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Topics - Dave Gilbert

#61
Completed Game Announcements / Primordia
Wed 05/12/2012 20:53:36


Story
What happened to the humans?

Set in a post-apocalyptic world strewn with cast-off machines, Primordia tells the story of Horatio Nullbuilt, a stoic robot who values his solitude and independence. Horatio spends his days studying the Book of Man, sparring with his droid companion Crispin, and tinkering with the airship they call home — a peaceful existence that becomes threatened when a rogue robot steals the energy source that the pair needs to survive.

When Horatio and Crispin's search for energy brings them to the dazzling city of Metropol, the simple quest to recover their stolen power core leads to unexpected discoveries about Horatio's origins and a new understanding of the legendary humans who walked the earth before him.

Developed by Wormwood Studios
Published by Wadjet Eye Games

Reviews
"There are gameplay mechanics and storylines that have stood the test of time – Primordia is one of those games." (10/10)
The Four Oh Five

"Primordia is one of my favorite adventure titles of all time."
-Softpedia

"Primordia will enchant its guests, leaving a deep impression that will have you wanting more."
-Thunderbolt Games

Screenshots








Team
Art: Victor Pflug (Pinback)
Writing/design: Mark Yohalem
Programming: Jim Spanos (Dualnames)
Music: Nathaniel Chambers (Bubble Pipe Media)

Starring
Logan Cunningham (Bastion, Resonance)
Abe Goldfarb (Blackwell, Shivah)
Sarah Elmaleh (Gemini Rue, Resonance)

Trailer
[embed=640,360] <iframe width="640" height="360" src="http://www.youtube.com/embed/0YvWQi_5fsw" frameborder="0" allowfullscreen></iframe> [/embed]

Price
$9.99

Where to buy:
Buy it directly from Wadjet Eye Games
Buy it on Steam
Buy it on GOG
#62
So we've been sitting on this secret ever since Mittens, but enough time has passed so I guess we can announce it. Janet and I are becoming parents!



Obligatory ultrasound scan pic. We're twelve weeks along. Thrilled and terrified at the same time. :)

-Dave
#63
Janet and I are going to be joining Ben Ward and Dan Marshall (of Size Five/Zombie Cow) at a pub in London on the 18th and we're inviting any indies/developers/friends to come along. If you're in the area, please do so! The details are here: http://www.sizefivegames.com/forum/index.php?topic=4606.0
#64
Now that the forums are back online we can announce this here!

Da New Guys: Day of the Jackass


The sequel to the original wrestling comedy.

Story

Brain - the worst brawler in the history of the Wrestle Zone - has won the title belt! Not even his team-mates Simon and Defender can believe it. But when Brain gets kidnapped (along with the belt), it's up to them to get him back.

Street-fights, car chases, and obssessed fans all stand in the way of Brain's rescue. But as the reluctant heroes find themselves descending ever deeper into in the city's darkest corner, they learn that their problems are only just beginning...

Written, programmed, and animated by
Chris Burton (Icebox Studios)

Published by
Wadjet Eye Games

Starring the voices of
Chris Burton
Shelly Shenoy
Brian Silliman
Abe Goldfarb

Features


  • Play, once again, as all 3 members of the team
  • Explore eight locations around the city, with more than 70 screens
  • A full MP3 soundtrack by For The Winnings composer Chris Moorson
  • Unlockable artwork and achievements
  • Full, lip-synched voice acting


Screens

Brain waits for his moment to strike.

This old coot is tougher than he looks.

Simon and Defender search all over town for Brain

Download the demo
Watch the trailer
Play the first game
Like what you see? Buy it now for $9.99!
#65
General Discussion / Happy Holidays!
Sat 24/12/2011 15:43:11


Just a little cheesy holiday post to thank the AGS forum for being our foundation over the last five years.  We owe our livelihood to this engine and this community, so... you know, thanks and such. :)

Have a great holiday season everyone!

-Dave
#66
Pretty much what the subject says.  I have a GUI with no background color.  All the custom buttons I place in the GUI are completely invisible, although you can click on them just fine.  All other GUI items like text labels, boxes, etc, are displayed just fine.  The only way to get the buttons to appear is to add a background color to the GUI, which is not something I want to do.

