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

Topics - Squinky

#1
Hey guys,
Just an old timer popping in to ask about the state of AGS. I looked around and couldn't find any info on this, so forgive me if I am asking obvious questions.

Back when I made AGS games, it was pretty normal for people to go to a website and download my stuff. I think that era is gone, and it leaves me wondering if producing a game with AGS is worthwhile. The only real route to an audience I see is to somehow get on Steam, which is beyond me I think.

I'd love to make an ags game that could be played on a phone or tablet. Is this possible without being a hardcore programmer at this stage?

Thanks for any help.
#2
Hi guys,

Trying to come back at this, with knowledge of older versions.

But no matter what I try, my test games display in tiny windows. No matter the resolution, or options I choose in the setup.

This has to be something stupid and simple I am missing right?

Thanks for any help.
#3
Hi folks,

So I haven't made a game in forever, but man have I written a lot of them. One thing I have always been bad at is writing an ending....

Now this may be because I am a poor planner, and I like to keep the game options open as I go, sometimes when you actually make a room it presents more opportunities that when you first wrote about it after all...

But I think a lot of it comes down to my inability to make solving puzzles climatic. In a lot of stories, the ending is when you confront the bad guy and fight it out. Every game I make involves getting past barriers to the final scene, and then say, using an axe to cut down a tree on the bad guy.....

Any advice on this? How have you guys dealt with the "final fight" scenes?

Thanks for any help.
#4
I've been working on a shooting game, one where the bad guys come from one side of the screen and you are positioned on the other, firing a weapon at them.
Currently, the weapon firing is just if you click on the enemy character, you hit. Otherwise you miss. This is simple and works decent, but I was considering another option.
This option would be that when you clicked on the enemy, the missile would be a character or object that would move rapidly across the screen to the target. I think it would add another level of depth to the game, and I could possibly achieve cool things like:
1.    Allowing high powered bullets to continue through enemies into others.
2.   Bow type weapons would look much better.
3.   Automatic fire would be better
4.   Lasers, I have ideas for lasers.
My problem is that all of the enemies are already characters, and characters and objects are limited per screen as I have been told. I could see maybe twenty enemy characters on screen at once as things stand.
I used AGS for a good bit back in the day, and understand a good bit but I am still learning. So, any ideas on how to pull this off without characters would be wonderful. I've read over the manual and nothing is popping out to me.

Any help is appreciated, thank you.
#5
Howdy folks,

I've done something like this years ago, back in the DOS editor days, but I am looking to have a setup where many enemies enter over and over on a screen, and are destroyed by being shot.
I'd love for them to have hit points as well.
So, do I need to make like 300 characters all with their own stats, or is there some simpler way to go about this?

Thanks for any advice.
#6
Hey folks, I can't find info on this. But in my game (640x480) the standard GUI will pop up when I hover over it but it shows nothing. I can click around and get various results, and all the boxes that pop up containing buttons have the buttons all greyed out. Oddly, when I hit the escape key to exit the game all those buttons appear just fine.

Any ideas what this is about?

Thanks for any help. 
#7
Hey folks,

I'm working on a new game. I have a good start, but some things bother me about my current art. First, it looks a good bit blurrier in AGS, and second....well it kind of sucks.

My process is to wacom in the lines in photoshop, color on another layer, and add black shade layer that I drop the opacity on. The look is close to what I want, and the work load is bearable. I'm hoping to find some solution that won't add countless hours to my work. The thickness of the black lines is kind of bothering me a bit too.

Here are some samples:





So any advice stylistically or whatever would be appreciated. I don't want to get the game 70% done and hate the art.

Thanks for any help.
#8
Hey folks!

I'm working on a new game, and during the course of designing it, I keep getting this urge to mix in some puzzles from a few of my unfinished games. And that gets me thinking about my completed games....

I don't think I will scavenge any from them, but when your old games are around ten years old it can be sort of tempting. Nobody would ever know :)

Am I the only one to consider this? What are your thoughts guys?

Thanks!
#9
Hi all,

I really apologize if this is common knowledge or on a faq somewhere. I have searched a good bit and found no answer so here we are:

I made a test room in the newest AGS, set it to 640x400. I drew up a quick crappy BG at 640x400, 300 dpi. It seems to only display in letterbox. I'm running windows 7, and other AGS games seem to display fine on my widescreen LCD.

I can't figure this out, but I would love to so I can start making some backgrounds, and make my game.

Thanks for any help you provide.
#10
Howdy folks.

I haven't made a game in a loooooong time. But back then there seemed to be a stigma with making your game with a large file size. I see AGS now supports even higher resolution, and I am tempted to use it.

So with the passing of time has this standard changed? Is is okay to create large games?

Thanks.
#11

Hi everybody. I am posting this here because I need help to create with AGS again. I know it sounds silly, but any help would just be awesome.

Years ago I decided to make a game. I downloaded some crappy game creator that was very limited and required anybody that wanted to play your game to download the engine to play it. That sucked.

I them stumbled across AGS. The dos version at (2.14) the time was simple and I designed a game while stuck at the hospital after my first son was born. I had to stay there about three days.

Then I came home and after 3 weeks work I made Pirate Fry. It was awesome. Ags was Awesome.

More awesomeness ensued. The community sucked me in for many years. I made a decent amount of games, got bogged down by overzealous ideas and eventually lost interest in putting so much time into things that I felt few people really enjoyed.

It’s been a long damn time since then. AGS has progressed a lot.

I keep thinking I want to make a game again. Artistically I am more talented than I was back then, and hey, I’m still as hilarious and creative as always. So…..

1.   Any advice for an old-timer? I stopped with AGS back in MoveCharacterBlocking days, its all different now. How would you recommend restarting that whole learning process? My primary motivator back then was the magic of seeing my dude move around the screen, and eventually complete a game. With that powerful motivation appeased, I am not sure I can endure it.

