The Journey of Iesir *Demo*

Started by Daniel Thomas, Tue 27/09/2016 22:02:45

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Daniel Thomas

The Journey of Iesir *Demo*
(please read below about the demo)
The Journey of Iesir takes place in a land reminiscent of the medieval ages, yet has a story that integrates ideas as old as the legendary Vikings, and as modern as the hippie movement in the 1970's.

The player takes the role of Michael, a wandering playwright among other things, and he sees Iesir and its troubles through the fresh eyes of a stranger, yet he becomes pivotal to the events that unfold in Iesir.   Seeking both adventure and inspiration for his new screenplay, under the guidance of his mysterious Mentor, Mikael seeks out a Viking called Daniel Trondhjemsfjord, who needs help with a task that seems adventurous.  What seems like a simple quest of stealing a old Viking painting soon turns out to be more then Mikael could have ever imagined...

Who is his mysterious Mentor, who has set Mikael on a path that leads him to places he never imagined?  How do the recent viking attacks along the coastline fit into Daniel's past, and Iesir's future?  Why is there a demon-possessed, moose-headed alchemist in town?  The game delivers a rich and detailed plot dealing with some hefty issues along with a a large dollop of humour. The Journey of Iesir is a tale of discovery and change on many levels.


Screenshots




About the Demo

This is a pitch demo of The Journey of Iesir, an ambitious project started 6 years ago with the intent to go commercial with help of funding. We never made it all the way but we figured we would release the demo that came out of the journey.
As it's a pitch demo and released "as is" there are some rough edges, for an example the cinematic are pure sketches.
Either way we hope you will enjoy this!
We gladly answer any question about the production, journey and experience! Just type it below!


__________________________________________________________

Download Here!

Dialogue options turn gray if there is no new text.
Mouse pointer is context sensitive - it has outline glow if new/more dialogues are available.
Press Space to highlight hotspots in the scene.

__________________________________________________________


Features
* Fun and quirky puzzles
* Vibrant and fun art in 1024x768 resolution
* Animations that bring the characters to life, full of expressions!
* Living environments with effects to enhance immersion
* Mini-games(!)


Credits Dream Cauldron
Daniel "zyndikate" Thomas - Lead artist, Animator & project manager
Dave "CaptainD" Seaman - Writer
Tino "Knoodn" Bensing - Scripting
Eric "Viking" Galluzzo - Music
Daniel Swearengin - Sound design
Albin Bernhardsson - Scripting
Yaroslav Shmelev - Programming
Bartek Wojenka - Production and Business

With additional help from
Santtu Ahola - Programming
Simon Eltz - Animator
Nikolas Sideris - Music
Ryan Timothy - Programmer
Daniel Muller - Animator
Marcus Gaigg - Writer
Geoff Hawthorne "strange visitor" - Script and puzzles
Calin Leafshade for AGSBlend plugin

Testers
Arjon van Dam
Cristopher Sacchi
Daniel Mclaughlan
Phil Normand
Robert McManus
Selmiak

Check out The Journey of Iesir Demo | Freelance artist, check out my Portfolio

Cassiebsg

Looks great! Can't wait to be fired so I can have time to play all these great stuff! (laugh)

Thanks for releasing it as Demo. (nod)
There are those who believe that life here began out there...

Creamy

#2
That's gorgeous !
The graphics have a Disney quality to them.
Incidentally, the girls in the last pic remind me of the 3 sisters in Beauty & the Beast.
Spoiler
[close]
 

Athanor

Wow, what a wonderful surprise! When I first saw the early screenshots of your game, I really hoped to be able to play it some day. Now that day arrived - that's great. :)

Slasher


Andail

Great news, Daniel!
Me and many others have been keeping an eye on this project for decades. Or at least many years.

Without exaggerating I'd say that this is the prettiest game AGS has seen so far. Whether you like the style or not, this is simply as pretty as it gets.

Now, it's a bit early to comment on the rest of the gameplay/plot, and since this kind of comedy isn't exactly my cup of tea I'll just wish you a huge good luck and hope you can row this magnificient project to shore, as we Vikings say.

