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Topics - DrSlash

#1
Hey, everyone!

King's Quest IV Retold (a Point & Click remake of Sierra's King's Quest IV) is currently in need of Spanish localization testers.

If you're fluent in Spanish and want to participate, please DM me or leave a post in this thread. KQ4 isn't a particularly long game, so don't be intimidated.
For more information about the game itself, see https://www.adventuregamestudio.co.uk/site/games/game/2533-king-s-quest-iv-the-perils-of-rosella-retold/.

Thank you!
#2
Hey there! I'm trying to add my game to the site's database, but I keep getting this error message: "Database query G.37.10 error: Field 'agsa_id' doesn't have a default value".

I've found this thread describing a similar problem, but it didn't help resolve my issue: https://www.adventuregamestudio.co.uk/forums/index.php?topic=56822.0

Does anyone know how to fix this?
#3


Hey everyone! Let me present to you King's Quest IV Retold, a point-and-click remake of the fourth chapter in Sierra's King's Quest series!

While this is not a 1:1 conversion of the original SCI game, with the most prominent change being the addition of full mouse support, I decided to keep the beautiful 320x200 EGA graphics of the original. In addition to halving the amount of work necessary to complete the project, this decision was also largely motivated by my dissatisfaction with the way many previous attempts at remaking 320x200 SCI games translated EGA graphics into VGA. In many (though not all) cases, the resulting art would look blurry, and much of the charm of the original would be lost in the process. Sierra's VGA remake of Quest for Glory I is probably the most notorious example of this issue.

No changes were made to the game's story or puzzles. Other than the transition to point-and-click controls, which can be seen either as an improvement or as a drawback depending on your tastes, all changes aim to improve upon the original game while staying as faithful to it as possible.




Key Features

Spoiler
Support of modern operating systems
Unlike any of the official releases of King's Quest IV, which cannot be played on modern operating systems without third-party emulators (e.g. DOSBox and ScummVM), this version is designed to run on Linux, MacOS, and any version of Windows from Windows XP onward.

Point-and-click controls
Unlike the original SCI and AGI versions of the game, which were controlled using text commands, King's Quest IV Retold features full mouse support and a completely reworked point-and-click interface similar to that of later Sierra titles. Many parts of the game were also tweaked to be more responsive to player input.

Incorporation of the best features from different versions of King's Quest IV
This remake combines the best aspects of the game's numerous official releases in a single version, offering players the most comprehensive King's Quest IV experience. This includes Roland MT-32 music, sound effects from the Apple IIGS release, environmental sounds from the Amiga release, as well as additional animation frames and more detailed backgrounds found only in early PC versions of the game.

Autosaves
King's Quest IV Retold features a number of quality-of-life improvements aimed at making some of the more dated mechanics of the original game more approachable, especially for new players. One of such improvements is the addition of an autosave system: the game will save automatically every 10 minutes or whenever the player enters a dangerous area. Autosaves cycle between three dedicated slots and will not overwrite manual saves created by the player. Autosaves can be disabled or re-enabled at any time.

Option to remove dead ends
Another major quality-of-life improvement is the option to remove all dead ends that can potentially prevent you from progressing in the game. Selecting this option will also remove the four-hour time limit, giving you as much time to complete the game as you need. Alternatively, you can choose to keep the dead ends and the time limit if you prefer to play the game the way it was originally designed.

Reworked troll caves
A number of improvements were made to troll caves, the most frustrating section of the original game. In addition to several minor gameplay improvements that allow the player to traverse the caves without abusing the game's save system, this area now features brand new backgrounds that replace the pitch-black screens found in the original game, allowing for easier navigation.

Additionally, this remake introduces numerous minor tweaks and improvements. It would be practically impossible to list everything, but more generally these include bug fixes, new animations, re-implementation of graphics cut from the original game, slight tweaks to portraits and backgrounds, typo corrections, additional flavor text, and so on.
[close]



F.A.Q.

Spoiler
Q: So the graphics are the same as in the original SCI version? What's the point then?
A: First and foremost, this remake is aimed at players who prefer point-and-click interfaces over text input. The rest can still enjoy it as a new, significantly less frustrating way to experience this Sierra classic.

Q: Why have I not heard about this project before?
A: No one has. This is just something I had been working on for fun in my spare time without actually expecting to ever finish the game, hence the lack of an announcement.

Q: How many people worked on this game?
A: Just me, myself, and I.

