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Messages - Fitz

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there's always a little voice in the back of my head saying that no one will be interested.

Oh, sounds so dreadfully familiar ;) (except I usuallly listen & give up, and you're actually getting stuff done!)

Keep up the good work. The world needs more crazy, colorful adventure games.

Also, the red-haired fella makes me think of Brian Posehn.

AGS Games in Production / Re: Tardigrades
« on: 14 Nov 2017, 15:48 »
I've always loved the water f/x, but man, these lava f/x... 8-0

There's a similar archaism in Polish, which is my native language: odrodny (adj) - meaning someone who lost traits typical for a certain group/family. The prefix "od-" signifies something getting away/distanced from something else, "rod" being the root of the word "rodzina/ród" (family/clan). The suffix "-ny" is a typpical adjective suffix, while the "-ek" (also very typical in Polish), signifies a diminutive form in nouns, and is often meant to be derogatory.

At first sight, judging by the word's morphology, it looked to me like a Czech word -- and indeed there is an interpretation that it is a distorted/misspelled "odrodek" - "one without roots". But said interpretation goes further and seeks to make a point there's something German in there, too -- which I'm personally not convinced by.

AGS Games in Production / Re: Future Flashback
« on: 10 Nov 2017, 14:54 »
Neat! Loving all the magenta and indigo. A very useful lesson, too, for someone who's not very good with backgrounds.

AGS Games in Production / Re: The Witch House
« on: 05 Nov 2017, 07:47 »
Man, the game looks incredible! The character design, animation, the backgrounds, it all just oozes style and atmosphere. And those flickering reflections in the last image! :shocked:

I just love the new minigame graphics! Reminds me of my own first attempts at art on my C64.

And I was SO disappointed they didn't feature you on Polskie Gry Video's series on games from PGA.

You're welcome :) One other thing you'll need to consider when making sophisticated cutscenes within AGS -- especially if they're supposed to run in sync with music -- is that people will run your game on different specs, and very often the graphics, especially in higher resolutions or when screen-captured without compression (on programs like FRAPS), will lag, thus ruining the desired effect. So while it's perfectly feasible to make cutscenes in-engine, it's probably best to screen-grab them, upload them to the project and play them as videos.

Basically, the video is nothing BUT non-stop trickery ;) Perhaps I could've taken it easy here and there, with a simplier, more time-efficient solution -- but I wanted to challenge myself. What I'm proud of the most is that there's very little frame-by-frame animation (other than random background effects like rain, snow or asphalt - which were usually made by flipping a single image left/right or up/down, anyway). It's usually having multiple objects on top of each other and unveiling or hiding them dynamically throughout the scene by manipulating Transparency (like in the scene where the vampire rides through the city) or changing color (such as the city exploding). But these are rather basic. The one I'm most proud of is the cat in the headlights. This one has two masks for the face: one for when it's in the dark, one when lit -- and behind those semi-transparent masks, four object moving and scaling simultaneously to simulate dilating pupils AND two more for the light reflections. There's also one thing in AGS I discovered only while making this video that just blew my mind: rotating things! 8-0 I've never even thought it possible, given the fact that it's a sprite based-engine -- but I blame it on my superficial knowledge of the program. It's not super easy to do, either, but it's feasible. And so, the witch doing a wheelie is just a static image of the woman on the motorcycle being rotated. Of course there's the hair in the wind, which I had to animate and move around separately - since the wind still blows in one direction, which doesn't line up with the angle of the motorcycle, and also dynamic sprites ignore transparency.
As for watching the video over and over -- yup, no easy or failproof way around it ;) Doing my first AGS music video, I did cut the audio into smaller chunks, worked on a few scenes at a time, and then joined them later, but it'd go terribly out of sync sometimes. So this time I only did two major splits, and even that was a pain to sync right afterwards. Multiple viewings and screen captures were a sad necessity, especially since my current work station is over 6 years old and it'd usually take 2-3 takes before it'd chew through all the graphic assets and run without a hitch. Perhaps/probably there's some very simple solution, like a code that would start playing the audio from a specific point, but I haven't looked hard enough ;)

Here's a Halloween special!

Some time ago, after seeing my first video, the French synthwave band ELEVN, whom I'd been following with great interest from the start, approached me about creating visualizations for their live gigs. And so, over months of blood, sweat and tears, driven by madness and black magic, I concocted the darkest, craziest creation of my entire life. This time it's pure-bred hellspawn of AGS, with no other magic involved: inanimate objects and undead characters moving around, vanishing and reappearing, changing size and tint in real time by the power of The Code... MUAHAHAAAA!!! (laugh)

Confirmed. It says:

Silver Spook Games, the developers of 'Neofeud'. are working on a new sci-fi adventure game: 'Dysmaton'. In it, as a young engineer by the name of Noria you fight for survival in a space colony after machines took over. On this fateful day Noria lost everything and has since been on the run from the hostile robots. On the game's official website you can already download a demo of the game. You'll also find a Patreon link there, through which the developers are asking for support.