Daniel Thomas

Thanks guys, hope you have a good time playing it as well :)

@Creamy: Spot on, was the reference I used

@Andail: Unfortunately the demo is all there will be as we the team decided to stop working on the project. There is a lot of material done that isn't in the demo - We should probably make a post with stuff that we made after the demo for people who are interested. I mean, there is no good having stuff done if you can't show it :)
This include not only art, music etc. Also a custom game engine we started with our game specifically in mind and to catch up with tech (although, now CW and team has done a good job doing that. But this was 2 years ago and we couldn't just wait.)
Check out The Journey of Iesir Demo | Freelance artist, check out my Portfolio

CaptainD

I'm incredibly sad that the demo is all people are going to see of this game :~(, but it's still nice to have it actually out there and we can get some feedback on how much people enjoyed it.  Like many amateur dev teams we made many mistakes both as individuals and as a team, but hopefully the demo will show just how much potential was there, it just didn't all come together in the end.
 

selmiak

Quote from: CaptainD on Wed 28/09/2016 10:14:02
hopefully the demo will show just how much potential was there, it just didn't all come together in the end.

this is sad!  :~(

shaun9991

This is sad to hear, Dave :( Without a doubt the most beautiful AGS game around. Downloading the demo now!
Support Cloak and Dagger Games on Patreon: https://www.patreon.com/user?u=460039

Viking

Regardless of not getting the full game done, this was definitely a blast to work on; and everyone on the team was absolutely great.  I ended up writing, orchestrating and producing 40 minutes or so of music, of which about 20 minutes made it into the demo.  (The rest either didn't work with the scene, was just test music, or went with scenes that are past the end of the demo.)

Maybe someday, when we're all retired and have nothing better to do, we'll get back together and make the full game.  But until then, enjoy!

Andail

Oh, I completely misunderstood. I take back my "great news!" comment immediately.

Sad to hear you've cancelled the project. I guess this was an extremely time consuming and demanding project, looking at the high production values and your ambitions.

jwalt

Spent over two very enjoyable hours with the demo. Left me wanting to continue. Sad that you've canceled it! I don't expect that six years is a record for working on an AGS game, but that probably contributed to the project's dropping dead. Impressive game, on a lot of levels.

Miguel R. Fervenza

The production values are amazing. Awesome art (one of the best that I've seen in an adventure game, little or big), characters, music, sound design... It's really sad that you can`t complete the project. Thanks a lot for sharing the demo.

Slasher

Such a shame....Pass the hankies :~(

Daniel Thomas

Glad people are enjoying the game!

And too much party pooping!
Let me elaborate a little on the project. As I see it we completed exactly what we set out to complete - which was this pitch demo. The plan was from early on to get this project funded so we could get people working full time. The game was ambitious for this reason and we aimed for high production value.
Where we didn't get all the way was getting a publisher funding it, which is really not in our control. We had a few interests, we had some talks, but in the end it came down to cost and risk.

Last resort would have been continue doing it as a freetime project. We made calculations on this, and as people suspected, taking on this production value as a free-time project would take another 4-5 years to finish if everything went as planed.

I don't, and no one in the team should, see it as a failure. We finished what we set out to finish as a hobby team, and we ended up with a ~2-3 hour game with good quality. :)
Check out The Journey of Iesir Demo | Freelance artist, check out my Portfolio

Mandle

Wait... the "demo" is 2-3 hours long?!

Is there no way you can just rewrite an actual ending to the game, find a friendly indie publisher (like Screen 7) and release it for real?

That's way long enough for a full game...

I understand that reducing the full vision of the game to a lite version leaves a sour taste in the mouth of an artist...But, if it could be rewriten slightly to make the lite version workable...

Daniel Thomas

@Mandle: I Don't see the point really, the demo is available for free and it has the 2-3hours already, so just play it and enjoy :)
Check out The Journey of Iesir Demo | Freelance artist, check out my Portfolio

Monsieur OUXX

It's relly sad news that the game won't be finished :-(
 

jwalt

Quote from: Mandle on Fri 30/09/2016 16:13:55
Wait... the "demo" is 2-3 hours long?!

