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 - AGD2

#1
After a decade of development, we're excited to announce that our RPG/Adventure hybrid Mages Initiation: Reign of the Elements has been released!

Current Version: v.1.1
Click here to view a full list of bug fixes and features added since v.1.0. Most notably, the inclusion of a "No Combat" mode (except for boss battles), in order to benefit more casual adventure game players who don't want to deal with random battle encounters and RPG stats.




Trailer



The Story
D'arc is sixteen years old. He has trained extensively in the Elemental arts for the past decade, under the discerning eyes of the Mage Masters of Iginor. Confined to an existence of academics and magical mastery in their tower, the inquisitive Initiate often wonders what it would be like to explore the secluded outside world.

D'arc's moment of reckoning arrives and his Masters put him to the test. The young Initiate is tasked with retrieving three items, which will test his magical and mental strength to full capacity:


  • A lock of hair from a powerful Enchantress.

  • The unspoiled shell of Griffon's egg.

  • The three-pronged horn of the legendary Trinicorn.

Join D'arc on a perilous journey across the medieval-styled land of Iginor. Brave the perilous Bloodbark forest where the Redcap goblins stalk. Trek across a barren desert wasteland rife with lawless Bandits and fierce Burrowers. Navigate over a vast lake where evil masquerades as beauty. And ascend beyond the lofty mountain peaks where the mysterious and hostile Flyterians dwell, suspicious of all outsiders. It is time for D'arc to prove himself.

Three quests. One chance. Will D'arc succeed and take his place among his fellow Mages?

Features

  • A uniquely-crafted RPG/Adventure game.
  • Gain new spells as your character improves. No stat grinding!
  • Replay as one of four Mage classes (Water, Air, Fire, and Earth), each with unique spells, puzzles, and solutions.
  • Beautifully detailed pixel-art character animations.
  • Over 30 detailed character portraits. Over 9,000 voiced and lip-synced speech lines.
  • A complete digital music soundtrack, brimming with magic and mystery.
  • Battle against a horrid horde of monsters or avoid combat and focus on adventure.
  • Multiple story paths, depending on your in-game choices.
  • More than 50 magical gemstones to enhance your magical power.

Price: $14.99 USD

OS: Available for Windows, Mac, and Linux.

Where to Buy It? From these Fine Places (Steam, Humble, GOG)


Screenshots













#2
I just ran into a pretty major bug in 3.3.0 which prevents the game from being compiled.

I have a lot of dialog topics sorted into various folders, and I wanted to sort those folders by alphabetical order, so I right-clicked on each folder, one at a time, and then clicked either "Move Up" or "Move Down" until all of my dialog folders were in the right order.

Next, I tried to compile the game, but the first script instance of dialog topic 0 (dJonisMain) in the global script tripped up with this error:

QuoteGlobalScript.asc(568): Error (line 568): undefined symbol 'dJonisMain'

It seems that every single dialog topic in the game now isn't recognized at all. Yet, when I double-click on the affected dialog topics in the editor to open them, they all open fine. All options are intact and even the script names are exactly as they should be.

Even if I rename the affected dialog to something else and then change it back again, it still gives the same compile error.
#3
I'm not exactly sure where the most appropriate place to post this is, so I figured I'd post it here. It seems a relatively simple issue but I'm not sure if I'm overlooking something obvious or have stumbled across a strange bug!

The AGS manual entry for the GUI Transparency property displays the following code as an example for how to make a GUI fade out:

Quote from: AGS Manual
int trans = gInventory.Transparency;
while (trans < 100) {
  trans++;
  gInventory.Transparency = trans;
  Wait(1);
}

will gradually fade the INVENTORY GUI out until it is invisible.

It also says "Some rounding is done internally when the transparency is stored. Therefore, if you get the transparency after setting it, the value you get back might be one out. Therefore, using a loop with gInventory.Transparency++; is not recommended as it will probably end too quickly."

