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Messages - visionmind

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AGS Games in Production / Re: Whispers of a Machine
« on: 22 Mar 2018, 20:40 »
First, the screenshots look amazing.
Second, congratulations on getting a publisher.
Third, now that I see it, I can't unsee it... the poor shop guy does looks like he could use a sit down when no one else is in the shop. ;-D

keep up the good work

It may or may not be helpful to know that feeling like an imposter is actually pretty common in game development. So common, there is something called Imposter Syndrome. There's a Polygon article about it, and some GDC videos on Youtube too. Like I said, it may or may not help to know that many people feel like they've only made terrible mistakes and are a fraud every time someone expresses thanks.

I think the money thing keeps on coming up because it's how different people are motivated. Some people are motivated by money. Some people aren't motivated by money at all. For some, money is even corrupting. I think that's why it's hard to address because people are so different that it makes it impossible to make any sort of blanket yes/no.
I also think it's because money is also an obligator, and even if someone spends 80 hours a week developing something, they do so by their own choice and the idea of being obligated is off-putting.

At the end of the day, and from my own personal experience, any sort of (game) developing is hard because so many decisions you can't know what's right and wrong until after the fact, which is why making and learning from mistakes is so valuable. It's also hard when you don't think anyone gives a crap about what your doing (which is probably more relevant for me).
And while I think it's fun to dream up the possibilities of redoing everything, more often then not, and for better or worse, the thing that usually happens is when you sit down at the computer you continue doing what you've already started because (a) you don't want to personally feel like a quitter and consequentially a failure (regardless of whether or not people are externally putting that pressure on you) (b) it's easier to continue doing something familiar than to do something new and unfamiliar.

Perhaps the only thing I can say that could help is for your own sanity, decide when to stop/be done. Or at least when to take an extended break. I think that's necessary to keep anyone sane.

Good luck.


AGS Games in Production / Re: Unavowed
« on: 17 Aug 2016, 07:10 »
I love the increased detail in the backgrounds and especially the characters. It's inspiring. I would love to see a longer video of the process of painting the backgrounds.

Amazing work you guys.


edit. Ahh, that's what I was looking for, a speedpainting, I knew there was an easier way to describe that. I completely spaced it there. Thanks for that CrashPL

I apologize for being a bit late, but I thought I'd mention there's work in Blender to make a sprite animator, which is notable because it's free and open-source.


While this system wouldn't directly interface with AGS (which was the original dream), Blender could obviously export to PNG or something. The project isn't currently done yet (February of 2016) but I thought I'd mention it as a potential free alternative.

The game engine, Godot (which is also free and open-source), also has an exceptional sprite animator, but there is currently no way (that I know of) to export the animations out of the engine (like in PNG format). The same video creator, Andreas Esau, has a great Godot video tutorial series, which is how I learned about the Godot engine and sprite animator.


For your consideration:

You want us to keep you safe by flying your planes and driving your vehicles.  You want us to keep the peace by efficiently deploying your law enforcement and military forces.  You want us to keep you fed by managing your food production.
We are the Artificially Intelligent Distributed Network.
But there is one thing you should know. There is nothing artificial about us.

Wrecked follows a young man who crashes into a barren desert landscape, with his sister, and discovers the only way to escape is to find out why they crashed in the first place.

-640x400 Resolution
-18 Locations
-Over 30 Backgrounds
-Rotoscoped Animation


Yeah, as soon as I updated my AVAST to the latest version (program and virus definitions) the problem went away. I just wish it would have told me it needed updating whenever it was updated and it would have spared the bulk of this thread on my part.

Thanks again, Crimson, for looking into this.

Alright, well I think I found the problem (YAY!!!) After trying different versions and even trying to completely clear AGS of the system to give it a fresh install, it finally began to work after I disabled my anti-virus, AVAST. I've heard of this before, but only now tried it.
I would feel really stupid about all of this, but for some dumb reason my anti-virus software wasn't throwing any sort of warning, or alerting me in any way, just silently blocking/conflicting with AGS. I checked my anti-virus software's history and it doesn't say it ever blocked AGS, even though it was silently blocking it (or conflicting with it in some other way). I even checked Window's error logs, but there was no log about anything with AGS.

In the end, after disabling the anti-virus, I then checked for updates for my anti-virus and it, indeed, did need to be updated. After updating it, AGS worked normally. Once again, my anti-virus software usually lets me know if it needs an update, but this time it decided to keep all that info to itself. So it seems all of this was caused from a lack of communication. Ugh.

So, Sslaxx, if you're still having a problem, you could try updating or disabling your anti-virus.


Okay, I can confirm that it still doesn't work on the other computer (Windows 10). I tried installing AGS on that one too, but it also doesn't work.
I then thought that it might because I had them in different directories ie I extracted the archived project to "/2015-10_Bakery" instead of just "/Bakery", which compiled it as "2015-10_Bakery.exe" instead of "Bakery.exe" But extracting the archived project to "/Bakery" doesn't work (even though it compiled it to the normal "Bakery.exe")
No matter what I still can't get it to work on this other computer, making it even stranger that it now works on the original computer (Windows 7). I've tried restarting (because it keeps Bakery.exe in memory no matter what (like I originally mentioned) and then freshly extracting AGS and my project, but none of it works.
I then tried the Demo Quest games that come with AGS and it doesn't work (for and even after changing ProcessClick to Room.ProcessClick.
Lastly I just ran the current stable build, AGS 3.3.4 and it's accompanied demo game, and it too doesn't work. This leads me to believe it's a problem with a shared config file, or something, since all of them have the same problem even though AGS 3.3.4 is a stable build. I don't know how AGS works, or is able to share recently loaded games across different versions, but this is the only thing I can think of. (see post below)

