Your game make me feel like I was playing #Limbo with the music of #Child of Light!
Crazy creativity!
Limbo : http://www.playdead.com/games/limbo/
Child of Light : https://www.ubisoft.com/fr-FR/game/child-of-light/
Hi Angi, the music was from bensound.com, they have loads of great tracks. Off the top of my head, I believe it was November or Ofelia's dream. (or possibly both) They are Creative commons licenced, but you can pay for a pro licence if you can't or don't want to attribute rights or want higher quality files.
I would still love it if you can send screenshots of the triggers/ drag drop for the collisions - I am really interested to see how you did that in Storyline 2. They must be some complex triggers!
Wow - this is the coolest game. Love everything about it - the simplicity (which I am sure was not simple to create in Storyline), the name (had to google it), the black palette, the atmospheric music and just the sheer joy of experiencing someone's creativity. Well done. Very inspiring...
Standing ovation, brilliant and elegant.
Yes please, it would help if you would post some of the advanced triggers? Always good to see how other people handle the "grammars" (especially since I wont be able to use 360, only Storyline 2).
Excellent work. The music, the artwork, the fonts all work together perfectly to set a mood of quiet desperation. If you added more levels, you could sell this on Steam. In fact, I think you should. It's better than some games I've paid for.
Hi, Matt. Great game design and execution. I enjoyed playing it several times. I was working on a similar game with motion and collision detection in SL2 but ran into a hiccup. I notice this game has the same feature that I am trying to work around. The moving objects that need to be avoided by the butterfly only register the collision if the butterfly is in motion but if you hold the butterfly still and not in the action of dragging, the collision is not detected. Did you ever figure out a way around that?
Hi Garfield, I don't know if I fully worked out a fix but I did place a shape/hotspot on the background and added it as an incorrect drag and drop response. This meant that as people played if they ever let go (and therefore the collisions wouldn't work) it would then reset the round.
Does this answer the question? If you hold the moth completely still but in a hover state do the collisions not work? (if so I'm learning something new!)
Hi, Matt. That is a clever way of handling failed collisions but works only when the user has let go. In level 3 of your Tenebris game, there is a windmill blocking the path of the Moth and you have to use clever timing to get passed it. However, if you go close to the windmill and stop moving (but do not let go), the windmill can pass over the Moth and it will not trigger the collision. The collision is only triggered when you are actively dragging. This is the same issue I am having in my situation. Collisions are only detected when the user is actually moving the object but will not be detected if they hold the mouse still.
its a great game and we get so much involved in it. Can I download this game from anywhere? or can you please share how did the darkness and butterfly part was done?
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