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Messages - Grapefruitologist

#1
Heh, well, Lif and the Treasure of the Tanones wasn't my game, I only did voice acting, but it was the main example. I was just watching it for a couple days after it got released and noticed the number of downloads hadn't been going up a lot, so I decided to post a link to it on a couple other forums. And yes, I did get banned from one forum for posting there, and only one person said they were downloading. And then I started to think, well, what if this was MY game? That would have been my only chance, really. And if I only got 60 downloads and that was about it, then it wouldn't have been very successful in my opinion.
#2
I'd completely forgotten I'd made this thread. x_X
Well, the posts here have been helpful somewhat-but what would you do if you were a beginner at making games, and you had an idea for a game and a sequel, but those were the only two good ideas you had? What if, like me, the only reason you got AGS was to make the game based on the idea you had? It seems like a lot of the people on here have had some experience in game-making in the past and do it because it's fun, and usually make up many ideas for lots of different games-what if you only had one idea, and you believed it was the only shot you had, and if it didn't get downloaded enough, then it was a failure and the only game you'd ever make?

QuoteI'll say first hand that this rarely happens.  In talking with publishers, they are less willing to take over someone else's IP (intellectual property).  If a publisher is going to shell out money for someone to make a game, they want to be sure that they can market it properly.  A sequel to an existing IP would be very difficult for them to sell. 

You can make a good game that a lot of people like, and then get a publisher to sell/market a NEW game, but not a sequel.  There's too much risk involved.
How exactly would you get a publisher, anyway? And I'm wondering if anybody would actually promote a game that was made with AGS.
#3
Hi,
It seems to me that every game on AGS is worked on very hard for a pretty long time, and then finished after a few months of hard work... But my question is this. After the game is finished and released, it looks like all the work is done, but... Then if you look at how many people have actually downloaded the games, it's usually only about 80 or so, which, considering how much effort was put into the game... is really not that much. The people download it, play it, and then... that's it. Not a lot more happens. Trying to advertise on other forums will probably either get you banned or ignored completely. So my question is... What's the point? Is that it? Why do y'all do it? What could you possibly do to get more publicity, and what might be a good goal? Like if you make a really good game that a lot of people like, then maybe you could get an actual company to help make and sell the sequel? How would a person achieve something like this?
#4
Wow. This turned out to be a lot better than I thought it was going to be. Good job
I found a bug though-if you click on the top of the cave while it's still boarded up Lif goes there and like goes behind the cave and stuff, the graphics go wacky and then you get stuck there and can't move any where else.
#5
I use savefile.com or uploading.com myself... anyway, I'll try downloading (dumb dial-up will take a dang long time though)
#6
General Discussion / Re: AGS
Sun 25/02/2007 04:46:43
It was on a website. Thought it was funny it had the same name almost.
#7
General Discussion / AGS
Sun 25/02/2007 04:05:50
#8
Hints & Tips / Re: Shoot My Valentine
Tue 06/02/2007 08:03:40
You have to be sure you've done everything you can first, before you can leave.
#9
Hints & Tips / Re: Shoot My Valentine
Tue 06/02/2007 02:07:10
Uh... what kitchen? What tool shed? What cheese?
#10
Hmmm. Well, this is an interesting debate.
I guess I'd have to imagine if it was my game that got this award-a game I've been working on for literally years, on and off. I'd be somewhat disappointed, I guess, but you know, life's tough. We get rejected, and we can either give up, or we can keep trying. It's the people who keep trying that will probably eventually succeed. To get this award would just be an experience that I could look back on in the future, and learn from. Eventually you're going to lose at something, somewhere, and be rejected by somebody. You might as well get it over with so you can be better in the future. I'd have to say that the PEN1S Award isn't doing much harm. If somebody's really serious about adventure games and really putting their effort into making a good game, they're going to see it as something, well, good. It's not good to keep your head buried in the sand all your life and always wondering why you never succeeded in life. On one hand, they can shake off the shame and keep trying, or they can just say "to heck with y'all" and give up. If they give up, they're not putting enough effort into succeeding. Sure it's a bit mean, but people have got to learn to get over this type of stuff.
I say-keep the award. People need "tough love" sometimes. It's more mean to just ignore it when somebody makes a crappy game and pretend you never played it/liked it. If people don't learn stuff like this early on, they'll never learn to grow up.
And then, of course, everyone has different opinions, some people might like the game, some might not. Just because a game gets the award, doesn't actually neccessarily mean the game is hopeless. Anybody who makes a game, should also realize this.
EDIT: Though I'd just like to point out that I've never actually played Al Emmo, so I can't really say if it deserved it or not. But I don't really appreciate people complaining about how expensive it is.
#11
Reminds me of an adventure game I bought once. I think it was called Mystery of Loch Ness Monster or something. I quit pretty quickly because it was reeeeally hard, lol.
Anyway, looks cool.
#12
Thanks!! But... Sorry, just ONE more question, heh. I want the characters to stay where they are until the conversation ends, and then start following the player. How do I do that?
#13
I actually had an idea for my adventure game, if you look at something in the game, it gives a picture of a real life version of the object. So what I'm looking for here is pictures of real objects that are listed below. Thanks!!
(BTW the pictures have to be your property or used with permission. I don't want to get sued.)

