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#1
Hello.

This is a very tiny little game I created in AGS in around 5 leisurely evenings. It has the feel of a demo of a longer game, because I really only created it to get my feet wet in the ways of AGS. However, I don't have any plans to make it any longer, so it is complete and I thought I'd put it up for everyone to enjoy and make fun of.

I created everything myself, except for most of the graphics were drawn by my excellent artist friend, McT. Apart from that, all of the game, a few of the animations, both pieces of music, etc were by me, so I hope you like them.

Here are a couple of screenshots:





And here is a link to the download:

http://www.4shared.com/file/51228269/61d3966d/Awesome_Quest_1.html?dirPwdVerified=581bf23

Some things you might like to try on a second play through:

Look at the stump.
Try exiting the left side of the first screen several times.
Solve the puzzle before speaking to the guy.

...And lots more. I  tried to be fairly detailed within this tiny 1-puzzle space, because I wanted to pack as much learning as possible into 2 rooms, so please let me know what you thought!
#2
Hello,

I started using AGS a couple of weeks ago, and about 5 days after I started I had a nice, 2-room test game worked out. It's tiny; there's only really 1 puzzle (but with a few stages to it) but nevertheless I'm quite pleased with my initial efforts and wouldn't mind posting it up, if only to sort of get me name out there, as someone who knows how to use AGS properly and can do a bit of music, too.

But.

I'm not sure whether to post it under completed game announcements or works in progress. Certainly, it plays more like a segment from the middle of a larger game. And it's very small. But then again, it is more or less complete; I'm not really interested in expanding it into a full game.

So which forum do you think would be the best one to stick it up on?

To be honest I wasn't sure where to ask this question either, but I thought it would be better here than clogging up one of the aforementioned boards.
#3
I'm fresh from making a 2-room 'learning' game in AGS which I used to teach myself the basic concepts in a few short but fun days (I'll stick this up for people to look at in the appropriate forum, later on). Now, of course, I'm inevitably wondering where to take my new found prowess. I started by looking at what other people are doing, and have some thoughts about what I've seen so far.

My initial thought was that there is an awful lot of retro-styled content created by AGS. I think this is all fine and good because I love a bit of that but it got me to thinking whether adventures (and adventure gamers) in general are stuck in that sort of mindset. Certainly in my little test game the main puzzle was extremely traditional lucasarts-esque fare, and I haven't seen a whole lot of variation from that or similar formulae (except where people have created something in a different genre, like Art of Theft).

I think that there's a place for games that are retro, visually, and also a place for ones with traditional style puzzles. But I think there's also a place for people who are trying to be aggressively modern with their designs, thinking of new ways of doing puzzles - and not just for the sake of being different, but because they hit upon something new that works.

I think one of the main reasons adventure games suffered as a genre around the turn of the century was that there were not really many successful attempts at doing something innovative (although Westwood's underrated Blade Runner springs to mind) and so there was a lot of lost interest. One of the reasons they're starting to sell again, aside from new business models like Telltale's, might be simply that people are nostalgic about the old days, rather than the games offering anything particularly new (except perhaps an episodic structure, for example - and that was initially greeted with suspicion).

I don't know what my first 'real' project will be but I do know that I am likely to have these thoughts in the back of my mind when I start it, and I wonder if other people have thought similar things.

Discuss...
#4
Hello,

I'm practicing creating my own GUI from scratch, and I've followed the manual as far as I can but I'm now lost.

This is what I have done:

I have an inventory button in the bottom left corner of the game screen (a bit like sam and max 1) and it toggles on and off the actual inventory box itself.

My objects are appearing in the inventory box just fine, but I can't quite get my head around how to actually select the inventory item as my cursor, so that I can use it on objects/hotspots in the world. I think there is some code for this in the help file, but I don't quite understand how it works or where I use it from scratch, and so on.

Can someone help with that in a step by step way, please?

ALSO, when I'm hovering over the inventory box, right clicking to change the verb doesn't seem to work. I have to move the cursor away from the box to change it. Why is that?

Thanks

EDIT: Sorry, solved this now. Note to others: The BFAQ is your friend.
#5
Hi,

this is extremely basic, which makes me think I've been missing something obvious in the help files and faqs for the past hour, in which case I apologise, but I promise I've looked!

I know how to use the conversation editor to write dialogue trees and such, but I can't figure out how I actually assign that dialogue tree to a particular character. I assume I have to put something under his Talk to character event, but I don't know what, and how to get it to initiate the dialogue tree I've created.
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