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Messages - Baron

#2021
General Discussion / AGS: A Journey
Thu 30/01/2014 05:38:06
January 29, 2003: a day that will live in infamy in the annals of AGS history.  Or it would, if anyone ever wrote an AGS history -but that's another topic.  On this date I decided to stop lurking like some sort of creepy dude in the bushes and start participating in this community.  Can you believe I've been an AGSer for a decade!  My, the time flies when you're having fun.
     
But this is not going to be another gushing ode to the forum and its many temptations -I already exhausted that topic for my 1000th post last summer.  No, this rambling dissertation will attempt to account for the fruits of the vast amounts of time I have poured into AGS over an entire decade, with the aim of better understanding how I have evolved as an artist and where I am heading in the coming decade.  I'm also interested in your own AGS journey: where have you come from and where are you going?

So it all began for me back in the Silver Age of AGS: The universe had already cooled, Yahtzee had already left, and CJ only occasionally deigned to smite the odd mortal from his cloud-top perch.  And into this brave newish world I released the immensely silly AL-Quest 1:



I'm not going to delve into the game's obvious graphical failings.  I remember carefully overpainting all of the original Roger sprites that I had ripped from the Demo Game, only to discover that I created a character 1/6 proper scale ....and then changing the plot to involve a shrinking sequence so that I could make use of the work anyway!  Suffice it to say I learned a lot, which is apparent as the game progresses, but I'm still amazed to this day by the fact that I created an entire game of such length (40 rooms) without learning even a line of coding.  In fact, I never would have gotten into AGS at all if not for the no0b-friendly interaction editor.  I still think it was a mistake to let that lapse....  Anyway, AL-Quest 1 was never a huge hit, although player feedback was in general surprisingly positive.  Like most first projects, it was a fantastic learning experience and served as a good stepping stone for my future endeavours.

The next game I finished was The Winter Rose, released in 2005:



This project was a vast departure from AL-Quest.  Firstly, I made myself code everything -everything!.  Sure, I'd often use the interaction editor to see what code it would use to accomplish something, but it was 100% scripted by me.  I remember being so very proud of that fact, and of course the skills I learned in this process enabled me to undertake all manner of projects afterwards.  The game itself was graphically quite complex: hand-painted backgrounds with pixel work painstakingly made to fit in.  In terms of mood it was a much more sombre adventure than I had designed before, although as you can see from the screenshot of the heroine pulling a blade out of a yeti's butt I never did manage to tame the silly beast within.... (roll)  The Winter Rose was very well received, but people were in general disappointed by the ending -I've tried to internalize that lesson in the endings of my subsequent games. 

Next I worked on my opus, Charlie Foxtrot and the Galaxy of Tomorrow, a parody of the sci-fi genre released in 2007:



At 80 rooms this is the biggest game I ever finished.  The backgrounds are occasionally cringe worthy, and the MIDI music was a bit of a bust (which taught me to seek out the aid of competent musicians in future), but the animation is masterful -masterful!   Even today I am amazed at the sheer amount of animation, and by the fact that it was entirely done with MS Paint.  What was I thinking!?!  I don't even know what I could accomplish if I still had that amount of time on my hands.... The game was incredibly and intentionally silly -for the first puzzle you have to flush yourself down an alien toilet to escape the guards (pictured).  At any rate, the game was a bit of a cult classic, very much appreciated by people who like my silly humour.  I learned a lot about animation, but most importantly I learned if I was going to pursue more ambitious projects I would need to depart from my old methods.

So I decided to try collaboration.  The first attempt was with Yarooze with Besieged, released in 2008.



Graphically it is the best pixel art I've ever done (character art & animations -Yarooze did the backgrounds).  Funkmast's music was phenomenal.  The plot was about a lowly dung-shoveller who had to save the castle from a siege before the king catapulted him to death.  Perhaps there was a bit too much toilet humour (you literally had to sit on "the throne" a couple times to solve a puzzle), perhaps it was the authentic Olde English font that was slightly hard to read, or maybe it was just that I put it into the "short" category in the database, but for whatever reason the game never seemed to gain any traction with the players.  Considering all the work I put into the art, this made me reflect that if I was going to keep making games with my shrinking free time (ah, the perils of parenthood...), I would really have to streamline my work process.

