the Float


the_float

This is just a bunch of code written in Flash. It’s AS2, so it’s probably obsolete to most of you searching for help in creating games.

Result of numerous programming experiments in point and click games from 2005 up to 2008 when first stable built was released.
created by Mateusz Skutnik 2005-2013;

Version history:

3.7.3 (November 2013);

  • automatic triggers (shop, next_frame, hammer, say, comment);
  • removed social share options;

//–

3.7.2 (february 2013);

  • as2 tweak [varName -> var_name];
  • say_once string length check;
  • item restoring without delay (no interval);
  • item quantity display placed in item description [item (nr)];
  • optional startup items system improved;
  • standalone hideout system;
  • opis_mc with outline [filter];
  • as2 mc outline feature;
  • dynamic item hitbox;
  • dynamic hideout display;
  • dynamic shop display;
  • fixed opis dialogue in hideout mc (not hiding after rollout);
  • added item library;
  • expanded sharing options;
  • custom warp snd error fixed;

– example: Daymare Town 4;

//–

3.7.1 (january 2013);

* fixed opis-displacement bug (opis was using _height before setting it);
* single-page note display, scalable to game width and height;

//–

3.7.0 (october-december 2012):

* major as2 cleaning;
* s.list_of_items-based item movement;
* FINALLY restoring items in their respective places :D;
* fully dynamic ‘say’ function;
* removed item floating to and from shop/hideout; [“float” is gone] :D
* shuffle array in shops;
* say_once(co);
* fully dynamic item opis > multiline opis;
* improved czat AS, new czat_mc (skyrim clone);
* amb restore fixed;
* resurrection after game end;
* reimported all sfx / source files present;
* random moveSnd;

//–

3.6.2 (october 2012);

* removed alternate inventory;
* removed custom right-click menu;
* changed _alpha=0 objects to objects including fill _alpha=0;

//–

3.6.1 (july 2012);

* backpack;

//–

3.6.0 (february 2012):

* single save version (“continue” button);
* hideout earning money bugfix;
* hideout descriptions updated;
* combineSnd;

//–

3.5.0 (january 2012):

* hotspot (place to put various items and pick them up again);
* alternate inventory;
– example: Rizzoli & Isles 2;

//–

3.4.0 (september 2011):

* new item description window, commont to inventory, hideouts, shops, and also documents and galery display;
* reorganized picture gallery;
* reorganized shop and hideout display;
– example: Covert Front 4;

//–

3.3.0 (March 2011):

* various text alignments in conversation window;
– example: Rizzoli & Isles 1;

//–

3.2.1 (September 2010):

* message window reappear when triggered while visible on screen;
* too expensive shop items transparency;
* items float between shop/hideout and inventory;
* different shops/hideouts have different value of maximum items;
* music and sfx toggle buttons embedded in the footer;

//–

3.2.0 (August 2010):

* hideout system;
* scrollable conversation window in multi-choice character dialogue;
– example: Trader of Stories 1;

//–

3.1.0 (June 2010):

* multi-choice character dialogue;
– example: the Fog Fall 3;

//–

3.0.0 (April 2010):

* advanced shopping system;
* inventory handles plural quantity of the same item;
* custom movement cursor;
– example: Daymare Town 3;

//–

2.1.0 (July 2009):

* multiple save option;
– example: Space Oddity part 1;

//–

2.0.0 (July 2009):

* items in the inventory are animated on rollOver;
* inventory hiding when moving between rooms;
* dynamic documents display – player can view unlimited number of text pages collected during the game;
* dynamic picture gallery – player can view pictures, photos or other visual material collected during the game;
* panoramic rooms – wider than stage, scrolling from left to right on players movement revealing more background than usual rooms;
* discussion window for ingame dialogues;
* save option;
– example: Covert Front 3;

//–

1.4.0 (December 2008):

* improved main menu api;
– example: the Fog Fall 2;

//–

1.3.0 (October 2008):

* integrated the float with my game api. New features:
* floating menu on the main game screen. Separate submenus for credits, instructions and system keys.
* ingame menu containing options to separately turn on/off music and sound effects, and change quality level (low, normal, high, best). Also option to quit or pause the game at any given moment.
– example: Charger Escape;

//–

1.2.0 (August 2008):

