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Messages - bgordebak

#1
Critics' Lounge / Re: Too cartoony?
Mon 18/08/2014 13:04:13
Thanks for the replies.

I should work more I guess. I can work on this one, or draw some other characters, which I do, but this guy looked like a loser a bit, which I liked.

I agree that shades on his face don't work, and I should have drawn a more distinguishable outline.

But developing characters already don't make much sense without an idea to expand. So, I'll work on the story first, I think.
#2
Critics' Lounge / Re: Too cartoony?
Mon 18/08/2014 11:39:18
Quote from: CaptainD on Mon 18/08/2014 11:29:13
Personally definitely don't think it looks "too cartoony", and I don't see a problem with this style of graphic in a more serious game.  The tone of a game is far more about how you develop the story and characters than the aesthetics.  Looks fine to me!

Thanks. Then the search is over. We have a character. Now... on to the story.
#3
Critics' Lounge / Too cartoony?
Mon 18/08/2014 11:22:00
I'm trying to make my first game with AGS. I couldn't come up with a good story yet for a short game. So I decided to try some different characters to give me some inspiration. Normally, I would draw a bit more realistically, but this guy kinda grew up on me. Do you think these type of drawings would be too cartoony for a game? For example for a game dealing with more serious issues?

And what do you think of the drawing in general?


#4
There's a Turkish song, which everytime I listen, I get the goosebumps. I don't know if I can translate it well, but here you go:

Tell me a fairy tale, dad
Let there be all my games in it
Let there be wolf and the sheep
Sugar and honey

Tell me a fairy tale, dad
Let there be sea and the fish in it
Let there be rain and snow
The sun and the moon

Tell me a fairy tale, dad
Let there be all my loved ones in it
Let there be Istanbul

Take my hand while you're telling
Even if I fall asleep
Don't ever leave me
#5
Thanks. Keep up the good work.

I think this may be the ultimate way to deploy games for Linux.
#6
Engine Development / Re: AGS engine Linux port
Fri 15/08/2014 12:06:51
Quote from: Crimson Wizard on Fri 15/08/2014 11:06:56
There were experimental Editor versions with "build for linux" support:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=50421.0

I tried this and mostly works except small issues. It puts the game, 32-bit and 64-bit engines in a folder, and creates an executable script which runs the game according to the architecture. It can be a good way to deploy the game for linux.
#7
Editor Development / Re: AGSEditor using mono
Fri 15/08/2014 11:28:30
Quote from: Crimson Wizard on Fri 15/08/2014 11:21:33
The biggest problem, AFAIK, is the native C++ dynamic library used by the Editor, which still contains much functionality. It should be rewritten to C# first.

Hmm, I see. Thanks. Good to know it's being considered though.
#8
This is great!

I tried 3.3.1, and it mostly works. But in the resulting script to run the game, there's a problem. The script is in Compiled/Linux/data folder, but it searches the executables in $SCRIPTPATH/data/ which results in looking into Compiled/Linux/data/data, and it can't find the executables.

It should be very easy to fix I guess.

Edit: Actually moving the script out of the data folder solves the problem.
#9
Engine Development / Re: AGS engine Linux port
Fri 15/08/2014 11:11:57
Thanks. Not a big issue.
#10
Editor Development / AGSEditor using mono
Fri 15/08/2014 11:05:42
I don't know if it's too much to ask, because I don't know anything about .NET, but would it be possible to make the AGS Editor mono compatible? That way it would run on Linux natively.

I'd love that, if it's not too much trouble.
#11
Engine Development / Re: AGS engine Linux port
Fri 15/08/2014 11:02:21
I would really like it if I could embed the engine into the resulting binary. On either Linux or Windows. That would make a standalone game executable.

If the engine wouldn't embed it, I'd like to be able to do something like:
Code: ags
cat ags game.exe > standalonegame


I don't know if it's too hard to implement though.
#12
Quote from: Stupot+ on Fri 15/08/2014 00:56:12
If it's just placeholder art, I wouldn't worry too much about the legalities.

You're right, I shouldn't worry too much actually. All I want is my work-in-progress to look good, while I'm learning. I think I'm lazy.

I will do all the artworks in my games myself, so I don't want to spend time on placeholder animations. Backgrounds, yeah, I will do as you say, google images... Animations however, I have to do them I guess, since I couldn't find what I need. I like the placeholder animations in kafkaskoffee, but I need 3/4 view animations also. So, there's work before me.

Thanks.
#13
Quote from: Mouth for war on Thu 14/08/2014 21:57:19
did you check the contribution thread in the critics lounge? :)

Thanks a ton! I didn't know that thread. There are some great things there.

@Snarky: Sorry for not searching the forums enough.
#14
Does anyone know any sources for placeholder graphics (legal) that I can use while learning AGS? I looked at opengameart, but found nothing useful for PnC adventures.

I don't want to spend a lot of time developing placeholder graphics, which I will never use. If there's no other choice, I'll have to do that though.

Edit: Nobody replied yet, but I can guess what will be my answer already. I should draw some very basic art, and go with it I guess. Anyway, if someone can provide an answer, I will appreciate though.
#15
Quote from: Ponch on Thu 03/07/2014 04:58:54
Basic, thanks to RUN magazine. I am incredibly old! :P

C-64 machine, I should add.

Same here, BASIC on a C64, and I'm very old. I couldn't ever use the whole screen though. I needed some POKE commands I guess, or use Assembly maybe. Never got to that. And there was no internet, as some younger ones might not believe.

I remember making a sprite which dances with my joystick moves. Fun times. *sigh*

Edit: I recommend anyone starting out that try a lot of languages, and stick with the one gives you most fun for some time. In the end it doesn't matter, because you have to learn to "think" like a machine first.
#16
I looked for a good open source 2D game engine for a long time. Although there are some engines, like Enigma which is similar to and compatible with Game Maker, I think Love2D is the best.

Not very good for hiding your source code though, but none of them is really. You can find a decompiler for anything.

Believe me, I looked for every game engine under the sun, and couldn't find a better one than Love2D.
#17
Hello everybody!

My name is Bahri Gordebak, you can call me Bahri if you'd like. I'm a 37 year-old guy from Turkey with an undying love for 2D games, especially PnC adventures.

I'm a novelist in my country, and I work on some programming projects as a hobby. I worked on some FOSS projects and finally I decided to move on to games. I finished some very small game projects in Love2D before moving into adventure game dev. You can find one of my games here: One Way To Go

I also made some very short IF games with Inform7. I don't know if they can be called games though. They're just trials at interactive flash fiction as I call them. You can google me to find some of the games. I don't have a website of my own.

Anyway, I'm looking forward to develop some adventure games with AGS soon.

If you've read this far, thank you. And so, hello!

Edit: I'm a Linux user and AGS runs fine on Wine, but I'd really like it if AGS could use mono and run on Linux natively.
#18
I don't know if I count as an advocate, but I use and love Linux. Only thing close to Window$ I use is Wine. I use only Linux since 10 years, and never needed anything else.

Maybe my logic is somewhat crooked, but this is what I think about free software:

I don't have a problem with paying for proprietary entertainment. End result can be proprietary. Like games, movies or books. But I think the tools should be free (as in beer and speech) and easily accessible by everyone. That's the only thing that would make entertainment grow and give us choices.

I don't want to start any flame wars here. Just stating my opinion.
#19
I was a huge fan of them when I was a teenager. I loved Ten, Vs and Vitalogy. But after Vitalogy I lost interest in them, or simply started listening to music less. I listened to No Code and Yield too, but somehow couldn't find the same old taste.

I should give it another go some of these days.
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