2.   Any advice for me artistically? I was a mouse and pixel artist back then, since then I have gone on to doing freelance illustration and am more comfortable with a tablet and higher res stuff. Backgrounds aren’t my issue, its more sprites that match up with the background, and don’t make me run away because animation is so hard. Recently I started up a Pirate Fry remake idea, worked out some test backgrounds and a fry animation. Its pretty damn rough when you cant just count the pixels to keep your animation in line. Also, anti-aliasing issues arose.


Thanks for reading, and for any advice. I would love to have a reason to be a part of this community like I used to be.
#12
I stumbled upon something. Something awesome. Something that just makes me so happy in so many different ways....

There have been little internet snippits about a guy who dresses up as a superhero and fights crime. He's called Phoenix Jones, and he looks pretty silly.

But, here's the thing.  I found a site with a crap ton of these people.

http://registry.reallifesuperheroes.org/

Really, you should read this stuff :)
#13
Howdy,

I haven't actually messed around in the editor for a good number of years. I've noticed some awesome new features since I last used it.

Getting to the point:

Is there some fancy new way to import sprites that are drawn on a transparent layer, with an anti-aliased line art, and not have those goofy artifacts that anti-aliasing used to cause in AGS? White pixels and what not.

I've seen some promising functions, so, hopefully I'm not wasting you time :)
#14
General Discussion / Do Zombies need to crap?
Tue 18/01/2011 02:19:43
Man, I haven't posted here in so long, hopefully this isn't considered too goofy.

But I have been thinking about zombies lately, watched "The Walking Dead" a good bit. So that might be the origin of this question.

Regardless of the zombie type depicted in a piece of fiction (Walkers, Runners/ Living infected or Reanimated Dead) they always are just barely sentient and are driven by a desire to kill and eat the living.

They don't use tools, they are basically pretty stupid right?

I can't see them dropping their pants and crouching down, and if so, would they bother to pull them back up? Or do they crap themselves?

Should more realistic movies show zombies shuffling with pants around their legs?
#15
Hi all.

I'm trying to get Pirate Fry to play in Windows 7 (32 bit) to no avail. Fiddling with compatibility hasn't helped me much. I have a Dos version and a Win version, neither work.

I'm pretty sure I made it in v. 2.14 of AGS, around 2001.

Any ideas? Sorry if this is a common and annoying question, my search brought up nothing.

Thanks!
#16
Hi all,

I don't really know if this is the correct place for this, since I have nothing to critique, except for maybe my planned course of action.

I plan on creating a game where I use scanned images I produce for the backgrounds. I plan on drawing the image at twice the size to start, and then shrinking it down in the computer.

So, as things stand, the only good solution I find is to draw the image at 8x6 inches, shrink it down to 4x3 inches in the computer after I color it. Since 4x3 is equivalent to 800x600 at 200 dpi it works out okay.

I would prefer to do a smaller size, but can't come up with a solution that will allow me to draw the image at a workable size. The ratio changes on me when I adjust the dpi, but I am unsure if I should do so.

Any tips guys?

#17
Hi all!

I haven't been here in a long time, so so long.

Some of you may remember me, some may not....

That said, I have been getting the itch to create again, to unleash the monsters of my mind in game form upon this world.

Since I haven't played an AGS game in about two years, what are the "required" games I should play to catch back up?

Thanks.

#18
Critics' Lounge / Inked Art: Marker advice
Mon 23/04/2007 19:00:34
Hi all,

First off, thanks for reading and thanks for any help or advice you can offer.

I have been doing black and white images for awhile now and have started to move into shading them with these sweet paintbrush like tipped markers of different gray shades. I am mostly happy with the outcome, but some problems persist:

1. Marker overlap: I'm not sure if that is a technical term but I get this sort of buildup and it creates inconsistent shading. I get it the worst if I try to apply the inks in a back and forth manner, less it seems if I work in a circular motion. Then again some of my shades do this worse than others, like the blueish tone on this gals clothing:

http://img376.imageshack.us/my.php?image=raventhewingedwarriorgizd4.jpg

I've been told to use Vellum to ink on, but this hasn't helped much. Any ideas?

2. I can't adjust the levels as well in photoshop when I shade. Normally I ink up a picture and then scan and adjust the levels, you know, make the white white and the blacks black....But I can't do this with my shaded images. I need to do this because sometimes my blacks are inconsistent (for fills I use sharpies sometimes, and the have a slight different tone than my other pens) and it can suck.

http://img409.imageshack.us/my.php?image=dirtyhippiefinished2kp9.jpg

This image is an example. I had to go back in and photoshop the shadow behind the characters, which kinda sucked. Any ideas?

Any info on this would be greatly appreciated. Mostly I am looking to create clean presentable art, free from these little flaws. I've been trying to figure this out on my own, but I figured this place is full of talented artists that could maybe throw me a bone.

Thanks!
#19
I'm wanting to draw and ink my backgrounds and hopefully my characters if I do another project. Problem I have is, I'm wanting to be around 640x400 for resulotion and I figured that equaled about 3.2 inches by 2 inches. Not very big to draw a background in. Not much room to detail on the character.

I went ahead and drew it at double size and then sized it down, and it looked okay. I'm hesitant to drw at three times the size for fear of making it look jumbled up.

But are there any tricks out there, or does somebody know a better way of doing this?

#20

I was poking around today, thinking of starting up another Pirate Fry game, or finishing Stan and Sancho (which is almost done, I just don't really dig it anymore, or have the same amount of time or ability with ags as I used to), When I realized that I don't really remember how my games ended, or a good deal of things about them.

Anybody else have this problem or am I just goofy?
SMF spam blocked by CleanTalk