Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - fireapache

#1
==================== [NEWS] ====================

People, I have to announce that adventuress start to work with us, she's a very talented person and already began to work on the beckgrounds for the demo version!

We don't have a launch date yet, but we are thinking to release it at the beginning of 2015.

After that we'll observe the feedback and then decide if the full version may be developed.

Thanks! ;)
#3
Thank you people, we are pretty excited to finish this game!

... but we still need an artist to draw the backgrounds. We would like someone who knows the point'n click genre, that's why we are searching here!

:=
#4
LUGAR ERRADO
A Post Apocalyptic Point'n Click Adventure Game
by AdventureArts





Plot

Earth, 2095. After the global environmental crisis that put an end to life as we know it, a huge corp named UNION tries to restore global society... or so they say. A man, born and raised in the New Era, finds a lost document that could change everything, but who could be ready to know it?

Nobody in the safe post-cataclysm colony of Tsamp would believe him or his claims, brainless lambs. When the police came after him he knew it had hit the fan. He fled, finding more than what he could ever wish for.

Then the dilemma. Two paths, unfolded before him. One side, lunatic harbinger, on the other side, the Great Outside.
Which way, doc?

... it's your choice.




Team

Rafael G. Costa (Scripting and Game designing)
Vinícius R. dos Santos (Programming and Music Composing)
João Neto (Consulting and Brainstorming)
A.A. Hennig (Art Directing)




Some Details

We've started to develop the script thinking about some aspects that are not often used in videogame plots, we want to deliver something that people would still talk about after finishing the game. So, based on this, we came up with the plot written above. It's not a simple story, we want to add a bit of philosophy to it so everything that happen in-game has relation with some philosophical discussion.

And around that, there's an oldschool adventure game with puzzles based on a combination of old and future technologies, like IBM PCs in the middle of the desert and an advanced palm computer that the protagonist carries and talks to. There's also some dangerous plants that the players got to be careful of when interacting, they do a good job killing people with their toxic gases.

We have the know-how to develop a very nice experience using the AGS engine, since Vinícius, our programmer, is a computer scientist and is working on the game industry developing games like Project ApocalipZ. Rafael is an old school gamer, administrator of the ScummBR translation community and he's also graduated on Computer Science. João is that kind of person you can chat for hours and end up with millions of ideas to implement in a game, he's got a vast experience in media and philosophy, we can always count on him to help with the brainstorming sessions. Hennig was over the years a member of different art and writing groups, including leadership of other project stuff. She truly has the passion for words and pixels and has started to setup her own little kingdom now. On this project, we are working togehter and who knows about future developments.

We plan to develop the full game if we get a good feedback on the DEMO version that is being developed now and we may release it at the beginning of 2015. We have the GDD and everything planned to make it happen.

Here's a quick alpha version with 3 backgrounds for testing: Dropbox

GDD pages: 1 2 3

Video of the prototype application!




Images

                                         
#5
An alternative implementation of version control could be a simple visual interface with Git, using system calls (an API would be a better choise). A version of Git could be placed in the AGS folder on the next release. Each project folder would have a local repository, and may have a pre-configured .gitignore to ignore some files. To support remote repositories the user may enter with a Github URL in the project creation wizard, or set it later in the project settings.

Just a sugestion! :wink:
#7
Actualy, I think there's a problem in the engine. I say that because I imported the same sprite again but telling AGS to do not use the alpha channel of the PNG and it worked!

Code: AGS
surface.DrawImage(160, 160, 37);

[imgzoom]http://imageshack.us/a/img231/1298/34730502.png[/imgzoom]

buuut... The transparency in DrawImage never worked, for both situations and graphic drivers - DirectDraw 5 and Direct3D 9.
#8
Yes, it's run, I did write "After_FadeIn" in the events panel of that room.
#9
Hey people! I don't understand why this simple DrawImage doesn't work:

Code: AGS
// room script file

Overlay *overlay;
DynamicSprite *sprite;
DrawingSurface *surface;

function After_FadeIn()
{
  sprite = DynamicSprite.Create(320, 240, true);
  surface = sprite.GetDrawingSurface();
  surface.Clear();
  surface.DrawImage(160, 160, 35);
  surface.Release();
  overlay = Overlay.CreateGraphical(0, 0, sprite.Graphic, true);
}


Nothing happens!

The sprite on slot 35 is a cursor with an alpha channel:



... my project is running in 32-bit colour.
#10
Babar, thanks for the tips, mate!  ;)

Dualnames, please, can you make this talk for me?

I'll PM you sending my e-mail adress to contact and send the translation file.

I'll appreciate that, mate, thanks!
#11
Hi, Folks, I really want to translate the game called BEACON (Download the game) to PT-BR.

There's a easy way to do it, or i should have to speak with the creator of the game (somehow)?

Thanks.
#12
Hey, Thanks Khris, good reply!  8)
#13
Hi, Folks, I have got some questions to ask about definitions:

What the #define does?

In the KeyboardMovement.asc (Default Template) I found this: #define DISTANCE 10000

This is the same thing if I called const int or just int?

I've found #ifdef and #endif in another script, then the definition needs to be logical or I can use numerical equations?

Well, I'd like some complete explanation about this, please!  :=
#14
Thanks, RickJ, very good reply!  ;D
#15
Hi, folks, i have a question! How can i create a GUI and an object directly from the script?

The same resolution can be applied to an array with objects or GUIs?

I thought it would be something like this:
Code: ags

GUI* SomeName = new GUI();
#16
Thanks, barefoot...  8)

Khris, I just like to know how the things works. If anyone ask me, i need to know.

Of course, this is a technical question! LoL

Thanks, anyway.  :=
#17
Hey thanks guys  ;D... But I want to know the purpose that make Chris Jones chose this Java/C# Script.  :-\

For example... for fast compiling, to work better with events, just more friendly to the eyes...

Anybody?  ???
#18
Hey folks! I'm working in a serie of tutorials (in portuguese, Brazil  8) ) to teach how to use AGS...

So, I wish to know why Chris Jones chose this Java/C# script for the AGS!? Why did not he chose just C# or Java?

Thanks.  :=
#19
If you need actors voice, i can help...

anyway... good game theme... interesting.  8)
#20
Humm... All right, i will continue trying to contact the author.

Ah! By the way, thanks every one!

;)
SMF spam blocked by CleanTalk