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Messages - DD

#1
Haha I'd definitely bring up community feedback and ideas from the AGS forum if I were to be hired! Telltale is known for listening to community feedback - and working for EA, I had to filter community feedback too, all those companies do listen. Telltale also has its own forums, which I'm sure you know about: http://www.telltalegames.com/forums/

I also posted the game here, but nobody has cared to comment on it yet: http://www.telltalegames.com/community/discussion/55412/my-adventure-game-application-for-telltale-games-

Quote from: Anian on Sat 28/12/2013 13:58:19
Maybe there should still be music playing after you talk to mr. Martinson, but overall this looks interesting. :smiley:
On the other hand I have no idea if people at ttg will like it or not, but good luck and if you ever get your foot in the door make sure to cut down on QTEs. :grin:

Totally agree on the music! I would've loved to have some more time to add more music, but it would have taken me longer and I needed the time to fix bugs. If you remember from say, CMI, areas like the ship's dungeon or the crypt (where you're can't leave the room) it's all sound design. My point is... it'd have needed some testing to make sure that the looping musical track didn't drive people crazy. It's a shame I couldn't figure out a good way to work it in within the time I allocated for this project.
#2
Oh wow, bugs just never stop! Thank God the engine is rock solid, otherwise I'd be in trouble. Thanks for letting me know!

And yes, from a production standpoint it was necessary for me to come up with an excuse not to have audio :) That way I could get away with writing only the beginning and end of the game and send it to the recording studio, while I wrote the rest of the dialog.

I'm gonna wait up a little bit and see if more bugs appear and I'll fix them and upload a new version. Thanks for the feedback!! This is an incredible community.
#3
Thanks guys!!

And oops, I didn't think the debugger would still be there after compiling the deliverable game. Fortunately it stays out of the way as long as people don't press the ` key.
#4
Hello everyone!

My name is Diego Delfino, and I am a media producer. My credits include work for clients like EA, Hyundai, and SyFy Channel, and I'm also currently a producer for a Live-Action webseries on Machinima, backed by Microsoft Studios and 343.

I am currently trying to get a position as an assistant producer with Telltale Games. Hence, I decided to program a little videogame application. I hope you all like it! It should give you a good 40 minutes of fun:

https://www.dropbox.com/s/rog25oj264mj94k/DiegoDelfino_Telltale_Videogame.zip
Just extract the files, and double-click on Super Assistant Producer 4 FINAL.exe

Some of you may remember Marius Fietzek's brilliant application for Double Fine. I could never top such brilliant feat from a presentational standpoint! But at least I wanted to prove that I can lead a team in making a single episode and release it by Christmas, bug free (minus a few graphic glitches), and enjoyable. I really do hope you enjoy it as much as my team enjoyed making it.

Happy holidays!

PS: Here's a video walkthrough if you can't play it or if you get stuck: http://youtu.be/qa6pVATdEWQ
#5
Quote from: JanetC on Tue 12/02/2013 16:18:20
Quote from: AGD2 on Tue 12/02/2013 15:31:48I suppose the question is whether anyone here who's already familiar with AGS would be willing to prioritize working on porting AGS to Allegro 5 (and getting Mac porting functional) - essentially treating the task like a real job or work-for-hire over a specific period of time?

I have asked this specific question before and got little response - everyone is basically too busy with real work to commit like that :(

However they assure me that it will get done eventually.

I believe that our hope lies on freelancers who are ready to take on this job, and would be willing to give us a quote and a timeframe. I am assuming that making it a paid job would turn this task into real work.  :)

I know that Dave Gilbert has already started a thread about this in the Employment section, so I guess we can wait for more people to contact him. In my case, I hope I can have a clearer idea of the feasibility of this port by March, or I will probably go with Unity like the programmers suggest. The C# syntax + already-working adventure engine + designer-friendly IDE made AGS a possible alternative, and I still hope to be able to use it.

Bernie: Thanks for your GM:S tips! I will get in touch with you shortly.
#6
Quote from: AGD2 on Tue 12/02/2013 15:31:48
I suppose the question is whether anyone here who's already familiar with AGS would be willing to prioritize working on porting AGS to Allegro 5 (and getting Mac porting functional) - essentially treating the task like a real job or work-for-hire over a specific period of time?

Yes, that would be the question! The people at Wadjet Eye were also trying to get this done, so making a money pool among all the parties involved would be a good idea. Yet, the question remains: how much would it cost? Hopefully we can all join forces in this.
#7
Thanks to everyone for the comments! I had been reading in the forum about the issues with Mac OS 10.7 and up. I guess that my question would then be how much it would cost to upgrade the AGS engine to make it compatible with Allegro 5. It seems to be a complicated issue.

Bernie: I had attended a Game Maker workshop a while back, and I see that it has improved considerably from those days. I will definitely consider it! Has anyone used Game Maker Studio on a point-and-click adventure?

PS: Joseph, that sounds great! A great step for AGS, indeed.
#8
Hi everyone!

I am one of the producers in a team raising money to build a 2D point-and-click adventure, and we want the adventure to be available on Mac, iOS, and Android. Although some people in the team believe that we should build the adventure in Unity, I believe that building it in AGS will be considerably faster, cheaper, and conveniently tailored to our needs. Our problem, of course, is that at this point we can only make a PC build of the game with AGS.

How much would it cost to make iOS, Android, and Mac OS ports of AGS in 6 months or less? I am talking about tested, fully functional ports, just like the PC version. I know that Wadjet Eye is willing to port their great games, and that got me very excited. Would anybody be able to make an estimate, so that we can incorporate it into our expected budget for the game? It would be very appreciated.

Thanks to all!
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