Yet, I discover that if I put the above code (or similar) into a custom FadeGUIOut() function and then later call that function, the GUI transparency doesn't fade at all. It fact, I never see the GUI visibly appear on the screen. The GUI in question is a 640x400-sized black rectangle. The Background Image for the GUI is an imported, black 640x400 image sprite with no alpha channel. The GUI's X and Y coordinates are 0/0 so that the GUI appears at the top left corner of the screen and should completely cover the entire 640x400 game window when it's visible.

So, I also tested it by putting the following code in the custom FadeGUIOut() function instead, but got exactly the same result:

Quote
gBlack.Visible=true;
gBlack.SetPosition(0, 0);
gBlack.Transparency=0;
int trans = 0;

trans=5; gBlack.Transparency=trans; Wait(1);
trans=10; gBlack.Transparency=trans; Wait(1);
trans=20; gBlack.Transparency=trans; Wait(1);
trans=30; gBlack.Transparency=trans; Wait(1);
trans=40; gBlack.Transparency=trans; Wait(1);
trans=50; gBlack.Transparency=trans; Wait(1);
trans=60; gBlack.Transparency=trans; Wait(1);
trans=70; gBlack.Transparency=trans; Wait(1);
trans=80; gBlack.Transparency=trans; Wait(1);
trans=85; gBlack.Transparency=trans; Wait(1);
trans=90; gBlack.Transparency=trans; Wait(1);
trans=95; gBlack.Transparency=trans; Wait(1);
trans=100; gBlack.Transparency=trans; Wait(1);

gBlack.Transparency=100;

I then tried adding the above code directly into the "After FadeIn" script of a room file, and still experienced the same issue. But if I replace the above code in the "After FadeIn" script (or FadeGUIOUt() function) with this below, then it works. Go figure...

gBlack.Visible=true;
gBlack.Transparency=50;

I seem to recall using this method in the past and it used to work fine. I will also mention that it works works fine if using a character instead of a GUI with the same code.

So what's up here? Am I missing something incredibly obvious?
#4
Okay, I've run into a big problem here and I'm wondering if anybody knows of a solution.

I was working on a game in AGS and I used the test game without debugger (CTRL+F5). The game launched and about 5 seconds later, the power went out. It came on again so I rebooted and reloaded the game into the editor. I used CTRL+F5 again and then jumped to a specific room with CTRL+X. The room in question had been open in AGS at the time of the power failure and AGS gave a fatal error that the file was badly packed. I visited a few other rooms and they looked fine. The sprites all displayed and animated in those rooms correctly.

Thinking it may have been an issue with the acsprset.spr file, I made a duplicate copy and put it in a safe place. Then I renamed the backup_acsprset.spr file to acsprset.spr file. Compiling the game and using CTRL+F5 at this point gave a fatal error upon loading that "There was an error drawing object 0. Its current sprite, 1281, is invalid."  No biggie, I thought. It must have been an issue with that particular room file being corrupt and not the sprite file. So, I simply renamed reverted back to my original acsprset.spr file. Whenever AGS has corrupted the sprite file in the past, I have been able to do this without issues.

However, this time, when I used CTRL+F5 again, the game kept giving the same error message above. Upon looking in the Sprite Manager, I noticed that all the sprites were displaying as blue cups, and a quick glance at the game folder revealed that my sprindex.dat was completely gone. The sprindex.dat seems to store the data for which sprites are which, but doesn't get backed up between compiles like the other crucial sprite files do.

So, now I have no way to get the sprites in the sprite manager back to their original versions. When looking in the game.agf file, it appears that all of the sprites' source folders and filenames are stored. I'm going to lose significant progress if I can't get around this issue. Does anybody know if it's possible to rebuild the sprindex.dat file somehow by reading the data contained in the game.agf and current acsprset.spr files?

Thanks for any insight!
#5


UPDATE: November 28th, 2018: Mage's Initiation To Be Released January 30th 2019

After a decade of hard work, Mage's Initiation finally has a release date!
Set your calendars for January 30th, 2019.

We also have a new preview teaser video to whet your appetite for what's to come.

https://www.youtube.com/embed/CKW-32Qki_k

The game now has a page on Steam and you can start wish-listing it. So be sure to do that and help us spread the word!
We're also (still) in talks with GOG.com about releasing on their platform.

Last but not least, we are currently working on native Mac OSX and Linux ports and hope to have them ready for release day. Fingers crossed.