Q: How long did it take to complete the project?
A: Technically, this remake was first conceived back in September 2018, when I decided to create a small project for the 10th anniversary of my introduction to AGS (and by extension my introduction to game development in general). However, at the time it was just a one-room demo and was not meant to be anything more than a scripting exercise for someone who hasn't used AGS for almost 7 years. Months later, I randomly stumbled upon the project on my PC and decided to continue its development, since I had just obtained my master's degree and had a couple of months to spare before starting a new job. About 90% of the game was finished over the course of those two months. Understandably, after that, between the new job and the global pandemic, as well as my participation in several non-AGS projects, progress became much slower, at times coming to a halt. Fast forward two more years and the game is finally ready for release.

Q: Why not call it King's Quest IV Remake?
A: While technically King's Quest IV Remake would be a more accurate title, it would also be somewhat misleading, since most people in the Sierra fan community have come to associate remakes with more radical reimaginings that completely change the original game's look. Besides, there is always a chance that someone will actually make an SVGA remake of the game, so I decided to leave this title for others to take.

Q: Why King's Quest IV? Why not Space Quest III or some other game?
A: I find Space Quest III to be a perfectly good game the way it is. King's Quest IV, on the other hand, had the benefit of having a number of major flaws that I wanted to fix, while also being more historically significant (King's Quest IV was the first SCI game, the first PC game to support a sound card, as well as the first adventure game to feature a female protagonist). Another factor that contributed to this choice was the official reboot by The Odd Gentlemen, which rekindled my interest in the King's Quest series.

Q: Is this the final version of the game? Will there be a voice pack or other additions/changes in the future?
A: You can expect bug fixes in the future, but I don't have any major plans in terms of the game's content for the future. While there will always be more things to add or improve, at some point you need to draw the line and call your project finished.

Q: Will you port the game to [insert platform name here]?
A: While I'd love to port the game to more platforms, I have no experience in porting AGS games and no way of testing them under anything other than Windows. If there is a relatively easy way to create such ports and if you are willing to test them, let me know.

Q: What's next?
A: Well, now that I've spent the last 12 years working on fan games, remakes, and mods, it's high time for me to move on to my own original commercial projects. However, I don't have anything concrete in the pipeline right now, so if you need a translator, tester, or programmer for your commercial game, let me know.

Q: Is there any way to support your future projects?
A: Not at the moment, but I'll look into it when/if I decide on what my next project is going to be.

Q: What about Space Quest XII?
A: Canceled. Has been this way for over a decade now. One of the main reasons for the cancellation was the general lack of interest in the project among the Sierra fan base, however, there were also a number of fundamental problems with the very premise of the game, fixing which would require redoing the entire thing from scratch.
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Changelog (may contain minor spoilers if you haven't played the game yet)

Spoiler
Version 1.0.5 (May 4, 2024):
[ + ] Added localization support
[ + ] Added nighttime backdrops for the swamp
[ + ] Added looping for the music track that plays in the dwarf mine
[ + ] The dwarf mine music track now correctly resumes after interruptions (e.g. when Rosella plays the lute)
[ + ] Improved looping for the music track that plays during the dinner with the dwarfs
[ + ] Updated the appearance of the Talk icon
[ + ] Added a hard limit of 30 FPS for rendering the cave lighting effects (this should improve the performance and make the animation less jittery at top game speeds)
[ + ] Made minor optimizations to the cave lighting effects
[ - ] Fixed possible freezes when the game waits for a specific audio position but no audio is playing (this could lead to a hardlock after falling down the chasm)
[ - ] Slightly tweaked the walk-behind mask for one of the backdrops with the evil trees
[ - ] Slightly expanded the walkable area for crossing the chasm
[ - ] Fixed a couple of instances of missing punctuation and whitespaces