So I collaborated again, this time with Ascovel (Igor) on a MAGS game, later expanded to a proper game with extra scenes, named Snakes of Avalon, released in 2010: 



I expressly wanted to work on the animation using the vector power of Flash, but had a fantastic time bantering plot ideas back and forth with Igor.  While the animation was panned by the critics, the amount that I learned was well worth the effort, as I easily cut the amount of effort-per-frame by 3/4.  Suddenly the sky was the limit!  I was also very satisfied that the macabre plot and social commentary in the game were extremely well-received, but of course a large portion of the credit for this goes to Igor.

My secret plan for refining my skills with vector-animation was to undertake an epic fantasy project.  I haven't finished it, and have abandoned it twice already, but I feel Curses & Castles is an important part of my growth as an AGSer so I'll share it here:



The lazy and sarcastic uncle-king has been turned into a frog (and ever present side-kick), while his dutiful princess-niece has to save the realm from five curses of an arch-sorceress.  The idea was to make a commercial adventure of epic scope and length, and I think that's why it failed (at least, so far....).  In retrospect it was too big, too ambitious for one man to actualize in his occasional spare hours.  When I pushed myself to burn the candle at both ends my health began to fail me, and it's been an off-and-on relationship between me and the game ever since.  I still believe that if I could pull this off it would be a fantastic game, but....  Well, perhaps one day I'll cobble together the means to pull it off.

A little depressed by the failure of C&C, I kind of shot my mouth off about a crazy new way of making games where everyone would do a minimal amount of work but together could create a masterpiece of game art.  While this dream of effortless game creation never really panned out (it was actually a lot of work!), the resulting Draculator II, sometimes simply referred to as "The Swarm Project", renewed my interest in the AGS community.  It was released in 2011:



Despite the copious correspondence required to coordinate the efforts of 40 swarmers, I liked the challenge of trying to weave it altogether into a unique piece of art.  Yeah it was short, but I will always value the connections I made through the effort.  It's also been great to fall back on that network to find collaborators for other purposes, be it voice actors or people with technical abilities far beyond my own (ie coding, sound editing, music, etc. etc.).     You rock, Swarm.

After the swarm project I tried my hand at a shorter, hereto unannounced fantasy project tentatively called Flutterby Dawn about a secret agent pixie who has to combat the evil designs of the Order of Nefarious Organisms (ONO):



  The background world was to be a living organism, with all native "technology" really just repurposed organisms (such as the sparkle vision set, pictured), and the plot a kind of James Bond-esque tongue-in-cheek spy thriller.  This time I spent much less time on art (very little animation, minimal effort on backgrounds) in an attempt to finish the game first, and then polish it up later.  Various strains on my free time (new job, no sleep due to expanding family, etc.) have also caused this project to be shelved for the time being, but as equilibrium is slowly restored to my life I can see myself picking it back up.

And lastly, I finally did finish a vector-art adventure, although you won't be able to play it until March or April or whenever the next Bake Sale is finally going to be released.  This is Blue Lobe Inc., the story about a trio of hapless adventure game developers who start their own company to make commercial adventure games (ah... sound familiar?  ;) ).



  It's supposed to be a web-comic/game/cartoon about adventure gaming.  You'll notice more than just a bit of commentary about the classics, including the occasional puzzle twist from the past!  The game mostly makes fun of my own failed ambitions, while ironically potentially being a successful fundraising vehicle for the AGS community.  Only time will tell on that front! ;-D

So, in conclusion, it's been a long journey, I'm still puttering away at stuff, maybe one day I'll make that perfect game, yada yada, yada.  So how did you become the master game-maker of the future?  What's your last decade been like in terms of AGS productivity?  Share! 
#2022
The Rumpus Room / Re: Attention Rumpusers
Sat 25/01/2014 03:14:47
I'm just going to go ahead and throw away my million dollar idea here, but I think the world is ready for this product and I lack the motivation or wherewithal to bring it to market.

