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Messages - yparghi

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Hey, how've you been? Just hit me up (here or on twitter) if you need hints!

Here's the link: https://store.steampowered.com/app/471720/K_Station/

I made K Station 5 years ago using SFML, and launched it on Steam. It flopped then -- but it's free now! If you're into adventure games (especially the old school like Space Quest, Grim Fandango, Zork...), then this one's for you.

I said it back then when I announced the original launch here, but SFML was a lot of fun to work with. Any bugs in the game I knew were my fault!

Have fun -
Yash (@yashparghi on Twitter)

I haven't played much of this genre of games.  How flexible are the commands?  That's one thing that usually makes me hold back on these sorts of games (potential frustration from really specific commands).  Would 'Talk to Yan about Julia' and 'Ask Yan About Julia' both work?  Or if you just wrote 'Talk to Yan' would he bring up Julia on his own?  (just as examples)

Hi, sorry for my delayed response. You're right about the frustration potential, so I've done what I can (though I know it's not perfect). All of the examples you give would work. Whether "talk to yan" would automatically bring up Julia depends whether the puzzle/story requires you to deliberately ask about Julia (to show you've got the right idea for how to advance), or whether the game wants to give you an indication of what the current puzzle is about...

Hope that makes sense.

Congratulations! It's really looks awesome!  ;) Sadly there's no linux support  :'(

Thank you. Yeah, I'm tentatively planning Mac/Linux ports, but to be honest it depends if there are enough sales on Windows to justify the effort. If I get enough sales in my first month, I'd try to have ports out in mid-to-late July...

Plus your mails still get marked as spam for me, so I haven't seen the last one in time.

UGH. Thanks for letting me know. If you do have time to play, a (positive?) review would be greatly appreciated. Thanks for your help so far.

Hey all, K Station is now out on Steam!

If you like adventure games and innovative storytelling, please check it out.

Thanks to the SFML team for making this possible. I found SFML sensible and straightforward to use, and I mean that as a big compliment.

K Station is out on Steam June 15!

Enjoy the new launch trailer:

Might have misinterpreted the video, but are you able to write something during the conversation sequence, i.e. while your character is busy? If not, I'd say it would be a good idea to hide the input bar or somehow make it obvious that no input is possible.

Yeah, this is something I think about. There is a small indication in the absence of the text cursor, i.e. "> talk to dr feng _" becomes "> talk to dr feng". In gameplay, I think the player "feels" this strongly enough since they're staring at the cursor as they type. I might add something else if I get feedback about it from playtesters.

To anyone who signed up for a beta key 1 or 2 days ago and hasn't gotten it yet: check your Spam folder. I've heard of at least one email with a Steam key that got caught in the recipient's spam filter -- sorry for the trouble!

If you like story-driven games like Life is Strange or Space Quest, then K Station is up your alley.
Oh god! Is it going to make me cry?

I've focus-grouped the game for maximum tear extraction. No, I'm kidding, my sense of humor is too cynical. Still, I mean, there's a handful of love stories in the game...

Hey all, K Station is now in beta!

If you'd like to playtest the game (and receive a free Steam key), you can sign up through this form.

If you like story-driven games like Life is Strange or Space Quest, then K Station is up your alley. Thanks!

I just saw that the game has been successfully Greenlit! Congrats! :)

Thank you very much. The game comes out in late June or early July, and I'll post an announcement here when it's out. Thanks to the SFML team for making this possible.

Window / Re: Non-English keyboards for an English text-based game
« on: May 08, 2016, 09:55:43 pm »
Okay, thank you both. I suspected it was straightforward, I just wanted a second opinion.

Window / Non-English keyboards for an English text-based game
« on: May 08, 2016, 08:05:32 pm »
I'm making an adventure game where you type in text commands in English, like this:

I know this is broad, but are there any specific practices or considerations to handle non-English keyboard layouts in my code?

My command input only accepts a-z, 0-9, space, and backspace, so per the SFML tutorial my game loop looks like this:

      if (event.type == sf::Event::TextEntered) {
        if (event.text.unicode < 128) {
          char charEntered = static_cast<char>(event.text.unicode);
          if ((charEntered >= 'A' && charEntered <= 'Z')
              || (charEntered >= 'a' && charEntered <= 'z')
              || (charEntered >= '0' && charEntered <= '9')
              || charEntered == ' '
              || charEntered == '\b') {
            // Show the next letter...

In other words, I toss out everything except a handful of ASCII chars.

Does anyone see any pitfalls in this approach with respect to foreign keyboards? Do you think this is generally sufficient so that someone using a French layout, or a bilingual Hindi/English keyboard, will be able to type in English correctly?

I'm not well versed in internationalization issues, so any non-English insight is appreciated.

SFML projects / Re: K Station: An adventure game of disappearing lives
« on: April 11, 2016, 07:15:32 pm »
We have several good-looking (sfml) games this year.
Great art and animation! Hope your game become successful.  :D

Thanks a lot, I appreciate the support.

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