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Messages - Hobo

#1
I'm probably not the best person to explain it, never used FMOD or composed music myself, mostly just parroting what I've heard  :)

But I quess I would compared it to the way DJs mix songs. It's usually not simply crossfading from one to other, but also having correct timing and matching the beat etc. So, that one track blends into another track like it's the same continuous piece
#2
Quote from: eri0o on Mon 21/07/2025 13:00:21I have seen people talk about it but they never take the time to explain what it can actually do or why it would be useful.
I guess one value for adventure game devs would be to sort of try and emulate the Lucasarts iMuse system. Having seamless and dynamic transitions for music and sounds can add a lot of atmosphere and polish to the game. And music cues that react to different parts of the gameplay can probably make everything feel more cinematic and immersive

I'm currently working as a pixel artist on Ale Abbey and a former Lucasarts composer Clint Bajakian did the music and sounds for us. He was also using FMOD these days and really recommended it
#3
I'm curious if this is your first time putting together a proper and detailed design doc. Or did you also write down and plan out your smaller and mid-sized AGS projects in the past?
#4
Ooh, I really enjoy reading devlogs for games and your past blog post have always been very interesting and insightful to read. Definitely looking forward to following this journey. And best of luck to you in rediscovering the joys and challenges of AGS!
#5
Congratulations on the release! Got the itch version, hoping to make some time to play it soon as well
#6
Congratulations to all the winners and big thanks to everyone who are helping to keep this event alive and happening year after year!
#7
Played/replayed through all of them today and made my picks. A great selection of various games again this year, had a fun time!
#8
Quote from: js on Mon 25/07/2022 12:21:08
Can you give me the name of your game using this, please ?
Of the released games Echo in the Clouds (Demo) is using this method for both the light and environment effects:
https://www.adventuregamestudio.co.uk/site/games/game/2259-echo-in-the-clouds-demo-/
#9
I've been using a hand drawn light layer with transparency for some of my games, that I then import as a full screen object.
It can be animated if needed and I can use the z-index to move it behind or on top of objects and characters.
#10
As a side note, I would recommend using 320x180 resolution these days for low-res games, because it scales perfectly up to 720p, 1080p and 1440p (for example, 180 x 6 time zoom = 1080). This allows for pixel perfect upscaling for most common resolutions without the distortion of the art.

It comes down to personal preference of course, 200 gives some extra screen space and can be better to emulate the style of old classics.
#11
AGS Games in Production / Re: Zid Journey
Fri 22/07/2022 17:43:06
Looks as (or maybe even more) gorgeous as the first one, your games have the best gifs, keep 'em coming!
#12
Nice to see a steady progress! I also love that they all seem to be always smiling in almost every screenshot  :-D
#13
Quote from: Ponch on Fri 10/06/2022 16:19:23
Playing today... Voting tomorrow...  :smiley:
Ah, living the best life, I see  8-)

I will probably also do the same over the weekend, it's been a while since I played and voted for MAGS.
#14
Quote from: glurex on Tue 07/06/2022 23:05:10
But I have a big problem with the demo: it doesn't even start, I only see a white room with a character that doesn't move although I can hear it's footsteps.
Had the same issue with the itch.io demo, it gives the steam_api.dll is missing error and then proceeds to that white screen. Weirdly, some of the functionality is still there, I can access the settings menu when I fumble around with the controls, for example.

I'm guessing you're using the same game/demo version for all store fronts? In that case, if the game has steam dependencies in the code, I'd recommend leaving the dll in the game folder for other stores as well, I've seen a few other itch games do it. Or you can also compile a new version without the steam stuff.
#15
Congratulations on the release! Had fun testing it!

I think it would make sense if the default "name your own price" sum would match the game actual price, right now it feels a bit confusing
#16
Great to see so many entries in this one and the variety of styles and ideas!

Concept: Nr. 2698
Playability: Hannah_Banana
Artistic Execution: newwaveburritos
#17
Quote from: TheFrighter on Mon 06/06/2022 09:05:48
It is in AGS? Looks so RPG-Maker...
You haven't played previous Stranga games, I assume? Those were defenitely AGS, I'm confident that this is as well
Looks neat, great to see people doing all sorts of different styles and games with AGS and not sticking only to the default standards

Currently it seems that the demo on itch.io is only available after buying the game, which kind of defeats the purpose of a demo. Or am I missing something or doing it wrong?
#18
These look good! Especially love the texture work in the kitchen scene, great use of pixels.
#19
That's great to hear! Would love to see how the game plays and feels!
#20
Site & Forum Reports / Re: Slow website?
Fri 13/05/2022 14:32:01
Same here, was a bit sluggish yesterday, but all good now.
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