Here are a few up-to-date screenshots:














UPDATE June 4th, 2013: Contest - Win a prize pack worth over $450 USD!

We're running a giveaway to help promote Mage's Initiation on Steam Greenlight.

For the chance to win a huge bundle of collectible items valued at over $450 USD, just follow these simple steps:

   1) Visit the Mage's Initiation Greenlight page and click the "Yes" button to upvote the game.

   2) Click the "Favorite" and "Follow" buttons (under the screenshots).

   3) Leave a comment (This step is necessary so that we can choose winners from the list of usernames assigned to the comments).


And that's it! Three entries will be randomly chosen when Mage's Initiation gets greenlit and this contest will remain open until that time. Comments/votes that existed before the contest was announced will also be eligible to win.

Second Prize: Two runners-up will each be gifted one game of their choice (of any value) to their Steam account.

First Prize: One lucky winner will receive all if the items below:





    - 4 Game boxes (Fire, Earth, Air, and Water) containing game and soundtrack CDs
    - 1 Standard DVD Case/copy of the "Mages Initiation" game
    - 4 D'arc Polyresin figures - Fire, Earth, Air, and Water (4" x 3" x 3")
    - 3 Digital Copies of the "Mage's Initiation" game
    - 1 Digital Copy of the "Al Emmo & the Lost Dutchman's Mine" game
    - 1 Digital "Al Emmo & the Lost Dutchman's Mine" soundtrack (53 Tracks)
    - 1 "Mage's Initiation" Poster (18" x 24")
    - 1 "Mage's Initiation" 50-page Hardcover Art book
    - 2 Bronze "Severed Circle" Pendants
    - 3 Complete sets of character trading cards (15 foil packs, 120 cards total)
    - 1 Art Lithograph, Signed by JP Selwood (8.5" x 11")
    - 2 Cloth Maps of the Land of Iginor (11" x 17")
    - 2 T-shirts (Mens or Ladies sizes)


Thanks!


UPDATE March 15th, 2013: Playable Demo Released!

Download the Mage's Initiation Demo here


UPDATE February 26th, 2013: The Kickstarter is live right now!

Hello! This game has been in development for a few years now, so it seemed like a good time to post it here on the AGS forums!

Mage's Initiation: Reign of the Elements by Himalaya Studios is a Point & Click adventure game which includes RPG and character-building elements. It will be similar in style to Sierra's Quest for Glory series with a set of unique spells for each of the 4 character classes. The game will also feature a Diablo-esque battle system with loot drops.


The Story:
D'Arc is sixteen years old. He has trained extensively in elemental magic for the past decade of his young life under the discerning eyes of the Mage Masters of Iginor. Confined to an existence of academics and magical mastery in their mystical tower, the inquisitive student often wonders what it would be like to set foot outside into the world that he has been secluded from; a world that his Masters deeply shun.

As with all young Mages in training, D'Arc's moment of initiation arrives and he is summoned to the Hallowed Hall, where the four Mage Masters put him to the test. D'Arc is instructed to complete three tasks which will test his magical and mental strength to full capacity.  He must return to the Mage's Hall bearing a symbol of proof that he has conquered each task: a lock of hair from banished priestess, the unspoiled shell of griffon's egg, and the horn of a trinicorn. On his quest, D'Arc inadvertently stumbles upon a sinister political scheme that threatens the very existence of sleepy land. A faceless fiend conspires to shatter the order and tranquility that the Mage Masters have long held at equilibrium, bringing chaos and tyranny in their place.

Join D'Arc on a perilous journey across the fantasy-medieval land of Igninor. Brave the ominous forest where redcap goblins stalk. Trek across a barren and lawless wasteland. Navigate vast bodies of water where evil masquerades as beauty. And ascend beyond the lofty mountain peaks where the hostile Flyterians dwell. It is time for D'arc to prove himself. Succeed and he shall join the ranks as a fully-fledged Mage, gaining the respect of his Masters and peers. Fail and nobody shall remember his name. Do you have what it takes to become a Mage?

Screenshots:

Exploring the blood-spattered kitchen of the Redcap Goblins.