Version 1.0.4 (July 24, 2022):
[ + ] The unicorn can now be seen roaming the meadows once it is released
[ + ] Picking up the frog now automatically sets it as the active inventory item to avoid confusing the player
[ - ] Fixed a bug where the game would switch to nighttime at noon if the dead ends are enabled
[ - ] Fixed a graphical bug where Rosella could sometimes pick up the frog and the ball without walking up to them first
[ - ] Fixed a bug where the peacock could sometimes walk on water
[ - ] Fixed a minor graphical bug where Rosella's sprite would not update after falling off the stairs
[ - ] Fixed a bug where the song played when summoning the dolphin would sometimes prevent other music tracks from playing
[ - ] Fixed a typo in the text pop-up for examining the chest of drawers in the Manor bedroom
[ - ] Fixed misaligned text boxes in one of Lolotte's cutscenes
[ - ] Fixed incorrect text box positions in one of Edgar's cutscenes
[ - ] Tweaked the walkable area masks for the organ room and the upper part of the Manor stairs
[ - ] Tweaked the walk-behind mask for Lolotte's dining room
[ - ] Increased the size of the trigger zone for going north from the eastern cemetery
[ - ] The troll now takes more time to appear when chasing Rosella from a different screen
[ - ] The unicorn's initial location is now determined after starting a new game rather than immediately after the game is launched
[ - ] Adjusted the timing of the intro cutscene
[ - ] Updated the fonts used in the credits

Version 1.0.3 (June 6, 2021):
[ + ] Added an alternative hotkey for toggling between Walk and the last cursor mode
[ + ] Mouse is now automatically switched to Walk mode after digging to prevent the player from breaking the shovel by accident
[ + ] Added a text pop-up for trying to interact with the fake wall after looking at the portrait but before examining the wall
[ + ] Added mouseover hints for stable gates
[ + ] Added nighttime water animations for Genesta's island
[ + ] Added nighttime graphics for the ogres' house
[ + ] Added a new ambient track that plays in the forest at night
[ + ] Added a music track that plays when Rosella gets caught by the troll
[ + ] Seagulls can now appear on the screen with the fisherman's shack
[ + ] Improved goon pathfinding when using diagonal movement hotkeys
[ + ] Rosella now always faces the board before picking it up
[ - ] Fixed a bug where Rosella would get stuck on the eastern stairs in Lolotte's castle
[ - ] Fixed a bug that would sometimes prevent the player from combining inventory items
[ - ] Fixed a bug where the hen would not appear in Lolotte's storage room
[ - ] Fixed a bug where Rosella would fall upwards after trying to pick the bow from the opposite side of the pool
[ - ] Fixed a bug where the troll would appear even if the game is already over (e.g. if the player extinguishes the lantern immediately after entering a new screen)
[ - ] Fixed a bug where the message warning the player about Lolotte's goons would permanently stay on the screen
[ - ] Fixed a graphical bug where Rosella would move backwards while on the stairs
[ - ] Fixed a typo in the text pop-up for examining the locket
[ - ] Slightly tweaked several backdrops (waterfall, south of the waterfall, organ room, western stairs in Lolotte castle, Lolotte's throne room)
[ - ] Made major updates to all nighttime and some daytime backdrops for Genesta's island
[ - ] Tweaked walkable area and walk-behind masks for the northeastern and southeastern sections of Genesta's island
[ - ] Tweaked walkable area, walk-behind, and hotspot masks for Cupid's pool
[ - ] Increased the size of several hotspots (crypt ladder, Lolotte in bed, Genesta in bed)
[ - ] Updated the ambient track used in the swamp
[ - ] Fall sounds no longer get cut off on room transitions
[ - ] Certain decorative birds and fish no longer appear at night
[ - ] Rosella can no longer die from exposure at night
[ - ] Slightly increased the maximum distance from which Cupid can be startled

Version 1.0.2 (May 10, 2021):
[ + ] Added hotkeys for toggling between Walk and the last cursor mode
[ + ] Lute and flute playing animations can now be skipped with the Esc key
[ + ] Movement hotkeys introduced in the previous patch can now be used to stand up from the organ
[ - ] Fixed a bug where movement hotkeys introduced in the previous patch allowed Rosella to walk while holding the frog
[ - ] Cupid behavior is now more consistent with the original game
[ - ] Increased the chance for the robin to appear
[ - ] Implemented a better fix for the bug where the game would not recognize a two-tile inventory item
[ - ] Optimized the code responsible for highlighting items on the inventory screen
[ - ] Fixed minor graphical errors on the backdrop for Genesta's bedroom

