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Messages - StillInThe90s

#1
A bit late to the party, but congratulations on the release nevertheless!
#2
Quote from: Chicky on Sun 05/05/2019 19:30:31
StillInThe90s: We're holding out for GOG at the moment, there's a chance they'll reconsider. There's a fan wishlist that has been created here: https://www.gog.com/wishlist/games/guard_duty_a_point_click_adventure
Signed it. Best of luck!
#3
Congrats on the release!
Are you still looking at alternatives to Steam release?
#4
Jay! Congrats guys!
Also: pretty nice looking trailer.

Edit: A couple of images are broken in the first post btw.
#5
[quote author=
Quote from: adm244 on Sat 15/12/2018 03:50:29
It's nice to see people are willing to get their games translated. I've personally been in the situation when I just randomly stumbled upon someone is trying to make a "fan" translation of a game I worked on. I just contacted them and everyone was happy. So, maybe you should do the same? (roll)
My point is that noone is asking authors whether they are willing to have their games translated or not. I have personally received exactly zero (0) requests for or questions about localisation, which is why my game was never translated in the first place. Also, I don't really see the point in contacting these people at this point. Then again: No big deal.

Quote from: Too much clicking on Tue 11/12/2018 23:47:41
The problem there is that you can't know if it's a good or a barely serviceable translation, or absolute rubbish. Well, "better than nothing" has to suffice sometimes.
Come to think of it, I think I would rather have nothing than something that totally ruins the game...
Has anyone actually played these translated versions and can tell whether they are any good?
#6
Ok, maybe everyone already knew about this, but unless this is a joke, there seems to be a bunch of people cracking open old and new AGS games to make Russian translations. - Which is no big deal, at least not for me, except for a couple of annoyances:
They don't contact the original authors.
They don't refer or link to the original work or author (as far as I can tell).
They ask for donations. - My game is completely free.

https://vk.com/adventuregamestudio
#7
Good to hear about Ulyanov joining the project. Absolutely lovely portraits btw.
#8
Every game should have its own one year anniversary long play!  :-D
Thanks!
#9
With not enough time to make anything new and snazzy, I figured I could release something old and un-snazzy instead...
This little project was initially intended for some MAGS competition but time ran out before it was finished. It is basically a small test of using non pixel art animation.
- With the addition of very nice elevator music.



Featuring:
* About 5 min of gameplay.
* Eddie Dunstedter (the one-man orchestra).

Available for:
Windows & Linux
Note that Linux version has not been tested at all.

Edit: Fixed broken links.
#10
Thanks for fixing it anyway!
#11
This may be a temporary thing or I may be doing something wrong, but the image has disappeared from this game page and I can't seem to replace it. The weird thing is that it worked for a while...
I have been trying a 600x800 and a 480x360 png without any progress.
#12
Gongrats to all the winners and nominees! Looks like last year produced quite a few little (and big) gems...
#13
Quote from: Problem on Sun 09/10/2016 23:14:32
I'm going to try it out soon. But it's unlikely that I will use Escoria, since my own framework is pretty much feature-complete now (as in: everything to make a full adventure game), and I'm currently testing and debugging it with Dropped Monocle Games. So this may come a little too late for me, but of course I'm curious to see how they have implemented certain features.
I'm at pretty much the same point with my own framework (apart from testing with Dropped Monocle, obviously). Their save game system sounded pretty solid in theory, so I figured it would be worth investigating, especially since mine is a bit clunky. But I suppose clunky is better than buggy...
#15
Calm down, Danvzare.
If you want to make a extensively moddable game, that is fine. And If I don't want to include stuff that I think looks like crap in my game, then that should not be a huge issue. Sure people can ruin my game for all I care. I just do not want to ship it like that.

Quote from: Alan v.Drake on Tue 04/10/2016 23:27:45
Beware of switching to the last Draconian, it's based on 3.4.0 and is still missing a few things (my junk filters for DD), be sure to make a backup!
Was that a joke or should I wait for a later version? Is it unstable or just missing bits?
#16
I feel obliged to rant a bit, since that is what I usually do whenever this issue is brought up, every two years or so... So bear with me.