This enchanted palace is not all that it seems.


Goblins, and Manifestations, and Demons... Oh my!


The ever-watchful Mage Masters have selected 3 tasks for D'Arc. Don't disappoint them!


Is this lake as placid as its appearance suggests?


Round 1... Fight!


All the Magical literature a Mage could ever dream about is contained within the Reading Hall.


Are the mountain-dwelling Flyterians fierce fearsome foes or flighty feathered friends?


Development Team:
Written & Designed by: Daniel Stacey (Cadbury Wookie)
Programming by: Chris Warren, Jason Mearls, Morgan Busch, Stijn van Empel (AGD2, Gargin, Antipus, Erpy)
Background artwork by: John Paul Selwood & Emily Selwood (KQArtist & rosel1)
2D cutscene movies: Jess Bebe (Akril)
Character Sprites & Lead Animation by: Shane Stevens (ProgZMax)
Animators: Carlos Hoyos Barcelo, Jeremy Kitchen, Johan Botes (Dr Jones, Jerminator, Gronagor)
Dialogue Portraits by: Britney Brimhall (AGD1)
Music by: Brandon Blume (MusicallyInspired)
Website, Collectibles, & Promo design by: Eriq Chang


Features:
-A full-length adventure game title.
-Beautifully illustrated Hi-Res character & background artwork.
-No dead-ends or over-reliance on trial & error puzzle solutions.
-Multiple interfaces. Play the game in intuitive LucasArts style or in Sierra style for added challenge.
-Look, Use, Talk and inventory speech and descriptions for absolutely EVERYTHING.
-Play as one of four Mage classes based on the elements (Water, Air, Fire, and Earth).
-Each class has specialist spells and a unique personality to help negotiate puzzles and overcome adversities.
-A refined stat-building system that doesn't rely on the monotony of skill-grinding.
-Class-based solutions to nearly every game puzzle and multiple game endings.
-Learn powerful combat spells and duel with magical foes to gain wealth, valuable items, and experience.
-Full Voice Acting, Lip-syncing, and Digital Music Soundtrack


Release Date:
January 30th, 2019


We're currently reserving pre-orders for Limited Edition copies of "Mage's Initiation: Reign of the Elements". This is a Collector's Edition that contains high-quality boxed packaging, an artistically designed game disc, a printed cloth map of the land of Iginor, an archaic spell book page, character trading cards, and a Mage's Initiation poster.

The Collector's Edition packaging and bonuses will no longer be available after the promotional period ends. At the present time, no advance payment is required to reserve a pre-order of Mage's Initiation: Reign of the Elements. (Notification of when to make payment for pre-orders will be announced only when the game is nearing its release date.)

Please note that pricing is To Be Announced. (We request that only customers who genuinely intend to pre-order the Limited Edition put their name on this list. Note that the pre-order list is opt-in, so after putting your name down, you'll need to confirm your pre-order by clicking on the link in the e-mail you're sent. You can also remove your name from the pre-order list at any time. For general information on the game when it becomes available, please join the Himalaya Newsletter instead).

To learn more about Mage's Initiation: Reign of the Elements and this special announcement offer, visit The Mages Promo page.

Remember to Like the Himalaya Studios Facebook page and Twitter for ongoing updates about the game.
#6
Hello, everyone!

We have just released our latest  project. King's Quest III Redux: To Heir is Human, AGDI's take on the 1986 classic by Sierra On-Line. The project was started on our "Game Making" forum by a fan, way back in January 2003, and adopted by AGDI (then Tierra). It has been developed undercover for the past 8 years and was only announced in January 2011. The game is not quite a 1:1 remake, as it features various enhancements, new elements and gameplay tweaks. But it's not a radical overhaul like our previous King's Quest II: Romancing the Stones remake was either. The game features story-book style hi-color art, a full digital soundtrack, and a complete voice acting including over 2,600 lines of narrator dialogue, and starring Hollywood-based actor Robert Adamson (from ABC Family's Lincoln Heights) in the role of Gwydion. Josh Mandel and Lori Cole also do some cameos. ;)

Download it on PC or Mac at:

http://www.agdinteractive.com/games/kq3/


Here are a obligatory screenshots, showing the enhanced backgrounds in the remake (right side) to those of Sierra On-Line's AGI original (on the left).






