ScottTykoski

ScottTykoski

Joined Last seen Member # 93
13 Posts 69 Replies 2,367 Reputation

Hey Rodney! Sorry about that one - never thought we'd see that error, to be honest, but we're in the process of bringing down the game file size. Unfortunately there's not much we can do for Alpha1a, but by the time Alpha 2 rolls around you should be good to go! Thanks for the heads up!

4 Replies 14,120 Views

[quote who="Silver-Streak" reply="3" id="3751975"] I’d say the easiest/friendliest "default" name would likely be "Level #" "Gate #". So like, if this is level 2, and it's the first gate I've added, the default name would be "Level 2 - Gate 1". [/quote] Agreed - will hook that up for Alpha 2!

6 Replies 80,375 Views

!!!! - This Update has not been Released - !!!! Work continues on The Video Game Machine! This time we have our sights on the Beta 1 build, to be released on Steam sometime this Summer. Keep an eye on the change log to see what we have planned! - New Feature

0 Replies 11,147 Views

Hey BJD, Let me answer some of these real quick... [quote]I'm having trouble with Gate Gizmo, where they are not linking levels correctly, and have TAGs with messy names when it is set for each gate; [/quote] Note that you can rename the gates to whatever you want, but yeah, we should probably generate friendlier names for players. If you still have issues, please send your game file (located at My Games/The Video Game Machine/Generated Games)

6 Replies 80,375 Views

Your games can be found in your "Documents/My Games/The Video Game Machine/Generated Games" folder. And yeah, I'll be totally honest, I didn't even know if that 'Weapon Gizmos on Doors' method would even work :) A happy accident that weapons gizmo try to activate any prop tile they on. Do you have any examples of how you'd use stacking gizmos? I'd really like to keep gizmos 1 per-tile (where you could use linkers to trigger multiple targets) but I'd be curiou

13 Replies 109,873 Views

Very strage. Investigating now, but (if you don't mind) could you send your game XML to [email protected]? I can't think of anything that would have changed to cause this, but we will certainly add this to our list of things to tests. Update: What's really weird about that layout is that deleting those Weapon Gizmos (in the level editor) is deleting ALL adjacent gizmos. Definitely a bug that we'll look in

13 Replies 109,873 Views

Hey MooK811! We've had requests for 4x / strategy, and while we plan on incorporating many systems from those genres (Fog of War, Resource Management, Enemy Waves, etc) I fear those genres are simply too complex to put into VGM, especially when we're doing our best to avoid complexity. VGM has a long road ahead of it, so we'll we where it goes. Perhaps we'll have a brainstorm and figure out a fun & easy way to get those genres in, but as of right now there are no pla

5 Replies 11,437 Views

Interesting that it started up at the resolution. We DO want to support the extra-wide formats eventually, but for now it certainly shouldn't be defaulting to an unsupported format (and screwing up the UI). Will investigate - thanks for the report, endorph1ne!

2 Replies 10,452 Views

Hey Zubaz - thanks for the feedback! 1. Really like the Play button on the game entry. Feels friendly and fun - will mock it up and see where it goes! 2. Agreed. Will bump those sizes up. 3. Can I get a screenshot of the Blue Roctopus text you're talking about? Tweaking colors / contrast is an easy tweak once I know where I'm tweaking :) Glad you enjoyed your first 30 min!

4 Replies 25,082 Views

For the Alpha series we've limited the ratios to the non-Ultrawide formats (16:9, 16:10, 5:4, etc.) simply because we don't have the proper hardware ATM to develop & test beyond those. There will be some UI modifications needed for things to work right, so it's not something we'd want to activate blindly, but once we have the hardware those fixes should be straightforward. We'll keep this resolution on our to-do list though and get back with you.

1 Replies 11,815 Views

[quote who="Timmaigh" reply="10" id="3751278"] It really depends on what you have in mind, but if you get bit too specific, you may find there is literally no perfect fit. [/quote] For sure - when you have a specific vision, it can be VERY difficult to find a non-code solution to bring that vision to life. I guess that's why I wanted to chime in here: VGM isn't so much about building from a specific vision (there are countless tools and engine options for that) bu

21 Replies 406,847 Views

3D graphics and a full-on strategy editor are certainly a bridge too far for VGM, but there are several elements from strategy games that we'd like to include. Timmaigh nailed it, actually - when there are so many PC Strategy games that give you awesome modding capabilities, I feel like that creativity itch can be scratched there. The niche we're trying to fill is less about "I have this specific vision" and more "lets have some fun making something". VGM is

21 Replies 406,847 Views

Hey Kenneth! There are plans for custom assets, but like you said - that's a bit down the road :) The truth is, if there's something you're looking for, chances are someone else wants it too, so feel free to make requests and we'll try to get something into the base game that works for you!

3 Replies 31,106 Views

Augerman: That is the plan, but the hope is that 99% of players will find the included tools and assets adequate. We'd like finish hooking up the additional customization tools (for heroes, enemies, etc) before setting our sights on uploading assets.

4 Replies 11,373 Views

Yes - right now the dialog system is only exposing a small fraction of what's possible. Eventually the player will be able to write out dialog trees with branching outcomes and such, but we first we need to got the basics hammered out :)

15 Replies 16,166 Views

[quote who="Silver-Streak" reply="8" id="3751159"] That reminds me, I want to suggest that we can define our own groups [/quote] Haha The team and I had JUST been talking about grouping about 2 hours before you posted this :) There are lots of ways to do this, but finding the most user-friendly one is the challenge. We'll keep discussing, but feel free to post ideas here. Now that you've played around with VGM, how would you suggest implementing Grouping options (in

15 Replies 16,166 Views