* item description fading in and out while examining the item in the inventory;
* submachine specific: rooms are accelerating and decelerating when changing position;
– example: Submachine 1: the basement (ver. 4.0);

//–

1.1.0 (June 2008):

* items are accelerating and decelerating on the way to inventory when collected;
* items are center-locked when picked up from inventory;
* items are enlarging when rolled over in inventory and going back to original size on roll out or when picked up;
– example: Escape Artist;

//–

1.0.0 (April 2008):

– based on older engines, used in games like Submachine series, Covert Front, the Great Escape or DayMare Town:
* reusable item system (a pack of keys that stay in the inventory untill you use last key from the pack);
* diversed item collecting (picking up several items of the same kind – engine recognizes if you already have collected some or if it’s your first item of that kind and acts accordingly);
* shopping system;
* inventory items dynamically changing their position according to the number of items in the inventory;
* smooth transition between finding the item and placing it in the inventory;
– example: DayMare Town 2;



10 Gnomes 10: seashore


play | watch video from location

That particular location has been on my mind since few months now. Unpossible in summertime – now it’s kind of abandoned, but not fully. I had to go there early in the morning to shoot those pics and even then there were some locals with their dogs or jogging or just on a walk. Damn the locals. I had to wake up at 6:30, go out at 7:00 to be there at 8:00. And it was sunday… Hope you appreciate all the pain I’m going through to bring you desolated and attractive lcoations for gnomes ;). Special thanks goes to my wife who kicked me out of the bed on that cold sunday morning. And actually went there with me.

Anyway – enjoy. Go get them gnomes.



Automobil


automobil

play

Now this one is different story than yesterdays’s game (Aviator). In this one I didn’t change graphics, but the gameplay. To a dull game of collecting acorns via driving your car I added four power-ups, which change the gameplay into something a bit more entertaining. Still a classic 2005 way of thinking though. Don’t expect any fantastic gameplay that will blow your mind.

Another thing – this one is significant, it’s THE LAST squirrel game that waited for revision (until today). That’s it. The remaking process is done. Finished. Only new stuff from now on. Expect mind-blowing gameplays next year :D. I counted 30 games alltogether, some of them are retouched, others completely redone – you can play’em all on pastelgames.com naturally. Ok then, onto 10 Gnomes 10…



Aviator


pg_logo

play

I looked through my archives and didn’t find any indication that this game was ever released. Strange. It’s an old game, from 2005, so don’t mind the ‘easy as hell’ gameplay (some of you might even say it’s boring). But to bring that game to SOME decent level of quality today I upgraded the graphics and changed music and sound effects. So, collect acorns and avoid enemies… – ideas for gameplay were soo easy back in a day. :D



Submachine; review by Indie Game Reviewer


Sometimes you want a puzzle game that will really test your brain for days, and sometimes you want a game that will fit into a coffee break or a spare half-hour. If you’re looking for the latter, check out Submachine by Mateusz Skutnik, the same mind that brought you the brilliantly illustrated Daymare Town.

Submachine is a polished, well-written point and click escape game that can be finished in a reasonable amount of time. You’ve been dropped into a mysterious underground complex and have to find your way out. As is usual for this genre, there’s not a whole lot of backstory.  There are bits and pieces to find, and puzzles to crack to make your escape–generally logic-based.  The puzzles make sense, and the graphics are well-developed with a slightly cartoony look so that pixel-hunting is minimal.

The average player will probably be puzzled for a few minutes and then see the answer–the obstacles are neither too hard or too easy, and the answers always feel like they make sense, not pulled out of the ether as is true of some games. You’ll be able to find everything you need in a straightforward fashion; it’s just a matter of figuring out what to do with it!

The soundtrack adds to the atmosphere of the game without being overwhelming or annoying and can be turned on or off as desired.

Feel like the game was too short?  No problem! Skutnik has created an entire series of escape games set in this universe, each with a distinctive look and feel but similar gameplay.

Indie Game Freak on indiegamereviewer.com



10 Gnomes 9: chemistry


play

October the 1st is the time when polish universities start new learning year. So the time is right to show you gnomes hidden on my alma mater campus. The technical University of Gdansk, which I graduated from… like… 7 years ago. o_0 Jeez the time flies.  It’s not my department though, it’s chemistry, while i was studying architecture. but this spot, right outside the chemistry department was much nicer. :D

have fun.