I think I may be the only one that mentioned time of play. I tend to be pretty dense with puzzles, so it may not be taking other folks that long to play it. Looks like time of play information might be useful to Daniel Thomas.

Daniel Thomas

We estimated it to be around 2-3hours based on our testers playthroughs.
Check out The Journey of Iesir Demo | Freelance artist, check out my Portfolio

[delete}

#21
Look at all these masterfully drawn sprites and delightful sets! 'The Journey of Iesir' will be remembered - as a real hero's journey of fellow adventure dev's.

Mandle

Quote from: Daniel Thomas on Fri 30/09/2016 16:41:03
@Mandle: I Don't see the point really, the demo is available for free and it has the 2-3hours already, so just play it and enjoy :)

My point was that you and your team could see some kind of monetary reward for a product that looks superior to many professional studio games. Also it would reach a wider audience as the majority of players are not interested in playing a game that they know will leave them hanging. It was just a suggestion of course... No stress no worries! :)

CaptainD

#23
Quote from: Mandle on Sat 01/10/2016 00:57:30
Quote from: Daniel Thomas on Fri 30/09/2016 16:41:03
@Mandle: I Don't see the point really, the demo is available for free and it has the 2-3hours already, so just play it and enjoy :)

My point was that you and your team could see some kind of monetary reward for a product that looks superior to many professional studio games. Also it would reach a wider audience as the majority of players are not interested in playing a game that they know will leave them hanging. It was just a suggestion of course... No stress no worries! :)

I did consider whether we could make this (which is part of what was going to be "Act I") into a standalone adventure, but decided it wasn't worth even discussing with the team too much.  I don't know how much time Marcus, who was writer before I joined, had spent on creating the overall story arc initially, but I do know that I spent many hours on the overall plot synopsis and making sure that each aspect, and each character, had a tangible meaning and importance in the game, along with trying to put across the message of a voyage of discovery for both Mikael as the player character and for the whole subcontinent of Iesir as a whole, which was (my understanding of) Dan's main vision for the game.  To try to condense this all down to what would have been probably about an eighth of the envisaged full game would have felt incredibly cheap on our part.

I think in some ways we were guilty of wanting perfection too much - at some points we should have said "hey you know what, this is really good, let's move on to another part" instead of always saying "this is really good, but how could we make it even better?", but trying to condense the whole package into a fraction of its original intention was not one of those mistakes.

We did of course consider episodic release, but we really wanted to make the complete game - and as the recent poll on my Troll Song dev blog has shown quite clearly, players much prefer this as well if it's even vaguely within the realms of possibility.  How many of us would have remembered classics like The Secret of Monkey Island, Zak McKraken, The Dig, Sierra's Quest games, or whatever, even half as fondly if they're been episodic?  Sometimes a studio / individual is pushed into using episodic or split release forms (including myself), but where a full game is possible, it's always preferable.  I would cite Ceville and the Tales of Monkey Island series as examples - in terms of overall quality they are rather similar, and of course if you put together all the episodes of ToMI there is much longer gameplay overall, but I remember Ceville much more fondly because it tells a complete story, along with being an insanely fun game.  (I'm not even factoring in the incredibly awful movement interface of ToMI!)

Sorry for rambling a bit but yeah, in the end we did discuss a couple of ideas and probably also had our own ideas for getting some money back - after all most of us have spent MANY hours on it - but in the end fidelity to the project itself turned out to be more important than earning something from an incomplete development.

In truth I think all of us hope that somehow it will become possible for us to get the funding needed and make this game, but considering even the likes of Bill Tiller have had difficulty crowd-fundraising the amount of money we would have needed for an adventure game, I don't think a Kickstarter is particularly feasible.  Among other things crowd-funding is something we have considered as a team, and put effort into properly costing the project, as well as assess the likely chances of a success.  I think we would be able to get a fair amount raised, but nothing like the amount we would need for 4 of us to work full-time on the project for a year, plus some part-timers, plus other expenses.
 