AGS Games in Production / Re: Future Flashback
« on: 07 Aug 2017, 06:13 »
This project is giving me serious Technobablyon vibes.  All the best with production, definitely one to keep an eye on!

My first thought was Until I Have You -- especially the story revolving around a guy haunted by memories of a girl. Looks and sounds great. And kudos for devising a realistic schedulue and ETA.

Completed Game Announcements / Re: Earthling Priorities
« on: 05 Aug 2017, 12:43 »
This was fun! It had the same kind of trippy feel and nihilistic sarcasm as All pigs deserve to burn in hell.

Completed Game Announcements / Re: Neofeud
« on: 21 Jul 2017, 06:43 »
My pleasure! I thoroughly enjoyed the game and indeed it resonated with me on so many levels.

Now, I wouldn't rush with the whole knighting thing ;) I'm so busy right now, slaving away on a super secret AGS-related project, that I had no sufficient brainpower left to play the Dysmaton demo yet -- which would be a capital offense for a officially knighted lord.

This theme instantly made me think of Hotline Miami -- which (I think) is such an awesome adventure game material! It's such a shame I'm super busy on a project that's going to probably take me another couple of months. But if anyone else would like to pick the idea up, I might be able to help with dialogues/plot.

Nick: I'm still trying to figure out what the best format for the story would be. As it stands, it's a series of skits -- and they may well work as short cartoons in the vein of Cyanide & Happiness or Happy Tree Friends rather than a game in which losing is (at least to me) the most fun part. Or maybe if I simply made really short episodes, limited to, say, one room, it would be more friendly -- especially for letsplayers.

SilverSpook: I also drem Magenta as Krang and intended to have Karbon as Shredder for one sequence.

Blondbraid: Not really rejected, just abandoned for the lack of time. It also seems like it's a very niche thing, style- and gameplay-wise. I've had some really heart-warming feedback from a bunch of players but most either gave it a pass at the sight of the 16 color graphics or rage-quit during the cop scene or the superhero quiz ;) The game took me 15 months (on and off, but still, that's a lot of time) and faded into obscurity soon after, with almost zero press coverage, save from news items from our own CaptainD. Wrote and tweeted a whole bunch of people about it, got zero response. Even AG's Following Freeware, who've mentioned my previous projects, shunned me this time. That was a blow. It did get featured on GameJolt, but that was actually such a bitter experience that sometimes I wish it hadn't. So the inner struggle is that while I have a lot of love for these characters and the story, and would love to experiment with limited color palettes EVEN MORE, I'm held back by the fear that the effort won't pay off (other than the great personal satisfaction).

It's been almost a year since I posted the news of a planned update. Soon after that I abandoned the almost finished project to work on music videos also made in AGS, and never got around to finishing and releasing the game's update. Some technical hurdles aside, I figured no one would care to play the game again just for these few extra scenes.
So yesterday I thought I'd simply post them here as videos -- because they're fun little things.
The first one is an alternate scene of what happens when Magenta falls through the mahole:

This one is an alternate Mortal Kombat scene:

...and so is this one:

And finally, this one's is an alternate ending of what happens when Magenta falls from the top of the skyscraper:

I've also had ideas for many more scenes -- so many, in fact, that I decided they'd require a separate game to make sense, rather than fit them into the existing dialogue trees.

Imagine, let's say, the cop choosing a different carreer path:

Karbon merging with a symbiote:

Karbon and Magenta as Tuxedo and Sailor Chibi Moon:

...and them mutating:

Unfortunately, I ultimately dropped all these ideas, as well as the planned sequels, and moved on to other things. I am still toying with the idea of Magenta returning as a comic or an animated series, but no gamedev plans as of right now.

But they ARE animated. The portraits change expressions depending on their mood/context of what they're saying, much the same as they do in, say, Wadjet Eye games.

Also, you discover the meaning of life.  Just sayin'.

I should hope so, because the game itself made me seriously question my own significance within the multiverse where my very existence isn't factual but merely optional ;) It's also not the first time I thought the human body needs a serious  redesign to improve its overall functionality. But then again I don't have high hopes for the augmentation technology of the future, because it's going to be owned by corporations, mass-produced on the cheap, with planned obsolescence as its main feature.

But to get back on topic: just finished the game, and it's been a BLAST! Awesome, gritty, dystopian sci-fi, the way I like it. It's not about lasers and flying cars. It's a really biting satire on the world today that's as hilarious as it is scary.

AGS Games in Production / Re: Tardigrades - [UPDATE #20]
« on: 09 Apr 2017, 08:49 »
Will the character be first learning to swim in the game? Tutored by Maciek, by any chance? ;)

A lovely scene already, and I can't wait to see it with even more detail.

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