Thanks for sharing this. I really do mean that as well.
I always love to see someone who values their own art enough to want to archive it.
I always love to see someone who values their own art enough to want to archive it.

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Show posts MenuQuote from: 90sNick on Sun 10/08/2025 17:10:21Hello, I am 90sNick (or 90sNick_Pinesal in some places). I have created a couple of RPGmaker games, but there's the thing with those, I modeled the gameplay after a point and click adventure, no battles, just dialog and puzzles.Welcome to the forums Nick. You made a good choice of engine for adventure games. It can seem intimidating at first, but you'll find that it's actually quite easy to use. This was the first game engine I used, and I had no coding expereience at all. As a matter of fact, AGS, is what started me off learning how to code.
Quote from: 90sNick on Sun 10/08/2025 17:10:21I do have a quick request, if I may; I there a game that I can play and load into AGS for the purposes of dissecting the game and figuring out how it works? The build in templates are good but they don't represent a full working game.I know exactly what you mean. I first learnt how to use AGS by dissecting the various templates.
Quote from: LimpingFish on Thu 31/07/2025 23:13:12https://gizmodo.com/microsoft-predicts-these-jobs-are-safe-from-ai-2000637340To quote Bioshock: "They come to Rapture thinking they're gonna be captains of industry, but they all forget that somebody's gotta scrub the toilets."
I love the matter-of-fact tone from Microsoft, as though AI is a force of nature and not something actively being pushed by these hell-hounds.
Quote from: LimpingFish on Fri 18/07/2025 21:21:42It's much worse, apparently.I can't wait until it bursts.
Quote from: Ghostlady on Wed 16/07/2025 02:58:22Since the game I am creating has a resolution of 640 x 480, is there a way to disable the higher resolution options so that a player cannot pick them?Why would you want to do that?
Quote from: bicilotti on Thu 10/07/2025 14:25:31What I am not happy about is consumer behaviour. I see many people moaning about subscription services, "always online" games and day-0 DLCs, but in the end they keep buying them.I like to think that the disconnect between what people are saying, and what people are doing, is more of a result of the silent majority not caring.
Quote from: Snarky on Tue 24/06/2025 18:15:13As forum members may rightly be suspicious of strange links by unknown posters, I will say that it looks legit. If it hasn't been edited after this reply, the link is to a Google Form (using Google's own URL-shortener) survey about a real adventure game in development:As someone who has already filled in the survey.
Quote from: Alan v.Drake on Mon 09/06/2025 07:37:36Check the DateTime api: https://adventuregamestudio.github.io/ags-manual/DateTime.htmlOf course if you do that, people will easily be able to circumvent your copy-protection by just changing their internal clock.
You can compare if the current date/time is past a due date and quit to desktop.
- Alan
Quote from: brushfe on Mon 26/05/2025 01:41:27Hello!In terms of coding, just make sure to use the StartCutscene and EndCutscene functions so players can skip them.
I'm planning out the introduction credits and cut-scene for my game. Before I go too far down Beginner Lane, I wondered if anyone had any guidance or tips on how to (or not to) code scenes like these?
(There will be other cut-scenes beyond these, so I'm hoping to avoid learning something useful later on and redoing everything!)
Thank you for any insight in advance!
Quote from: cat on Tue 13/05/2025 10:44:43What I don't get: don't all traditional human artists train on existing art? I imagine that art teachers will show a bunch of Picasso paintings to their students and tell them "Now do something similar" and people will look at the pictures and copy parts of it or only concepts into new paintings. Heck, even the old masters learned by just copying other paintings.Good question. And the answer will depend on who you ask.
Why is it different here?
Quote from: LimpingFish on Mon 12/05/2025 23:20:42As a non-pixel artist (or a least a very rudimentary one), does supposedly "good" AI pixel art still look weird to pro pixel artists? I mean, apart from the usual extra fingers and melting hair, AI pixel art looks somewhat...off to me. Is it because of AI's weakness with shadows and contrast (that flat 50-50 light/dark style inherent to AI), or is it something else? Palette choices? Pixel placement?I'm far from a pro, but it looks off to me too. For me it's usually the pixel placement. They always place pixels in spots that no one ever would, unless they just scaled down a picture using nearest-neighbour.
Quote from: Crimson Wizard on Wed 07/05/2025 13:17:31Thank you for the detailed reply, I really do appreciate it.Quote from: Danvzare on Wed 07/05/2025 13:11:08Backwards compatibility has been a very important part of the development of AGS. It's only recently that the various developers (there's quite a few who work on the engine) have been considering removing some of the backwards compatibility in order to make the engine function better and be easier to maintain.
Dropping backwards compatibility has been suggested from the start. The problem with this project was that there were people who wanted to have a fully backwards compatible engine capable of running old games (because it was important for other systems), and those who wanted to drop compatibility completely. The ones who were writing backwards compatible engine were more active in practice, and when I joined the project I did not realize this whole issue, so went along with their chosen route, and kept backwards compatibility for way too long. This had a large negative impact on the development.
Then, I double checked that "quite a few" means "many". No, we are not "quite a few" developers, we are very few. There's literally couple of people who work more or less persistently (at least for the last several years), and then maybe 2-3 more that contribute periodically. The people changed over time, but these numbers remained same. The list of people working on AGS credits over 40 people, but majority of them have made couple of contributions over the years and never returned again.
Quote from: Crimson Wizard on Tue 06/05/2025 15:41:19I cannot tell which exactly manual is not working, since you did not mention that, but the online manual is available here:This one (the one that the sticky on the Beginner's board points to): https://www.adventuregamestudio.co.uk/manual/
https://adventuregamestudio.github.io/ags-manual/
Quote from: Nine Toes on Tue 06/05/2025 23:37:36So does that mean some of these games are available on Steam, or even the Google play store? Have adventure games made the move to mobile devices?Yep, yep, and yep.
Quote from: Nine Toes on Tue 06/05/2025 23:37:36What's more, I was in my mid-twenties. I had a bad attitude, bad temper, and a really unsavory sense of humor. I said a lot of dicey, not-so-nice things to a few people on here, and made a lot of really cringe remarks.Don't worry about it. I doubt anyone but you, remembers or cares. Everyone here tends to let bygones be bygones, and I've yet to see anyone hold a grudge.
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