Version 1.0.1 (May 9, 2021):
[ + ] Added a quicksave feature
[ + ] Added a hotkey for restoring the last save
[ + ] Added hotkeys for changing game speed
[ + ] Added hotkeys for switching between cursor modes
[ + ] Added numpad hotkeys for moving diagonally
[ + ] Pressing the Enter key is now equivalent to clicking the left mouse button when no GUI is displayed
[ + ] Chasm fall animation can now be skipped with the Esc key
[ + ] Keyhole cutscenes can now be skipped if the ogre is sleeping or not inside the house
[ + ] The ending cutscene can now be skipped with the Esc key
[ + ] The "KQ4" button in the options menu now includes a message indicating whether the dead ends and the time limit are enabled
[ - ] Fixed a crash where the ogre and the ogress would appear in the bedroom or the kitchen at the same time
[ - ] Fixed a bug where the game would say the Unicorn is paralyzed with fear even if there is no Unicorn on the screen
[ - ] Fixed a bug where the game would not remove the fish from the player's inventory
[ - ] Fixed a bug where the game would not recognize a two-tile inventory item if the inventory window was closed on the exact frame the item was selected
[ - ] Fixed a bug where one of the halves of a selected two-tile inventory item would sometimes not be highlighted on the inventory screen
[ - ] Fixed a bug where the time displayed in the grandfather clock's look message would repeatedly switch between A.M. and P.M. at noon and midnight
[ - ] Presumably fixed a bug where the game would softlock when falling down the chasm
[ - ] Implemented WASD movement, which did not work in the previous version despite being listed among the game's controls
[ - ] To prevent possible bugs, manual saves may no longer contain the words "AUTOSAVE" and "QUICKSAVE" in their names
[ - ] Game speed is no longer automatically set to default when Edgar comes upstairs to Lolotte's room
[ - ] Ogre spawn behavior and door script for the ogre's house are now more consistent with the original game
[ - ] Increased the size of the trigger zone for going downstairs from the organ screen
[ - ] Increased the size of the hotspot for the pile of bones
[ - ] Slightly expanded the walkable area for crossing the chasm
[ - ] Prerequisites for automatic time progression are now more consistent with the original game
[ - ] Increased the chance for the Lord of the Manor to appear
[ - ] Changed the behavior of the Miser to make it more consistent with the original game
[ - ] Updated the appearance of the talk cursor
[ - ] Removed silence at the end of the music track that plays on the pier screen
[close]



The game is available for Windows, Linux, and MacOS. Download links can be found on the game's AGS database page.
#4
Hey, everyone! Haven't been here for a while.

So, long story short, I've been trying to work out a way of implementing an autosave feature in my AGS game, and I can't get these automatically saved games to appear on the list in my custom GUI used for loading saves. I am assuming the problem is that I am saving them to slots #101-103, while the manual states that FillSaveGameList "can only hold 50 save games." I would use different slots (such as #47-49), but as I've found out, AGS changes the indices of all games saved to these slots every time you make or delete a save (for example, if you have three autosaves saved to slots #47-49 and make a manual save in slot #1, the nnumbers of your saved games will change to #1, #2, #3 and #4, rather than staying #1, #47, #48 and #49). This poses a problem, as without having a fixed slot number, there is no way to tell an autosave from a save that was manually created by the player. Adding autosaves to the list manually with ListBox.AddItem isn't really an option either, since I want the list to be sorted time (which FillSaveGameList does automatically, and I can't think of any way to do it manually).

Essentially, I need my automatic saves to:
1) always remain in the assigned save game slot
2) appear on the list along with other saved games (either automatically through FillSaveGameList or by manually adding them in some other way)
3) be sortable by the time

Does anyone know of a workaround? Thanks :smiley:
#5
Completed Game Announcements / Mechanismo
Wed 12/12/2012 17:15:31




Download:
Visit the game's database page



Trailer:

[embed=425,349]http://www.youtube.com/watch?v=twqS8nGsTY0[/embed]



Description:

"Mechanismo" is a third-person point-and-click adventure game.

Post-apocalyptic future. Humanity became extinct. The Earth is now populated by robots.
Like humans before them, they live, produce more of their own kind, and expire. Only one thing separates them from humans: robots don't have a soul, and thus all of them end up in hell.

In Mechanismo, you play as a robot on a quest to escape robot hell.



Created by:

Gexo Galls - story, programming, character art

DrSlash - graphics, gameplay, sound, English translation

Stee - English translation editor
#6
Site & Forum Reports / Can't edit game's page
Wed 12/12/2012 10:37:13
http://www.adventuregamestudio.co.uk/Games.aspx/Detail/1631

So, I've just created this page, but I can't edit it (there is no 'edit' button and it's not listed in "game's I've worked on"). I suppose it's because I've stated "DrSlash & Gexo Galls" as game's author instead of "DrSlash". I've already tried to register new "DrSlash & Gexo Galls" account to edit it, but "&" is an invalid character for forum usernames  :(
#7
AGS Games in Production / Mechanismo
Sun 09/12/2012 09:01:05




The game has been released!