You sell Fart Goggles.  Yeah, that's right.  They're like night-vision goggles or, in terms of effectiveness, those goggles that you used to be able to order from the backs of comic books that let you see through women's clothes.  These fart goggles would allow you to answer that age old question of social beings: precisely who had laid that nasty fart anyway!  It would show -or at least claim to show - billowing clouds and wafting tendrils of fart-polluted air, in colours of various intensities depending on the concentration of fart per cubic centimetre (f/cm3).  I'll leave you guys to hash out the product details and marketing techniques, but let me assure you that this idea is a winner and that you would all be fools not to stake your entire financial futures on it right now: get in on the ground floor, Baby!  And with the goggles, Miguel will know who's testicles to remove if things get a little stinky on the ride to the top. ;-D (roll)
#2023
It was a dark and stormy night....

Hrm. :-\  This is harder than I thought.  I'll keep plugging away at it, though.

BvB
#2024
Theme: Sinitrena
Word Choice/Style: Sinitrena
Character: Sinitrena

Sorry guys, but I genuinely felt that Sinitrena put more effort forth and told a story, as per the original rules.  Her work touches an emotional chord, as well as plausibly laying out the motivation for someone to create a flying-but-safe acrobatic art form.  Ghost & Dualnames had some interesting points to make about Watchmen and explosions, true, but they weren't exactly stories by my definition. 

In other news, longstanding fortnightly writing comp contributor Chef! (recently absent, but we're a forgiving lot) informs me that he has a new baby daughter! 
#2025
AGS Games in Production / Re: Blue Lobe Inc.
Wed 22/01/2014 04:36:30
Quote from: Tabata on Tue 21/01/2014 11:28:32
So our Daddy made a kind of AGS'er family movie           

Well, it's not exactly cinematic, but there are a few cutscenes.  ;)

Glad to see the anticipation building!
#2026
Announcing....

Blue Lobe Inc.
The story of three AGSers who decide to form their own commercial indie game company in their parents' basement!  It's meant to be a kind of web-comic/cartoon as well as an interactive adventure game.  Some people might remember the concept as my abortive Bake Sale game from two years ago.  Here's some screenies:




Also it's fully voiced by amazing AGSers!  And there's an AWESOME soundtrack by Problem: check out a sampling of his tracks on his website!  And there's a mini-game!  And I've got AGS A-lister voice cameos!  And it's silly fun!  You should definitely look forward to playing this game.  Of course, in order to get your hands on it you'll have to support a possible secret upcoming Bake Sale 2 thingy that might probably maybe be happening in February March definitely April!  More on that to be announced shortly by the powers that be, but suffice it to say that you are just days away from playing this masterpiece!

Progress (updated April 2014):
scripting 100%
writing 100%
music 100%
sounds 100%
voices 100%
animation 100%
backgrounds 100%

Basically I'm just tinkering with the old girl until the rest of the maybe-possible-entirely-hypothetical-at-this-point-bakers are ready to release the bundle (What?  What bundle?!?  Who said anything about a bundle??!!!!).  But, er.... otherwise it's pretty much all done!