Mandle

Cheers for the thoughtful and detailed reply CaptainD! A very interesting read!

Snarky


CaptainD

Quote from: Snarky on Sun 02/10/2016 15:50:35
*Bill Tiller

Oops yeah thanks, corrected that (and "Zek" McKraken!!).
 

COWCAT

Simply gorgeous! I wish I could make art as beautiful as this :)

Who did the art?
French indie PC/consoles game developer
https://www.cowcatgames.com

CaptainD

Quote from: COWCAT on Mon 03/10/2016 08:21:33
Simply gorgeous! I wish I could make art as beautiful as this :)

Who did the art?

That was Dan (Daniel Thomas).  I think he said the backgrounds took on average 20-40 hours depending on the size.  He's an incredible artist.
 

Mr Underhill

Guys. Guys. This is so beautiful and sad at the same time. I just launched the demo and am in love with it, and it pains my heart it's not happening. Why not reconsider crowdfunding? I think there are a lot of people, myself included, who would be happy to help make it happen. I can't remember another game in recent memory that gave me such strong Curse vibes, and that's one of my favorite games ever. Please make it happen! :~(

declerfayt

This game looks awesome!!! :) Have you though of launching a Kickstarter campaign guys?
Lancelot's Hangover : A whole life to find the Holy Grail. One alcohol night to lose it.

Play free beta // Video trailer // Website

Viking

Quote from: Mr Underhill on Mon 03/10/2016 09:56:41
Why not reconsider crowdfunding?

Quote from: declerfayt on Mon 03/10/2016 18:26:14
Have you though of launching a Kickstarter campaign guys?

We did consider it, but unfortunately after doing some calculations, we determined that it would cost a very large amount of money to pay people to work full-time on the game for long enough to finish it with the same high quality we started with.  So much, in fact, that we couldn't really see that it would be feasible to raise that much via crowdfunding, even if we had all the resources and prestige of Ron Gilbert or Bill Tiller.  CaptainD explained in more detail in his reply.

LeonDaydreamer

Wow, that looks beautiful! Really nice character designs and the backgrounds are gorgeous.
Nice work!  :)

Shadow1000

I just finished playing. All I can say is hats off to you guys for such a stunningly excellent job. I think that we are all sad that the reality is that it will never see completion but nevertheless, an INCREDIBLE job.

SHADOW

LostTrainDude

To be a tester on this game was really fun and interesting, I remember having the feeling of being part of a great project, not just in terms of scope but also in terms of quality - as all of you can now see :)
I was very happy when Knoodn asked me if I wanted to be a tester, after I did the same for his great game UNGA Needs MUMBA. I felt like I got a promotion! (laugh)

As others said, hats off to all the devs and I wish you all the best in whatever project (gamedev related or not) you decide to dedicate yourselves to.
"We do not stop playing because we grow old, we grow old because we stop playing."

dactylopus

Great game.  Here are my thoughts now that I have completed this.

I think that this is one of the most visually appealing AGS games I've ever seen.  I love the art style, it works really well.  The quality of the backgrounds, characters, and animations are all excellent.  Even the UI Art is very well done.  I'd love to see more games done in a similar style in the future.

The production value overall is fantastic.  The music and sound effects are both very well done.  I had some of the music in my head long after I stopped playing.

My complaints are few, but noteworthy.  I found some of the puzzles to lack intuitiveness.  Examples in the spoiler below:

Spoiler
I had a hard time figuring out how to open the voice box, as there was never any clue to right click on inventory items before this.  I also found the controls for the bug inside the voice box to be confusing and practically nonsensical.  I only managed to solve this by clicking wildly and getting lucky.
[close]

I also felt that the game was a little wordy at times, but I will say that much of the dialogue in the game is fun and well written.

Despite those few flaws, I would say that I really enjoyed this game.  It was a great experience, and I would really love to see where this would have gone after the demo.  Thank you for sharing this with us, and I wish the team luck in the future with this or any other ventures.