The only exception is the default AGS button that is created when you generate a button.  That displays perfectly.  But as soon as I replace it with a custom image, it turns invisible again.  

This is an issue that seems to have magically appeared, and I'm not sure what is causing it.  Any help is appreciated!

-Dave

edit: Dunno if this helps narrow it down, but this issue is happening with games that I have upgraded from previous versions of AGS.
#67
Advanced Technical Forum / Music and AGS 3.2.1
Thu 01/12/2011 16:31:54
Hi everyone.  This seems like it should be a pretty common problem with anyone upgrading an old game to the latest version of AGS, but I can't seem to find any threads about it.  So forgive me if it's been brought up before.

So, I'm upgrading Blackwell Convergence, which was released in 2009 and used an older version of AGS.  I forget which one, but allowed you to set the room's background music via the room editor.  When I brought the game into 3.2.1, various .Play() commands were added to the "before fadein" function to replicate it.

However, now the music just plays for 1-2 seconds before stopping completely.  I'm not sure why it does this, since I was able to upgrade Blackwell Legacy and Unbound (which were made even earlier than this one) with no problems whatsoever.  Any ideas are appreciated!

-Dave
#68
Not sure if this is the right place for this, but it seemed more logical than updating all three of the previous Blackwell threads.

I've upgraded the first three Blackwell games to the latest version of AGS, and I would like some testers to go through them before I release them.  If anyone is up for it, register on the Wadjet Eye forum and tell me your username.
#69
Hi all!  Dunno if it's appropriate to post this here, but I'm going back and upgrading all of my previous Blackwell games to the latest version of AGS.  Since I'm diving into the code anyway, I figure I might as well make some small improvements here and there.  If you've played the previous Blackwell games and there's some minor detail that stuck in your craw while playing, please let me know!  Either on this thread or on my forum.

Thanks!
#70
Maybe this should be in Beginner Tech, but bare with me.

I'm going back and updating my back catalog with the current version of AGS, and making some small improvements while I'm in there.  One such improvement is to add backgrounds to the dialog text in Blackwell Legacy, since sometimes its hard to read the text against the background.

I've set up the background in the editor like this:



But displayed in the game, it looks like this:



Any help on fixing this is appreciated!  

Thanks,

-Dave
#71
Reality-on-the-Norm / Funny story
Mon 17/10/2011 20:41:12
I was interviewed by a guy yesterday who seemed to know a lot about me, but had a lot of difficulty articulating what he wanted to say.  He started off by asking me "So tell me about your normal games."  I was like "Normal games? What do you mean by normal?"

Obviously he was talking about RoTN, but it took awhile for me to figure that out.  ;D
#72
Wadjet Eye Games presents:
Blackwell Deception
(Blackwell #4)



The story
Street psychics.  Their blinking neon signs are everywhere, promising love and wealth and happiness.  They make a fortune preying on the gullible and milking them dry.  So when these victims begin dying and leaving confused spirits behind, it can only take a genuine psychic (and her wayward spirit guide) to clean up the mess.  

From seedy downtown nightclubs to penthouse apartments to a luxury yacht on the Hudson River, Rosa and Joey will unearth the truth about the underground world of street psychics.  Including some secrets that Joey would rather be left buried.

Screenshots:

The void.


A storefront psychic's office.


Joey gets his groove on.


A familiar face returns.


A peek into Rosa's past


Snooping around a Columbia University dorm

Trailer
http://www.youtube.com/watch?v=G7Z5A6CVCME

Demo
http://www.wadjeteyegames.com/demos/Deception_Demo.exe

Price
$14.99

Buy it
From HERE

Team
Written and programmed by: Dave Gilbert
Backgrounds by: Indrek Plavutski (InCreator)
Character sprites by: Ben Chandler (ben304)
Character portraits by: Daniel Rubenstein
Music by: Thomas Regin

Also, Abe Goldfarb and Rebecca Whittaker both return as Joey and Rosa.

VO samples
Rosa clip
Joey clip

Conversation clip 1
Conversation clip 2


Notable features:
- Note combining is back!
- Rosa has a smart phone now.  No more trekking back home to use the computer.
- Five individual cases to solve.
- More ghosts than ever!*  Eight in total.
- Part of Joey's secret past revealed!
- Plus all the usual guff - voice acting, orchestrated music, commentary, and unlockable bloopers/extras.