So let's make lots of anticipatory noises!
#2027
A Committee of One

     OK, OK, OK.  I've got ANOTHER idea.
     DUDE!  That's AWESOME!  I'm so pumped for this.
     I'm not so sure....
     Nice!  Let's hear it.
     It'll never work.  Why bother trying.
     It could too work!  Let's be a little more optimistic.
     Yeah, like last time?  Remember the long hours of toil?  The endless sitting at the computer?  All for what?  Terrible reviews and a sprawling rash on our-
     I'm hungry.
     Bah!  That was a fluke.  I think we can really pull this off!  Whatever it is....
     I can't believe we're jumping on this merry-go-round again.... (roll)
     WHY CAN'T WE ALL JUST GET ALONG!! :~(
     OK, just, just... be quiet.  Let me think for a bit.  Another idea, eh?  This could be just what we need.  What is it?
     I can't believe we're even considering this....
     Dude!  Lighten up!
     Maybe we could get some chips, or somethin'....
     WE'RE SO DYSFUNCTIONAL!  THAT'S WHY I CRY AT NIGHT.  :~(
     Cheer up!  The sun is shining!
     Ah!  Gotta ...focus.  I had it, just now.  A great idea.  I just gotta bring it back....
     Uhhhh... I think I have to pee.
     Blast!
     It was a terrible idea anyway.
     What idea?  Hey, did anybody ever notice how weird my toes look?
     Sometimes I wonder if people are plotting to get me when my back is turned.
     Whoa!  D'you see that hot woman?!?
     She's probably got a boyfriend already.
     Who cares!  Let's talk to her!
     I feel so lonely.
     We're not even in her league.
     She's gone anyway.  I always said you were too slow.
     I think we should try to find her.
     We could build this game.... 
     I guess I could run after the bus and... wait!  What was that?
     Meat!  They're selling street-meat over there!
     No, that other thing....
     We could build a game about a butterfly....
     A butterfly!  I can't believe I'm hearing this....
     Hang on, let's hear it out.
     Focus!  We got to keep it together!
     ...but not just any butterfly.  The butterfly has to lead a caveman around and help him solve problems to defeat the evil alien cyborg dinosaurs that have driven him and his tribe to live in fear of their lives!
     Dude!  That's so trippin'! :=
     Ha!  You're not actually- (roll)
     Great idea!  This is the best thing we've thought of since the Toad Republic! 8-)
     I'm so ...happy! ;-D
     Well... maybe... I guess.... :-\
     Uh oh.  I shouldn't have eaten that taco for breakfast.... :-X
     Inspiration at last!  Let's get home and get busy!  (nod)
     
     
#2028
An extension on an extension?  Whoa!  You're freakin' with my mind, Dude!
#2029
I've got an idea that I'd like to hash out, but there's no way I'll make the deadline.  Any chance of a 2-3 day extension?
#2030
This topic needs more lovin'. :-*  I'm disappointed to see that more AGSers aren't following through with their New Year's resolution to enter the writing competition more often.  (wrong)  I myself have a lot on my plate at the moment trying to finish up a big project, but I'm going to try my hardest to squeeze in a couple hours' worth of writing by Wednesday.  Who's with me? ;-D
#2031
We haven't even met Robina yet!  What if she's an old scold?  Or has braided-armpit hair??  Or is just a sad, lonely internet geek from Texas called "George"?!?  On the other hand, maybe she has an evening gown and can temper the testosterone at our sausage party dinner party this evening....  I say we

>>Order the jester to make arrangements for the small feast tonight (including the appropriate invitations) and admit Robina as the next audience.
#2032
I wouldn't trust that guy if I were you.  He's got a shifty look to him....
#2033
General Discussion / Re: The Hobbit II
Sat 28/12/2013 05:49:29
I totally agree with the assessments of the action scenes being "too much".  I was particularly miffed by the number of "yeah right" moments in the first Hobbit instalment when they were fleeing the Goblins under the mountain.  For the Desolation of Smaug I had a similar feeling when it came to the barrel scene: I mean, fantasy is fantasy, but c'mon.  C'mon.  The barrel flips out of the water and runs over how many orcs, exactly?  C'mon.  The orc was propelled how high into the air to have his head cut off from a boat in water that would absorb the shock of anything falling into it?  C'mon.  C'mon! 
       
   On a positive note, however, I thought the movie did more credit to Thorin's character, actually having him
Spoiler
come down into Smaug's lair and face the dragon.  In the book the dwarves always seemed to be just a little chicken-shit for not standing with Bilbo, who had helped them out of danger two or three times by that point.  At least with the director's cut version you can say they're honourable.
[close]

    I liked the dragon, although I've annoyed my wife to no end by constantly spouting the last line "I am fire! I am death!" in a dragon-like voice, but replacing those terms with happy friendly things like "sunshine" and "music", or "salt" and "bacon", etc.  The set and life-world of Lake Town was awesome too (although the laughable administration of the town was nothing short of silly) -the elf world on the other hand seemed pretty bland.