The Fool

Amazing on all levels... Are you sure there is no way to make full version happen? :(
:)

Stupot

Gotta say, I've already managed to get a good 3 hours out of this demo and still haven't finished. Not that I'm totally stuck. Just taking my time and lapping up the gorgeousness.

Sorry if you've mentioned this elsewhere but how much of the full game does this demo represent? It feels like just an intro, but I've already got so much gameplay out of it. I get the feeling the full game would have been humungous!

Have you thought about touting it to Daedalic and seeing if they can't help you finish it up?

Daniel Thomas

Thanks everyone who gave it a go, and even better that you enjoyed it!

@Stupot+ : The demo was around 75-80% of the first Act, we had 3 or 4 acts planned.
We contacted Deadalic, among other publishers, no dice :)
Check out The Journey of Iesir Demo | Freelance artist, check out my Portfolio

arj0n

Wow, Daniel, that's a blast from the past! I remember testing this back in the end of 2013 :)

Easily one of the best games ever created using ags.
And not only because of the awesome hi-res graphics and animations and effects, but also because of several very well thought-out puzzles this game contains.

And yes, although considered a demo, this gem could easily be considered being a small but full game.

Sad news there will be no full game (covering all acts) but:
awesome to see you guys still have taken the time and effort to wrap up en bring us a demo covering act 1 after all! :-*

cat

Awesome work! The background graphics are absolutely beautiful and the animations could appear in any Disney movie. I loved all that little animations for various facial expressions, they give so much life and personality to the characters. And each of the characters has a unique personality and is relevant to the story.
The puzzles fit nicely in the story and I like that the whole setting is a bit dynamic with locations only being accessible and characters appearing when appropriate.
The writing is generally funny, although it sometimes tends to be too verbose.
The parallax scrolling is smooth and adds a lot of depths.
The cinematics and timing of the intro video are excellent.

The music and sounds are very fitting to the scenes. However, at the main square, it was very annoying to have "live music" and background music at the same time. Even tough the music faded in volume, at the place where most action happened (i.e. talking to the bird-hat guy) both levels were about the same and I had to turn off the speakers. Having no background music in the room would have been the much better option.
I couldn't quite get to like the UI. The icon changing to fit the action was ok, but in combination with the right-click-look it was weird (especially when the left action was look as well). I'd have preferred either a verbcoin or just a single-click interface. In the bug-box puzzle there are no mouse-over-hotspot indications. The puzzle is somewhat confusing because of this. I know that this is not automatically supported in AGS to have this for GUI elements, but it can be implemented.

All in all, very professional game. I was really disappointed when I entered the cave and it suddenly was over :~(

Daniel Thomas

Thanks cat, glad you enjoyed it!

Yes, the voice-box puzzle wasn't actually in the pitch demo, we added it later on for prototyping and it was left in the release - which was kind of a mistake as it was in prototype state.
Check out The Journey of Iesir Demo | Freelance artist, check out my Portfolio

Blondbraid

Just finished playing the demo, and I must say that it's one of the most impressive things I've seen made in AGS,
the art and graphics are on par with classic Disney movies, an engaging and fun story  and most of the puzzles were good.
My only complaint is that it all just stops when they go into the cave, if it's the end of the demo it would have been nice to
have a message telling me so, or at least access to a menu to quit the game.

I think that this demo is top notch, and the overall quality is even better than that of many commercial adventure games,
and I feel a bit sad to see that there won't be a full game, if it was I'd definitely buy it, for games with such a beautiful 2D art-style are rare.


Ryan Timothy B

Wow. That was indeed quite the blast from the past. It surprised me at how fresh everything felt with the lengthy amount of time that I had been away from it. At the time I remember having looked at everything with bored eyes after having seen and read everything a thousand and more times; which is what you hear often from developers who get bored of their work and lose sight of how amazing it actually is. Dave and Daniel (and everyone else), thank you for reminding me of how fantastic this really and truly was. The art is fantastic, and the writing I truly smiled and laughed with. Many scenes with an "Oh I forgot all about this!" and seeing again many of the ideas I had that you guys both finely crafted and brought to life. :P

I'll admit it starts to fall apart a little after about the halfway point with multiple things missing in dialogs that you expect to be there, some hints that are missing and some hints that are too obvious, and other such issues (which could easily be remedied if the project were to be continued). But overall: one hell of a demo! The music and sound effects were also quite fantastic.