Stuff not shown in the picture above, but still needs pictures/comments:
A pot pie
A wooden desk
A bed with a blue quilt
Tacks
Exploding laptop
Old toothbrush

If you have any photoes of the objects listed above, please PM them to me. Thanks!!

My game is called Since You've Been Gone, it's about a girl, Hailey, who gets cheated on and dumped and she's so mad at her ex-boyfriend, Kyle C. Montague, that when she sees Hailey's Comet (I know it's spelled Halley's Comet and pronounced "holly", but it makes a better plot this way!) she wishes that she would get revenge. The next day she wakes up and she's in his body, their souls switched places. And the rest of the game is about ruining his life! Fun, eh?
Two little elves also help her (they know all the answers to the game but are sometimes stubborn to get hints out of). They're supposed to be her conscience, but the one that's supposed to be good and telling her to be nice is tired of being such an angel all the time, and gives into the temptation of mischief and thus a fallen angel is born.
#14
Thanks!! It works. =D
EDIT: Just one more question. This keeps repeating the conversation over and over, is it possible to make it stop after the conversation is over?
#15
Thanks. But I just noticed that I have version 2.2 of the module, and that apparently doesn't work with AGS 2.70, and the link to download 2.1 doesn't work.
#16
Ok. I downloaded it. But... how do you use modules? Sorry, this is my first game, I know pretty much nothing about modules. I imported it into the module manager... now what?
Also... how do you turn objects on, then wait a while, and turn more objects on, etc. and not make the player have to wait for it to finish?
#17
Okay, so... I'm thinking that I'll just use AGS v2.70 instead of 2.72 to finish my game, rebuilding it is proving to be far more difficult than I thought. I won't be able to use the Queued Background Speech module though, so I'm wondering if there's another way to make two characters talk while the player does other stuff?
P.S. This is my first real game, so sorry if I ask something that's too obvious.
EDIT: And also I'm sorry about posting twice in a row, the thread was old and I had to bump it.
#18
Ok, thanks. Well, now I get this error:
QuoteThere was an error compiling your script. The problem was: In: 'Global script'

Error (line 724): undefined symbol 'MainInventory'

Do you want to fix the script now? (Your game has not been saved).
I appreciate all the help and everything, but maybe I should just start over, or is there really a cure for this?
Sorry for wasting your time and all with this.
#19
I hadn't, just tried now (I replaced the old template with the new, I renamed it I hope that's okay)
And I still get the same error message.
EDIT: However, when I make a new game, it works fine. I tried copying and pasting the global script from the new game that works but now I get this error when trying to save my old game:
QuoteThere was an error compiling your script. The problem was: In: 'Global script'

Error (line 236): Parameter type does not match prototype

Do you want to fix the script now? (Your game has not been saved).
#20
When I try to make a new game, I get this same error message:
QuoteThere was an error compiling your script. The problem was: In: 'Global script'

Error (line 631): Type mismatch: cannot convert "const string" to "string"

Do you want to fix the script now? (Your game has not been saved).
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