10 Gnomes 8: water forge


play | watch video from location

This one was a tough one. I know, I say that almost everytime, but these particular gnomes were really hardest to create. So, this place – it’s in the woods, about 30 min walk from nearest transportation. One day i was around and thought – to hell with it, I’m going there to shoot some gnomes pics. Why did I say ‘to hell with it’ – you might ask. The answer is simple as – because it was raining. So I’m going there on foot, the atmosphere around me is fine, except for that raining part – walk in the woods can be quite nice. As I arrive there – the first big unanswered question vanishes – yes, it is open. I met the guy in charge at the forge door, and I ask him if it’s ok for me to take some pictures. he said – for what purposes – and right there I knew I was screwed. Didn’t want to lie, as it’s not my style ;) I said that I want to create a game situated in the forge. And so it begun. It was drawn to my attention that I cannot just go in, make some pics and post them on the web. No, no, no. And that I have to fill in some departamental papers, describing the project, and then they would send it to Warsaw (the capital of Poland), and then get back to me with the decision.

o_0

If you made that face right now feel no shame as it’s exact expression I made back then. Remember the illegal adventures? This one had to be LEGALIZED. Fortunately we agreed that this can be resolved via email, and so I went back home (it was still raining) and wrote an email about what 10 Gnomes are. The decision arrived shortly after – that it’s all god if I put their logo somewhere in the game. No problem. It’s there.

So, one week later, it was 25th to be exact – usual gnome releasing date – I went there for the second time and was able to shoot the material. No rain this time. Phew. And that’s why these gnomes are bit off schedual.

Anyway, enough of talking, the task was difficult, but mission accomplished.

Enjoy.

~~~~

and this is a gem that I found on jayisgames.com:

Gnome Infestation Envelops City

Miniature white gnomes have been spotted all over the city for half a year now, and their number only appears to grow. Their presence seems permanent, and there is no apparent end to them.

It all started on February 5th, when well-known artist Mile Godnia was heading for the grocery store to buy some milk and dog biscuits for her pets, and spotted a small white gnome sitting on a rooftop. She thought her eyes were playing tricks on her, but she saw it again on the way back.

“It was the strangest thing you’d ever seen,” Godnia told the press. “It didn’t do anything, and it just turned its head when it noticed me. Then it was there again several minutes later, in exactly the same place.”

Discussion with her neighbors revealed that other people had seen the gnome as well. It had turned up all over the rooftops, in ten different places. In fact, there appeared to be ten different gnomes.

Weeks later, gnomes began turning up in other locations, from the city park to the the local shipyard to a large warehouse. Sightings grew as rapidly as their numbers did. Reports showed interesting phenomena: they always turned up in groups of ten spread out around an area, and they always behaved the same, never moving from their locations. Attempts to shoo them away were always in vain, as they remained obediently in their spots.

“It’s the darndest thing,” businessman Matthew Mothball commented. “They don’t do anything but loaf there, but they’re driving me nuts! It’s ruining my concentration just thinking about them!”

“We’d like to classify them as pests,” city official Myrtle Auggh explained, “but they don’t do anything. All they do is sit around. They don’t spread disease, they don’t steal anything, they don’t even make noise. They don’t fit the definition of a pest, end of story.”

Whether or not the gnomes will ever go away, or whether their behavior will become any peskier, both remain to be seen.

written By SonicLover



Oceanic


play

The squirrel goes scuba in this underwater fish hunt. Watch out for falling snails and the octopus. This one is a simple reload. No changes made to the actual gameplay, changed just graphics and main api, so the game is pausable, quittable and saveable scorable.



Gnome sighting in Mnisek pod Brdy


This time it’s from Czech Republik – Mnisek pod Brdy – the picture was taken by Katerina Vojkuvkova and reported by Olga Pavlickova. Gnome on the roof. I think I’ve seen that before…



mission to Saturn


play

 

Now this one is an interesting case of reloading taken to the extreme. You might not  recognize this, but this game is based on Mars Rider. The only thing that survived the reloading is that rainbow in the background. Everything else is sparkling new and I must say that this game is one of my most advanced engines ever. Jumping, shooting, dodging, fighting enemies and bosses? Not enough? Ok, how about an interlevel workshop where you can improove every single feature of your vehicle. That’s right. Now play.


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