I apologize for having gone though a bad period in my life back then (got terminated shortly after the family business was sold, and other stuff). My mind went into a dark period. I'm sorry for having stagnated my later involvement to the point of requiring a replacement. That is certainly something I look upon now with some disappointment. Anyway, thanks for letting me play this again. I truly appreciated it.

Snarky

With the AGS Awards, I spent a lot of time looking at the title as part of file names, folders, graphics, etc., and it made me wonder... How they heck are you supposed to pronounce "Iesir", anyway?

"EYE-seer"? "Yes sir"? "YEAH-seer"? "YeSEER"? "EEsur"? ... ??? :X

CaptainD

@Ryan - your work on the game isn't forgotten buddy, yes things could have gone better back then but it's all in the past, and if I remember rightly it was you that got the tricky head sprite animating separately thingy working properly.  Eric and Dan S's work on the music and SFX were top quality as you say!  Hope things are going better for you now.

@Snarky - IIRC, it's "Eye-Sir".  Dan was always emphasising that it was "The Journey of Iesir" and I repeatedly forgot anyway. 

Thanks to everyone who nominated us for the AGS awards, and winning Best Demo is a nice accolade to all of the work that went into this.  I feel very sad for Dan that he didn't win in the Background Graphics category as (with absolutely no disprespect to Ben who is an amazing artist) I feel the backgrounds to JoI are among the most gorgeous in any adventure game I've ever seen.
 

cat

Oh really 8-0 for me it was always ee-a-seer in my head :P

Anyway, congratulations for winning Best Demo. The Best Background Art category was one of the closest regarding votes. I think that the backgrounds of Iesir as well as Shardlight are amazing, each in their own way and style.

Daniel Thomas

Thanks for everyone voting on us!

Cat is actually correct, ee-a-seer was the idea.

Here is also an artdump of some of the backgrounds that didn't had the chance to go in game, from the mines and inside Big Dio's mansion:










Some misc. art:


Sealwolf, Daniel's magnificent boat


WIP animation where Mikael actually manages to find the painting in Big Dio's Mansion.
Obviously, it's not that easy, he gets cornered and are forced to dive out the window.
Check out The Journey of Iesir Demo | Freelance artist, check out my Portfolio

Snarky

So, like I.E.-sir in Scandinavian? OK.

ThreeOhFour

So nice to be able to see these extra scenes. the amount of work that's gone into them is really inspiring - and more than a bit intimidating. I can only imagine how hard you worked on these, thanks for sharing!

Stupot

Great extra backgrounds. So good.

I've been pronouncing it "yessir" all this time. I guess I have to re-train myself.

cat

Those screenshots make me want to play the full game even more. I really want to explore that mansion :~(

Blondbraid

Those screenshots look absolutely gorgeous and the animation really fun,
I'm still hoping to see more of this game, it's just so beautiful!


Riaise

I totally agree with cat, I would love to play the full game. It's such a shame that it hasn't worked out, I feel like this game could have been incredible.

Wersus

Oh, I only now noticed that the demo has been released to the public 8-0
But dang... Really sad to hear it never took flight in the end. I really enjoyed working with all of you and was so disappointed when I had to leave the project, as this game was definitely one of my favorite projects to work on to date (great team, great game, good vibes all around). I would still love to see the game being made one way or another and take part in that, but I guess there's quite slim chances for that anymore :(

All the best to you guys for the future! I'm sure we'll see a lot of other great stuff in the years to come from the people involved :)

And now for one last run through the streets of Glassrock Bay... :~(
Wish me luck! :-D

- Santtu

Cassiebsg

I've been trying to play this game on my tablet (Android), but the thing (the app) just keeps crashing. On that Account, and after having been forced to see the intro 3 times now... why is there no skip cutscene provided? And why, oh why, after playing the game for like 20 minutes or so, and picking up a few dialog options, the option to save was never given?
Do I need to watch the intro every time the game starts? And when exactly is saving allowed? I want to play this great looking game, but now I'm weary to try it a forth try. :-\
There are those who believe that life here began out there...