//Start of rant:
Spoiler
The D3D mismatched pixel issue is the main reason why I'm still using Alan's 3.2.1 build. I don't want to give players the choice of adding butt ugly mixed res scaling in my game, just like I don't want them to swap my purpose made font for Comic Sans, or add their favorite Lionel Richie tracks instead of the music I chose/wrote/recorded for it.
Apparently, people are designing games around the D3D scaling issue, so dumping it would be a bit harsh on them. However, adding more cluttering, non optional stuff to winsetup would be a bad idea imo. There used to be discussions about minimizing the setup because a lot of players had no idea what all the settings were for. So keeping winsetup clean is probably still relevant(?)
Also, the issue seems to be a potential game breaker as well, making non optional implementation a very bad idea:
Quote from: Crimson Wizard on Fri 30/09/2016 15:17:15
This is also why I think that it should be game option, and winsetup should have it only if game developer enables it, because only game author can know if it can break the game or not.
...which makes CW's suggestion sound pretty neat:
Quote from: Crimson Wizard on Fri 30/09/2016 15:17:15
(I.e. option could have following values: On (strict)/Off (strict)/On (by default)/Off (by default), with last two allowing player to change it).
Imo, HQX filters should also be optional if possible (I'm using an old build so maybe they already are).
[close]
//End of rant.

In short: Either in-editor option like CW suggested or if this is not possible, then good riddance.

EDIT: I'm sorry, is this thread about the main build or the new Draconian? (Rant applies to both I suppose... :-D)
#17
Quote from: CaptainD on Sun 11/09/2016 18:41:49
Mate if moving on to something else is really what you want to do, then that's what you have to do.  Just please know that MANY of us are truly grateful for all you've done for the development of AGS (and maybe you don't feel like you've accomplished or finished much, but you have in the eyes of the AGS community).

Wishing the very best with whatever you decide to do next.
I second that. Thanks for all the hard work and best wishes!
#18
Congrats to all the winners & nominees and thanks to everyone who voted for camp 1!
Unfortunately I missed the ceremony so thanks to Technocrat for filling in for me!
#19
Oops! I totally missed these posts. Sorry everyone.
So, slightly late reply:

@Sslaxx: Posted on the new godot forum, but it is not very active. At least not yet.
Quote...Godot a demonstration of a P&C engine he was working on, GPLed.
This project will not be a separate engine, rather a godot template for p&c games. There was no talk about license, so you may be thinking of a different project.

@Monsieur OUXX: 1) The idea was to use the engine's built in functions to implement the most standard classic adventure game features. Some of this worked really well and some was more problematic. The engine has a lot of assets for making all sorts of things but much of it is poorly or not documented at all. The framework currently features most of the common functions in p&c games, enough to make a demo based on an AGS game. It can display dialog with different characters/portraits (but only preset dialog, i.e. no dialog list/choice-system yet). Inventory seems to be working well (GUI, add/loose, change cursor, interactions/combinations etc.). Walking is using built in path finding and animation functions, although it is not general enough to control more  than one character. Cursor has a mouse-over text attached to it which corresponds to a type of hotspots. The hotspot system is based on resizable boxes but the engine apparently has a kind of mask-image importing system that I have not tried out. The save function is a pretty crude one-slot system atm. Other features are of more under-the-hood character I guess.
2)Godot handles pixel art pretty well, better than Unity in my experience. But blowing up e.g. 320x200 to full screen results in irregular pixels here and there on my screen. I included a few experimental screen settings in the demo's in-game options that allows windowed mode, fullscreen and fullscreen with godot's filter and stretching. All settings are moving sprites in-between pixels but they always stop "pixel snapped", so there is no ending up half a pixel up or down and it does not blur the sprites. The filter/stretch mode removes any irregularities but makes any sprite scaling use the wrong resolution, much like the direct3D problems AGS is suffering from (and surprisingly few people seems to care about :-D @Danvzare: Sorry, but I'm with OUXX on this one...). So, I suppose it is a matter of taste whether you like the absence of "real" pixel snapping or this compromise.
3) Well, don't hold your breath... The aim was to make a framework that other people could use but I am afraid my programming skills just are not up for it. The code is a messy patchwork atm. and although it is getting cleaner, I doubt I could make it free of pitfalls and general enough to be useful to other people. Having said that, I have learned that other people apparently are working on very similar frameworks in godot. Let's hope they are better programmers then me. :)

You can find the Apr 19 build here, if you feel like giving it a spin: LINK


@Moderator: Apologies for this massive rant. Feel free to move this thread/post if needed.
#20
In short:
I have been trying to put together a classic adventure game framework in the Godot game engine, and made a small tech demo for testing purposes. It basically consists of the intro part from a game called Camp 1, previously released using the AGS engine.

What I need help with:
I would love to get some feedback on the mechanics and how the different screen settings work on other people's computers.
Note that gameplay is not a priority at this point.

The project can be found HERE. PM me if you are interested.
Send your feedback/thoughts in a PM.

Thank you!

Edit: Last update 19/4 (v1.0.5)
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