Publishment [SOLVED]

Started by Ovod, Sun 09/01/2005 11:15:21

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Ovod

Is it real - to publish a project, made in AGS?
I mean, did anyone do that sins 2003-2004?
Is it real to create by AGS a game, such beatiful, as SQ6, KQ7, Broken Sword and so on?

Anym

There has been at lest one commercial AGS game so far, The Adventures of Fatman in 2003. And AGS titles can be just as beautiful as the games you mentioned, the only limiting factor being your artistic skill.
I look just like Bobbin Threadbare.

Necro

My friend it it real.

However it take work to create it as bueatiful as SQ6 & Broken sword, the highly anticipated Indiana Jones and the Fountain of youth is made with Ags,
once you take a look at miez backgrounds you will be blown away.

visit he site here http://www.barnettcollege.com/

As for publishing, you mean selling your game, then yes it is possible although i am not sure who achieved it last year, I know there are a few games in production at the moment that intend just that.

Ovod

Looks great)
I like that old-style games from the times of old good Sierra and LucasArts.
But, did anyone youthful will buy a game with such a graphics, like a Fountain of Youth? No, it's really great, I like it, but, too sad, I think its time for SVGA true- or hi-color, if it's still 2D.
There is not so much old-style fans, so like me, maybe You:)

Anym

Of course, there are good-looking hi-res AGS games as well, for example Norman Cooks or Grr!.
I look just like Bobbin Threadbare.

Ovod

#5
Norman Cook is 640x480 if I memorize right.
If I'll create 800x600 32-bit - will it slow down a system processing very much? Whats the approximately requirements?

Ashen

According to the manual:

320x200, 256-colour: Any Pentium-class system
640x400, 256-colour: 266 Mhz or above
800x600, 256-colour: 500 Mhz or above recommended
320x200, 16-bit colour: 233 Mhz or above
640x400, 16-bit colour: 500 Mhz system minimum, may need faster if you use large objects
800x600, 16-bit colour: 600 Mhz system minimum, may need faster if you use large objects
320x200, 32-bit colour: 300 Mhz or above
640x400, 32-bit colour: 700 Mhz system minimum, may need faster if you use large objects
800x600, 32-bit colour: 900 Mhz system minimum, may need faster if you use large objects

I think these are approximate, and can change based on what else is running, number and size of sprites on screen, etc. Basicly, if you use the highest setting, it shouldn't be a problem for most users, but put some thought into whether you really need to.
I know what you're thinking ... Don't think that.

Ovod

Yes, thank You, I've already seen this page.)
But, what I saw, while playing Norman Cook, it's work not very fast, but it's graphics is at a very good prof. level.
So, a standard requirements are already not approaches well with that game. (Btw, I have Cel. 1000, 32Mb video RAM, 256Mb RAM).
Well, the question is still:
Is it real? To create a amazing game with a real good 2D graphics by AGS, and not for Pentium IV?)

Many thanks, I have just already half-inspired in my work by Your posts)

Goot

#8
Yes, of course it's real.
You can do practically anything with AGS, the only limitation being your artistic skill. If you want to make a game with great graphics, you'll probably need a good paint package, such as Photoshop, or Paint Shop Pro. (If you're lucky you might get one off ebay for US $10 like I did.Ã,  ;D )

Ovod

Thanx, man) I have everything, I need)
Don't forget, I'm russian)

Well, thank You, everybody, now I can say, I'm ready to realize my idea))
Indeed ;)

Iago

you don't need to spend money, even if you want very good graphics software.

Gimp is a free Photoshop clone
Blender is a free 3D modeling/animation package

both are veryvery good.

As for Blender: there are free tutorial videos available for download,
learning is a piece of cake with them!


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