And several larger screenshots with more detail, from the remake:















Hope you guys enjoy it!
#7
Just wanted to drop a note here that we've released a Hidden Object Game named "Postcards from Anozira". I started this side-project as an experiment, purely out of curiosity to see how effectively the AGS engine might handle a Hidden Object game capable of storing multiple user profiles etc.  ;D

This is a "straight" Hidden Object Game, meaning, it's not an Interactive HOG with adventure-game elements. (As far as I'm aware,  it's the first HOG developed using AGS?)

Story
The Mayor of Anozira needs your help to drive tourists to the town! Explore the vast desert land and learn about the local stops and interesting wilderness areas as you use your Hidden Object skills to attract new people to the area and help local business survive. Explore the exotic world of the Wild West and discover a host of unusual treasures. (Okay, most of it's junk, but still...) Enter the homes of the town's many colorful inhabitants. Descend into the fabled Lost Dutchman's Mine and uncover riches beyond your craziest imaginings. Do all this and more as you challenge your perception and observation skills.

Select from 5 playable characters: Al Emmo, Rita Peralto, Kevin the Bartender, Koko the General Store Manager, or Mayor Herbie Trinkwasser. Choose to play casually in "relaxed" mode, or challenge your quick-thinking with the timer on. Dare you venture into the world of sand, sun, and silliness?


Screenshots







FEATURES
---------------------------------
-Explore the desert land of Anozira and challenge your observation skills.

-5 Playable characters: Rita, Kevin, Koko, the Mayor... and, of course, Al Emmo.

-Thousands of Hidden Objects, randomized each time you play.

-145 Postcards to collect.

-Collect Bonus Tokens to boost your score and enhance your game.

-Solve a variety of entertaining mini-games.

-Full voice acting & lipsyncing.

-Timed or Relaxed mode. Choose your playing style.


Obviously, this title is aimed predominantly at the casual gaming market, and I'm not sure how much interest there is for Hidden Object games amongst the more cerebral adventure-gaming community, but if you're actually into these kinds of game (or would just like to see AGS do something else it wasn't intended for), then take a look!

The game costs $6.99 USD. It's exclusive to Big Fish Games, so the demo can only be downloaded from their site. You can read more detail and view some screenshots at the links below:

Al Emmo's Postcards from Anozira Information Page

Download Demo (1 hour free trial) & Buy Game links

#8
Update: September 12th, 2010

King's Quest II: Romancing the Stones (Version 3.1) has been released for both PC and Mac.  You can get the latest builds from the King's Quest 2 page on the AGDI website.

Also, King's Quest I: Quest for the Crown (Version 4.1) is now ready for both PC and Mac. You can get it from the King's Quest 1 page.

Important: Remember to uninstall any previous versions of both games from your system prior to installing these new ones. Since we have changed installer software, the latest versions shouldn't be installed over an existing installation of the games, as this has the potential to leave ghost files behind when you later uninstall. Also, note that save game files aren't compatible between different game versions.

-------------------


Hey, all!

Over at AGD Interactive, we have just released Version 3.0 of King's Quest II: Romancing the Stones, a remake based on the 1985 original, King's Quest II: Romancing the Throne, by Sierra On-Line. We first released this remake in 2002, and over time have received feedback and comments which we have taken on-board. We have spent the past three years enhancing and embellishing the game to an even higher level of quality. We hope you enjoy the results of our hard work! Regardless of whether you've played this remake previously or not, Version 3.0 includes a great many new features and improvements. Be sure to check it out. There's new content for veteran players and newcomers alike!

To celebrate the brand new release, we've also launched a new KQ2 sub-site at:  

http://www.agdinteractive.com/games/kq2/


Here are a handful of screenshots which contrast the enhanced backgrounds in the remake (right side) to those of Sierra On-Line's AGI original (on the left).





And, for good measure, a few additional screenshots of just the remake:






VERSION 3.0 FEATURES
---------------------------------
This version includes many new features and improvements. Some of the major ones are:

-Fully enhanced backgrounds.
 Every screen has been completely re-edited and re-detailed to classic Sierra-quality.