Trailer:

[embed=425,349]http://www.youtube.com/watch?v=twqS8nGsTY0[/embed]



Description:

"Mechanismo" is a third-person point-and-click adventure game.

Post-apocalyptic future. Humanity became extinct, the Earth populated with robots.
Just like people they live, produce more of their own kind and die. Only one
thing differs from humans - they don't have a soul.
Because of that they all go to hell. Robot hell.

You are playing as a robot, who wants to escape hell.



Screenshots:







Created by:

Gexo Galls - story, programming, character art

DrSlash - graphics, gameplay, sound, English translation

Stee - English translation editor
#8
Project:
Mechanismo is a short postapocalyptic adventure game created by me and another Russian AGSer Gexo Galls.

Details:
The game is finished, but not released yet. There are only some small things here and there to be fixed.

Positions Available:
At the moment we need help of a native English-speeker to fix mistakes in the English translation. There is not much text in the game (~200 words).
#9
Site & Forum Reports / Can't edit game's page
Wed 30/05/2012 19:07:54
So, here it is:
http://www.adventuregamestudio.co.uk/Games.aspx/Detail/1218/Space_Quest_XII_demorus

I'm not able to edit/remove this page as I've messed up with 'game authors' and 'game's password' sections. Can you delete it for me?
#10
So here it is -

I'm sure that it can be much better, but I just don't know what isn't right with it  :-X

Here are Fireball & Healing icons as an example:


PS New smileys are just awesome ;)
#11
Hello everybody!

We need your help with creating a fan sequel of Space Quest series: 'SQ XII - Vohaul's Revenge II'. It's a full length comedy sci-fi game. We are going to finish our project as soon as possible, but it may take a few more years though.

Currently any help is welcomed, but we need help of BG artists and Portrait artists the most.



If you need information about the game, you can check out game's thread.

Feel free to post here or PM me if you have any questions, or if you want to become a part of a team!  ;)

Updated (26/04/12): Interaction writer's help needed.
Updated (12/05/12): Need help of web designer.
Updated (12/05/12): Need help of BG artist & portrait artist.
#12
http://soundcloud.com/drslash/sq12-spacepirates-vessel
It's supposed to be creepy and atmospheric soundtrack for spacepirate's vessel cutscene.

So, what do you think about it?  :)
#13
So this is my first question about AGS and I hope the last.
I'm using 2.61 version and as I can see right-clicking GUIs is the same to left-clicking them. I've tried to use
if (IsKeyPressed(RIGHT)==1) SetNextCursorMode();
command to change the script so that it will set the next cursor mode after right-clicking the GUI but it doesn't work (of course, I've placed this command in GUI's script, not in on_mouse_click).
So, here is my question: I want to set the next cursor mode if player right-clicks the GUI. Is is possible?
#14
Critics' Lounge / Need some help with Space BG
Tue 14/06/2011 16:30:26


Maybe you can give me a piece of advice how I can improve it. I suppose something is wrong with lighting.
btw this is one of my first nicely looking BGs  :D
#15

Space Quest XII is a fan sequel to the Space Quest series. This project was started in February of 2009.

Download demo (Warning: demo doesn't represent full game's story & gameplay)

SQ Wiki article

Recruitment thread

Twitter

At the moment we need help of BG artists and portrait artists.

STORY:

Trying to avoid spoilers:

You are playing as Delphoid, one of the sequel policemen who was sent by Sludge Vohaul back in time to find and capture Roger Wilco.


TEAM:

Writing - DrSlash

Text - Narushima
Dialogs - DrSlash

Programming - DrSlash

BG art - position vacant
Additional BG art - DrSlash

Sprites & animation - DrSlash
Portraits & lip sync - position vacant

Music - Loney Childress
Additional music - DrSlash


SCREENSHOTS:





MISC:

Soundtrack
http://soundcloud.com/drslash/sets/space-quest-xii-ost

EGO walk-cycle preview (zoomable)
[imgzoom]http://www.infamous-quests.com/forum/index.php?action=dlattach;attach=1784;type=avatar[/imgzoom]


SKETCHES:















EDIT 2020: had to edit the first post to remove the link to my old Twitter account that I have deleted some time ago. Apparently, someone has now created a bot account with the same username and uses it to retweet all sorts of crap. ¯\_(ãƒ,,)_/¯
SMF spam blocked by CleanTalk