Daniel Thomas

Quote from: Cassiebsg on Sat 14/07/2018 21:13:10
I've been trying to play this game on my tablet (Android), but the thing (the app) just keeps crashing. On that Account, and after having been forced to see the intro 3 times now... why is there no skip cutscene provided? And why, oh why, after playing the game for like 20 minutes or so, and picking up a few dialog options, the option to save was never given?
Do I need to watch the intro every time the game starts? And when exactly is saving allowed? I want to play this great looking game, but now I'm weary to try it a forth try. :-\
It's not a tabled release, but an Windows release. You can skip intro by pressing 'escape'. Saving game you can do in the main menu, which you bring up with the 'escape' as well.
Check out The Journey of Iesir Demo | Freelance artist, check out my Portfolio

sthomannch

Looks absolutely cool!
The demo was also very promising! Hope to see more... Good luck!

Cassiebsg

Daniel, I have tried the Esc, but doesn't seem to work. :(
And yes, I know it's not a tablet release. I'm using the AGS android app. But guess this game is just too heavy for it, so hopefully my win tablet will be up and running again soon. :-D Does the game use any plugins that might make it crash? Might just be my android though.
There are those who believe that life here began out there...

Crimson Wizard

Quote from: Cassiebsg on Wed 25/07/2018 05:21:38
And yes, I know it's not a tablet release. I'm using the AGS android app. But guess this game is just too heavy for it, so hopefully my win tablet will be up and running again soon. :-D Does the game use any plugins that might make it crash?

Does it show any error message when crashing?

Game uses ags_utils.dll, which is something that we do not have ported (I see this plugin name for the first time). It may be even made for this game exclusively (Daniel Thomas could clarify perhaps).

Cassiebsg

Hi CW,no there's no crash msg, no idea if the app writes a dump or info file either (does it?)
The app just closes, after a while of it "auto opening again" it comes with a msg saying something like "AGS has stopped many times. Close App?" (not exact wording, but the msg is coming from Android as far as I can see/understand, not the app it self)
Also this tablet is using a bluetooth keyboard and I noticed that just turning it on, it mostly automaticly closes the AGS app.

Except for an eventual pluging in this game (and a couple others) making the app crash and just silently close it self, I don't the problem is specific to this game. I have played another game from start to end on it, so I know the App works on some games. If it's plugins that are making it crash or just the HD quality of these games, I can't tell.
Maybe we should split this issue from the thread as it's not specific to this game (except for an eventual use of plugins)?
There are those who believe that life here began out there...

Daniel Thomas

Yes, we have custom made dll, so that might very well be it.

I just gave it a go, and pressing escape worked here. Or are you referring to the first gameplay dialogue with Daniel? This you can't skip. You can hurry it up by just pressing escape for the dialogues. It should take around 10 seconds to just plow through it with the escape key and picking up the coins and using contract.
Check out The Journey of Iesir Demo | Freelance artist, check out my Portfolio

Cassiebsg

#62
Uhm, I never reached the point of the coins and contract.
Maybe it's just the crappy bluetooth keyboard playing havoc. I did notice it tends to just crash the app. Probably the key press detection was getting lost during the lag.

As I said I'll just install it on a windows machine. (nod)
In fact, I'll just re-download it here and install it now.

Edit: Yup, ESC seems to work just fine. (nod) So definitely something with the Android, App and keyboard going havoc with each other.
There are those who believe that life here began out there...

Daniel Thomas

Great! The coin and contract is part of the introduction/tutorial dialogue with Daniel right after the cinematic.
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Slasher

Well,

just started. Got passed the intro and now going into the game boots first (laugh)

Looks superb (nod)

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