made a carry script for my WIP project and I had to turn collision off to get it to work properly with steps and other obstacles but the problem is whatever you carry can end up outside the game or in an inaccessible area if you bump a wall and drop the item.
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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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synchromesh
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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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Bod
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Posted: 19th Aug 2018 13:05
Cool game but it has the same problem I have with my carry script, because collision is turned off you can drop the blocks outside the game area which makes it so you can't progress, also I stepped into the water to see what would happen and it closed the game down.
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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Bod
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Posted: 19th Aug 2018 14:08
I tried a few times and I always get dumped to the desktop if I step into the water, I will download again and give it another try. As for the carry script I tried mine without turning collision off and it was a nightmare trying to get a crate up some steps and into a building, the easiest way was to reverse, I know what you are saying about deliberately pushing it out of the game area but we both know it doesn't take a lot to make your average gamer make a small issue into a huge issue.
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 17:51
I downloaded again and I no longer get kicked back to the desktop when killed, I also revisited my pick up script and noticed Amenmoses pickupable script is now included ( I really must pay more attention ) so I have now started using that as it's considerably better than my own, all I had was pick up, carry, drop, climb on the boxes to reach a higher place.
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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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AmenMoses
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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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Posted: 19th Aug 2018 19:48
Quote: "I've attached the standard script with this change"


That is brilliant, I just tried it and now the player can't get stuck in the level by losing the crate.
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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Bod
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Posted: 20th Aug 2018 10:16
I've found a problem with the new pickupable script, if you have a weapon and put it away to pick something up then press the right mouse button to rotate it the player drops the item and reselects the last weapon then the player view via the mouse is locked, you can go forwards and backwards etc. with the keyboard but you can't use the mouse.
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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reliquia
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Posted: 20th Aug 2018 12:10
Awesome synchromesh - Love it - great idea!

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AmenMoses
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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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Bod
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Posted: 20th Aug 2018 19:19
@Amenmoses

It's still doing the same I'm afraid.
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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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Bod
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Posted: 20th Aug 2018 21:19
Quote: "what weapon did you use?"


I first noticed it with the bow but I have tried it with the colt and it does the same.
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Posted: 20th Aug 2018 21:21
Try the second version.
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Posted: 20th Aug 2018 21:56
Quote: "Try the second version."



Which second version ? I have tried the pickuppable.lua which is now included and the one you made to stop the object being lost out of the game area, and both of the gameplayercontrol.lua files.
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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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Posted: 20th Aug 2018 23:03 Edited at: 20th Aug 2018 23:12
I downloaded the gameplayercontrol.lua again from your earlier post and it's working now, thanks for the help, if you were potentially stumped I would have had no chance.

Edit:- I just noticed since I swapped the gameplayercontrol.lua the player can no longer jump.
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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 23:28
Can't jump when not carrying anything.
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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 09:53
I tried in an empty level and everything worked but in one level of my WIP project the player couldn't jump, I re downloaded the 2 lua scripts from this thread, rebooted my computer then used a back up of the .fpm I was having trouble with and it now works.
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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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synchromesh
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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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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 21:32 Edited at: 26th Aug 2018 21:39
Quote: " i won £ 50 in Amiga Format Magazine"


The good old days, I won a couple of times too.





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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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Posted: 27th Aug 2018 00:38
Quote: "Have to get my old magazine out see if I can find these programs"


I had 4 or 5 programs on the cover CD's but only 2 won the £50 Game of the Month prize, Infiltration won in issue 120 Feb1999, the other winner was called King of the castle but I can't find the mag or CD that one was in.
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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