    But the one thing that gets me is
Spoiler

Gandalf battling Sauron.  Seriously?  Seriously?  I mean, if he knew it was Sauron, why all the research into knowledge that was "lost" in the Fellowship of the Ring movie after reading the fire-runes on the ring if he knew Sauron was out and about?  Gah, I can't stand that kind of continuity error.  Not to mention the fact that the villains again suspend Gandalf over their army-building works, I guess to gloat but inevitably giving him the opportunity to escape and frustrate their plans.  WILL THEY NEVER LEARN!!!!  Just kill him!  Jeeze!  If he uses another butterfly to summon the eagles to rescue him I swear I will shit myself in the cinema next December -my fellow patrons, you are warned!
[close]

    So in conclusion, although it didn't follow the book very religiously and cut out some parts I was really looking forward to, and I didn't really like the overdone action scenes, and there were some sadly predictable clichés and continuity errors, I did like about half the movie and some of the director's decisions to take the story in a slightly different direction.  So I guess in the end I'm feeling kind of neutral on the whole experience.
#2034
Do we even have guest quarters?!?  Or is that code for bunking with Annabelle in the castle courtyard? 

Oh well, here goes nothing....

Quote from: Ghost on Thu 26/12/2013 19:27:45
> have Jester bring Rorik to guest quarters, then hold audience
+1
#2035
Congratulations LostTrainDude!  I look forward to your topic.
#2036

Character: kconan for Captain Whiskers, Cletus, and the unnamed small-time drug dealer: all were very colourful characters!
Plot: Sinitrena for a well-structured fable, complete with lesson.
Background World: LostTrainDude for the dysfunctional city at night.
Word Choice/Style: kconan for the analogies and clever word play.  "Driving like a meth addict to see her dealer" and "ass & pepper spray" spring to mind.
Happiness: kconan, for making me chuckle the most.  I'm happiest when I'm chuckling.... (laugh)

I doubt I'll be around for Christmas, so best wishes to all you writing comp folks, especially you regulars who keep up the good fight just to keep me entertained.  See you all on the other side....
#2037
The Happy Ghost of Christmas Past

   â€œ...And then you dip them in caramel!  Of course they try to crawl away for a bit, but you can always tell where they've got to, since there's a stippling of sweetness that follows them wherever they go.  And then when the caramel sets, they're good and frozen in there.  They'll keep three to six weeks, longer if you freeze them.  Now let me tell you about how to make my famous Shoo-Fly Pie....”

   Lykas nodded his head absently as old Mardo McGew  prattled on about her infamous recipes.  It would be tedious if they weren't so fiendishly ghoulish.  If she'd been a Hallowe'en goblin she would be a celebrity chef, but as a Christmas elf her career came to a quick and ignominious end once she started introducing live insects as an ingredient.  That's how she ended up here, in the Home for Addle-Witted Elf Elders.  Still, she was happy enough to rant about her recipes, as long as she had somebody to share with, and at Christmas and her birthday the staff would even provide her with toy bugs for her to pretend bake with.  And happiness was what counted in life, Lykas was sure of that.

   For his part, he was a giving elf.  Sure he spent his time on the production lines with the rest of the elves, for twelve hour shifts a day with plenty of overtime in December, but his heart just wasn't into the giving of things.  No, Lykas liked to give his time, after work or on a rare day off, to bring joy to others.  And who needed cheering more than the poor neglected coots at the Home?  Crazy though they may be, they were still good-hearted folk, deserving of the milk of Elven kindness no less than the next elf in line.  And even more so, Lykas thought, considering their long years of service to The Cause before being committed.  So he was happy to cheer them, and they seemed happy to be cheered, and so everyone was the happier for it.

   Sure, sometimes things got weird.  Falomore Flipright, for example, thought he was an alien from planet Vulcan.  It was a reasonable conclusion, considering his addiction to Star Trek reruns, his pointy ears, and his very prominent eyebrows.  When Lykas went to visit Falomore he first had to submit himself to a logic quiz to make sure he wasn't a Romulan, before being subjected to the bizarre ritual of playing with his Star Trek figurines.  The weirdest thing about it was that he actually seemed to believe them to be living autonomous beings.  He had even rationalized why all of his space companions had been shrunk to 1:20 scale (apparently it was some sort of transporter glitch).