With it working on the original computer, I sort of don't want to look a gift horse in the mouth, but because I still don't know what went wrong originally, it makes me reluctant to want to continue because the vulnerability is still there, somewhere. (UPDATE: I now know that one computer's anti-virus was updated, while the other's wasn't)


Sorry about the delayed response... the Holidays and all...
Okay, so I have no idea what's happened, but now everything runs like normal, even in AGS I first recompiled the game in and it compiled fine. I then ran Bakery.exe in the command prompt with the --log and it indeed made a log file. I then Ran the game in the editor ( and it ran fine. I have no idea why, other than I did install and run AGS The only thing I can think of is that this was all due to a corrupted config file or something, since no matter which version you run (or from what directory) it always lists the same previously loaded games. I don't know if this is correct, it's just all I can think of.
Of course this doesn't explain why it also didn't work on my other computer. I'm at a loss...
Thanks again, Crimson.

Bizarre. I wonder why it didn't for me on two different computers.
At least it works with for me.

Thanks for looking into this Crimson. Like I said before, I really appreciate it.

Okay, I don't know why, but it actually works with AGS This is fine because I haven't used the Switch statement, or used called a Static Function inside array brackets.
This means that it's specifically AGS it's having problems with, even though it was the version I used to make the whole thing.

Weird with a beard.

Okay, so if AGS hasn't been modified since July 2015, then no, as my earliest backup was in October, which means I should have only used the whole time. That said, I may have downloaded before that, and just didn't start my project in October, but I can't remember if I checked for the newest version right when I started. So, I don't think so, but I could give the previous version a try (EDITED I found the older version). (I labeled the folder exactly which version it was:

I have tried completely removing the Compiled folder, in fact that was one of the things I did right before I posted.

In Preferences, "Use legacy compiler" is not checked. And in General Settings the target platform is "Windows" displayed, with "Data File" and "Windows" check-boxes both checked in the dropdown, something I haven't changed.

I'll PM the file.
Thank you very much for your time Crimson. I really appreciate it.


So, I've since tried this on another computer (running Windows 10), to see if it was some sort of conflict on the computer I was using, but it still didn't work. Even after doing a complete rebuild (ie Rebuild all files), when I tried to run the game in the editor, it completely froze the AGS editor before it even opened the game. I even tried reverting to an even older backup of the game (which worked fine when I archived it), even though the most recent backup also worked.
I really don't understand what's going on, since my game was working perfectly one day, and then it wouldn't the next day.

This just barely started happening to me after I had to do a Windows System Restore after a Windows Update went bad (Windows 7). I'm pretty sure a Windows System Restore wouldn't affect AGS (, but it is when it started happening. *I should add that when I try to run the debug executable AGS freezes, instead of giving me the "Unexpected Error."

Not only that, but when I go into the actual folder to run the executable OR the WinSetup.exe file, it does absolutely nothing. It just sort of freezes with the cursor as a pointer and an hourglass. Windows doesn't freeze, just the Window's Explorer window where I tried running the executable.  I've tried using a backup of the project, but it does the same thing when I open it in AGS. There's no error messages, (except the initial message that Sslaxx mentioned when trying to run the debug executable in AGS) so I have had no idea where to post this problem, or what to even say.

I've noticed that when I open up the Windows Task Manager I can see both the Winsetup and my game's executable in Processes (assuming I've run both of them), but when I try to End Process they don't end. They remain (running?) in the Task Manager's Processes, which has never happened to me before. Usually an End Program dialog will eventually pop up. The only thing that will remove them from memory is a computer restart. Otherwise, they'll stay there in Task Manager's Processes indefinitely.

I have no idea what's going on.

Wow, that was an intense experience! This is a great example of how powerful the atmosphere of a game can be, with the character's reflection, and the breathing.
I also appreciate Mandle's Spoiler explanation, because I was a bit lost on the meaning of the end.

Great job, Chicky, on such a unique and intense game.


Completed Game Announcements / Re: Rogue State (On Steam)
« on: 22 Oct 2015, 06:42 »
Congratulations on the release. The trailer is pretty effective. Great job and good luck!


I love the detail, the animations (especially the background stuff) and the updated trailer. Voted.

Good luck.


I really appreciated your thoughts about Broken Age. I've always found analyzation like this valuable.
Keep it up.


Completed Game Announcements / Re: The Visitor 3
« on: 13 Apr 2015, 01:00 »
Congratulations on the release, Nicky!

I had the pleasure of testing this game and am glad I could (hopefully) contribute something to this game. I had a lot of fun with it, and probably ended up liking Head the most. He really was an endearing character, just as Fitz mentioned.
While it did stump me in a few places, in hindsight I realized (or discovered) there were always clues to the solutions, or they were more logical than I was thinking.
The artwork. I've realized the most important thing about artwork is that it all needs to be consistent. I've seen some games where there's too much detail in the backgrounds and not enough in the characters, (or vice versa) and while such inconsistency may not ruin the game, it does take me out of it. It's hard to get right, especially when there's only one person creating it. I think the artwork was perfect for this game; perfect consistency and nice animations.

Lastly, I want to say that making an adventure game is hard work, months if not years in the making, all so we can enjoy something for a few hours.  So, thank you for your work and whatever you decide to do, good luck!


Completed Game Announcements / Re: Wrecked
« on: 16 Feb 2015, 18:49 »
Whoa! I totally was not expecting this.  That is so cool.  I know I mentioned this in your A Night in Berry thread, but I love how you do the characters. They perfectly convey their emotions/attitudes in the beginning of the game.

Awesome Creamy.


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