-New dialog pictures
 Redrawn and edited to a higher level of quality (no more head-bobbing while talking!)

-A new professionally narrated voice track for all in-game comments
 A major feature that was lacking from previous versions. Over 3,800 narrator lines!

-Lip-synced character speech.
 For added detail and voice enhancement. Over 1,000 lip-synced character lines!

-Ogg Theora movies/cutscenes
 For smaller filesize and also better Linux & Mac compatibility.

-Speech & Music Packs now included as part of the download.

...Plus all of the other familiar enhancements that are unique to King's Quest II: Romancing the Stones, like the revampled plot, deeper characterizations, additional puzzles and quests! All that and more awaits players in Version 3.0.
-------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------


For in-depth information, you can check out the King's Quest II Announcement Thread here at the AGD Interactive forums.


Visit our games page to download your Enhanced copy of King's Quest II Version 3.0 now! The filesize weighs in at 321 MB.

Hope you guys like the improvements. Have fun!
#9
Hey, guys,

Today, AGD Interactive has released Version 4.0 of the King's Quest I: Quest for the Crown Remake, to accompany our new website launch and makeover at: www.AGDInteractive.com

The screenshots below show Version 4.0's enhanced backgrounds (top), compared to the same backgrounds in Sierra's EGA remake and the AGI original.




VERSION 4.0 FEATURES
---------------------------------
This version includes many new features. Some of the main ones are:

-Fully enhanced backgrounds.
  Every screen have been completely re-edited and re-detailed to Sierra-quality.

-New dialog pictures
  Redrawn and edited to a higher level of quality.

-A new professionally narrated voice track for all in-game comments
  A major feature that was lacking from previous versions.

-Lip-synced character speech.
  For added detail and voice enhancement.

-A new (optional) "No Dead-Ends" gameplay mode.
  Designed to be kinder to new players so that they cannot get hopelessly stuck.

-Ogg Theora movies/cutscenes
  For smaller filesize and also better Linux & Mac compatibility.

-Speech & Music Packs now included as part of the download.

...And more!
-------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------


For in-depth information, you can check out the forum thread here at the AGDI forums.


You can also visit the new game site to download your Enhanced copy of King's Quest I Version 4.0 today! The download filesize is 102 MB.

Enjoy!
#10
Update: May 9th, 2014 - Now Available on Steam



Price: $9.99 USD

Update: July 9th, 2015:
Al Emmo and the Lost Dutchman's Mine has finally been ported to iPad/iPhone and is now available in the App Store! The iOS version features a new verb-coin style interface with large icons for touch-screen devices, and is optimized for single finger taps. Text size has also been increased for easier readability on smaller screens.

Buy the iOS Version Here

Thanks to Janet Gilbert for her extensive work on making the AGS port compatible with iOS8 and to Tiny Red Studio for their assistance with porting the game and helping with its release.

Please note that Apple doesn't permit us to distribute free game copies to existing owners of the PC version. You would need to purchase it again if you wish to play the iOS version.


Update: May 9th, 2014:
Al Emmo is now available to buy on Steam. (Thanks to monkey_05_06 for helping out with the process!) The game is available for both Windows and Linux.


Al Emmo and the Lost Dutchman's Mine version v4.1 has been released! The new version has several major improvements based on player feedback we've received over the years. If you've never played the game before, now is the perfect opportunity to give this enhanced edition a try!

SCREENSHOTS


KEY FEATURES
* A new Al Emmo (protagonist) voice actor
* Improved 2D Cutscene movies
* Scoring system with 500 points
* Achievement system with 20 achievements
* Tooltip bar that shows mouse-over hotspots
* Much more! (See full list at bottom of post)

WHERE TO BUY THE GAME

Himalaya Store - Unlockable trial version (Free 60 Minute Trial)
Buy from Desura


UPGRADING TO v4.1
Upgrading to version 4.1 is free for customers who purchased the game directly from Himalaya Studios. If you purchased the Digital Download version, simply uninstall your old version, then re-install version 4.1. The same serial key number you were allocated will work.