   And then there was Daros Deeker, an ex-wrapper from the line's end division.  He had developed the peculiar compulsion of having to wrap everything.  Everything!  His room was done up like some sort of inside-out present, and the furnishings always crinkled with fresh paper.  The really queer thing was that he had been forbidden wrapper ever since he started a fire by wrapping his lamp, but somehow he always seemed to be in possession of more.  The security staff had enlisted Lykas' aid in sleuthing out his source, but he'd never managed to catch the old bat smuggling it in.  His own pet theory was that he manufactured it himself in his room from pocket lint that he harvested regularly from the more comatose inmates at the canteen.

   Sylabess Sly was another exceptional case.  Once she was a brilliant tinkerer, but then she somehow became convinced that the North Pole was warming and would slowly melt into the sea.  Every time he visited she would show him charts and graphs of her latest data.  She would rave his pointed ears off about trend-lines and the perils of polar ablation (“the Secret Killer,” as she called it), and sometimes she would show off her kooky homespun instruments.  He regretted that he couldn't spend more time with her, for her arguments almost made sense in a kind of zany way, but she kept her room so very frigid that Mardo McGew's caramelized bugs would keep indefinitely therein.

   And then there was Allakhan Abbot.  This guy was a real nutjob.  He was possessed of the delusion that he was the true Santa Clause, and that their current lord and master was nothing but a carpetbagging imposter.  When he was restored to power, he claimed, his enemies would tremble in their boots!  If only he could raise an army of feral reindeer to purge the populace of his unwitting supporters, he could then turn his attentions to those wicked children on the naughty list.  Too long had they been appeased with gifts and candy.  When he was restored to his rightful throne they would be coaled back to the neolithic - “Old Testament-style!”  Still, for a megalomaniac in waiting the old guy had his charm.  He always let Lykas sit on his lap and had an endless supply of candy-canes to share.

   Yes, they were an odd bunch, up here in the Home.  But they weren't scary, not really.  And in this season of spreading cheer Lykas had begun to consider their exile and the price it had on society.  They were miserable, up here, deprived of the elven contact that would bring them fulfilment, while the populace at large was deprived of their wacky antics and unique perspectives.  They were genuinely interesting folk!  And the more Lykas thought about it, the more he considered how the two groups, the crazies and the normal elves, would both be the richer were they to be reunited.  And so, bitten by the seasonal bug, Lykas determined to spread such cheer by leaving the back door to the canteen propped open and changing the signage inside.  Slowly, two or three at a time, the long-forgotten inmates of the Home for Addle-Witted Elf Elders wandered free, on their unknown mission to make this the most memorable of Christmases at the North Pole.  Lykas was happy.   
#2038
Well, it's coming down to the wire, but I'm going to try to make a last minute stab at this.  Who's with me?
#2039
Cool!  When will there be global coverage?
#2040
Quote from: WHAM on Thu 28/11/2013 20:27:31

a LOST WARRIOR seeks assistance from the KING

BARON MONOCLE, an envoy of a pirate clan from the Western sea, seeks an audience with the KING

HIRSCHEL THE WIZENED offers his skills as a HERBALIST to the KING

ROBINA THE RANGER and her archers seek to offer their services to the KING

a TRAVELLING ARTISAN seeks to offer her finest crafts and services to the KING

You know, there's nothing in the list indicating that the Lost Warrior is a he;)

And, while I'm all in favour of meeting Robina the Ranger and her band of shaved sharpshooting seductresses, meeting the travelling artisan before the Merchant of the South departs might enable us to turn a quick profit.

As for the militia, I am all in favour of it.  Sure, they may not be great warriors, but since they'll be defending their homes they should at least be reliably loyal, and given their lack of training one would assume that they'd be reasonably cheap to employ.  For guarding and standard law & order patrolling, I think that should suffice, while the more taxing work should be left to the professional warriors.  So....

Quote from: Tibatonk on Thu 19/12/2013 00:42:53
>>Tell Lancelot to begin gathering volunteers for the TOWN GUARD and grant next audience.

+1
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