Thank you!
Thanks!
Fun fact: Tessa was originally considered as a name for the protagonist, but then I changed it to Tess because it rolls off the tongue a bit better.
Eclipse was the IDE I used, although that’s probably not a surprise to anyone. I used a custom version of Booster’s Lab as a stage editor (thanks to Noxid). The stage graphics are tile-based but the physical map itself is a set of lines that trace the parts of the map that need to be solid.
Originally this engine was going to be used for a collaborative project between me and Noxid, so the script system is sort of his creation. This is a sample of what Moustache Script (MST) looks like pre-compilation:
#0090
<keyLock><changeMusic>1<focusOnEntity>900,13<wait>50
<fadeIn><end>
#0100
<keyLock><stopPlayer>
<fadeOut><changeMap>0,240,160,90
#0101
<keyLock><stopPlayer>
<fadeOut><changeMap>2,420,180,90
#0200
<flagJump>2,202
<keyLock><stopPlayer>
<openTextBox><facePic2>sis-face<playSound>10
<text>Oh, hey Tess.<nod><clearText>
<facePic1>girl-face<playSound>9<text>...<nod>
<text>hey, sis...<nod><clearText><facePic2>sis-face<playSound>10
<text>Sorry things didn't work out yesterday.<nod><text>
Maybe next year, yeah?<nod><clearText>
<facePic1>girl-face<playSound>9
<text>Yeah...<nod><text>
...next year...<nod><flagNotJump>1,201<closeTextBox><setFlag>2<end>
This gets compiled with the MST compiler to a much more compact binary format and then the game reads in the compiled scripts to object form for processing in the game.
GraphicsGale was the main program used for the sprites, and Psycle was used to create the soundtrack. Also SeaTone was used to make the sound effects, along with Audacity for editing. Some soundeffects are from freesound.org though, and were heavily modified with Audacity to get them to sound “right”.
Anyways if you liked the game please vote for it in the 2014 Indie Game Maker Contest!