CHANGES TO VERSION 4.1
A full list of additions, features, improvements, and bug fixes is below.
WARNING: GAME SPOILERS BELOW
Spoiler

- Added: Integration with Steam API
- Added: Steam Achievements, Trading Cards, and Badges
- Fixed: Removed the distortion from Al Emmo's speech lines
- Fixed: Audio bug which caused speech to lag behind in the cutscene movies
- Fixed: Fixed Emo Al achievement
- Fixed: Fixed SpeedRun achievement (now allows for 2 hours)
- Fixed: Fixed Hoarder achievement
- Fixed: Several minor spelling/grammar errors
- Fixed: Repositioned the hotspot dot on the map inventory item
- Changed: Pressing Esc at the very start of the game no longer skips Al's initial speech
- Changed: Small adjustments to some character speech lines
- Changed: Moved advanced features under a new "Advanced" button in the setup program
- Changed: "Force letterbox mode" setting to "Enable top & bottom borders" in the setup program
[close]

CHANGES TO VERSION 4.0
A full list of additions, features, improvements, and bug fixes is below.
WARNING: GAME SPOILERS AHEAD
Spoiler

- Added: New voice actor for Al Emmo
- Added: New voice actor for Everette the Exterminator
- Added: Improved 2D, hand-animated cutscenes to replace older 3D versions
- Added: New Himalaya Studios logo animation
- Added: New scoring system with a total of 500 points
- Added: Achievements system with 20 achievements to unlock
- Added: Tooltip GUI which shows mouse-over hotspot names
- Added: The [ and ] keys will cycle backwards and forwards through inventory items
- Added: Back-end functionality for touch-screen devices
- Added: Some newly recorded speech for Rita
- Added: Animated light glints to several small, obtainable objects to make them more visible
- Added: Max Nearest Neighbour filter to the setup program
- Fixed: Music and audio stuttering bug
- Fixed: Pressing Enter on Quit & Restart GUIs now acts like clicking the "yes" button
- Fixed: Esc key will now cancel the map of Anozira
- Fixed: Esc will no longer skip the entire tequila sequence in the saloon
- Fixed: Al can now run inside Koko's store
- Fixed: Improved Al's mule dismounting animation at Rita's house
- Fixed: Improved Bubba's flag animation
- Fixed: Updated the PDF manual with the latest graphics and information
- Fixed: Koko's greeting to Al in Act 6 if Al already visited him since the raid
- Fixed: Made it so you must talk to Everette before you can give him the termites
- Fixed: More legible font is used in the journals
- Fixed: Moved the mine cart's starting position further right on the tracks
- Fixed: Bug where the same desert music could play twice in succession
- Fixed: Bug where the top left and right menus would not animate in the mine cliff screen
- Fixed: Bug where you could burn the gallows ropes with the matchbook more than once
- Fixed: several minor spelling/grammar errors
- Fixed: other small glitches and bugs
- Changed: Interface improvements (such as tweening GUIs)
- Changed: Made many items and objects easier to click on to reduce pixel-hunting
- Changed: Rita's speaking portrait
- Changed: Rita's song cutscene has been replaced with a new in-game scene
- Changed: Increased the odds of seeing the fishing Easter Eggs at the oasis
- Changed: Improved the visual appearance of Kevin's fire extinguisher spray
- Changed: Retouched several characters' dialog portraits
- Changed: The half-map rubbing inventory item now includes a piece of charcoal
- Changed: Al now looks at the half-map rubbing after acquiring it (close-up)
- Changed: Made it easier to walk off the screen edges when leaving a room
- Changed: Various dialogue and text tweaks
- Changed: Tweaked the way save/replace game GUIs are handled
[close]
#11
Hey guys 'n girls,

Does anyone happen to know who created this Arabian style background:



It was posted on one of the AGS forums (critics lounge, maybe?) about a year or so ago. We were going to ask them if they wanted to help out with some background art for QFG2 VGA, but can't remember who posted it now!

If anyone knows who created it, or if YOU are this person, then please fire an email towards kqvga@hotmail.com and let us know. Thanks!
SMF spam blocked by CleanTalk