You can buy it from the official Blackwell Deception page.

*Legacy and Unbound had two ghosts each, and Convergence had five.
#73
A bit inspired by Grundislav, I decided to do my own "play my game and talk about it" series.  I chose Emerald City Confidential as the game to do, since I probably have the most to say about it.  I'm not able to do it live, but I've posted the first episode to YouTube.

Link Here!

In this episode, I talk about how hard it was for players to pick up a crowbar, why dialog windows are terrifying (to some), and the genesis of those quest gems.

Anyway, lemme know if you enjoy it.  I'll probably do more.
#74
Hi everyone!

This is my first attempt at making a proper, cinematic trailer for one of my games.  I've spent a few days futzing with it and I think I've got it to where I like it.  It's a bit rough in places (the voiceovers are a bit loud, for example) but I think it's a good start.  I'm looking to get some feedback before I futz with it further.

I've uploaded it to a dummy youtube account and marked it as "unlisted".  I'd appreciate it if you didn't discuss it outside of this forum thread. :)

Anyway, here it is:

http://www.youtube.com/watch?v=dyRVQSQv60Q

Thanks in advance for any initial reactions you might have!

-Dave

edit: Well, I suppose I brought it on myself.  The vid was leaked so I had to remove it.  Sorry!
#75
Hi all!  We're about to release Gemini Rue in German with a German publisher, and the one thing they need is the winsetup.exe file translated into German.  Is that something we can change on our own?  Or is there a German version of winsetup.exe floating around?  We'd need it for version 3.2.1.111.

Thanks to anybody who can help!

-Dave
#76
Hi all!  

Here's what I'm trying to do.  I have an audio recording that the player can play at any time during the game.  I want the current music to stop, let the audio recording play, and then continue the music from where it left off.  Since the player can run this recording at any time, there is no way to know what background music will be playing.

In earlier versions of AGS, there was a command called "GetCurrentMusic()" which let me assign the currently playing music number to an integer.  Since music is no longer called by using integers, this command is obsolete now.  I'm trying to replicate this command in 3.2.1.  My gut tells me the solution to this is very simple, but I've been trying to recreate this command for days and can't seem to manage it.

In v3.2.1, it seems that the only way to get the music file is to know what channel it's playing on first.  But since I've just been using the Play() command and not assigning the music to any specific channel, this won't work for me.  

Is there a way to do this?  Or is this no longer a possibility in the latest version of AGS?

-Dave

#77
Hi everyone!  

So, most of you know me.  If not, here's a brief introduction.  Since 2006, I've been developing commercial adventure games using (mostly) AGS and selling them under the banner of Wadjet Eye Games.  Two years ago I was joined by my wife Janet, who now helps out with programming.  We do this full time.  Working on these games is our sole source of income, so we're pretty serious about it.  

In addition to the games that I've written myself, we've published two games from other developers.  In 2010, we published Erin Robinson's Puzzle Bots.  Last February, we published Josh Nuernberger's Gemini Rue.  Working with other developers and their games has been such a positive experience that we'd like to work with more of you.

So, consider this a call for submissions.  If you've got a game that you think would fit within our current roster, we'd love to see it!  Here are the services we'd offer:

* PR.  Once the game is done, how do you get the word out?  We'll handle all of that for you.  Not only will press releases go out to adventure-friendly news outlets, but we will also follow up with them to make sure it gets the coverage it deserves.  We've also got a mailing list of about 8000 customers who will hear about your game the instant it comes out.

* Sales/hosting.  We'll host the game, deal with the customers, collect the orders, and handle tech support.  We'll give you an itemized sales report every month along with your royalty payment.  The royalty percentage will vary depending on the game and how much work/investment is required by us.

* Voice acting. We have casted, recorded, and directed the voice overs for eight games in the last five years.  We've got a regular crew of professional actors, and add to that crew with every game.  All of our games have voice acting, so we'd gladly do this for you as well.

* QA.  We've got a revolving team of about 30-40 testers who will give your game a thorough thrashing.  

* Production help.  Not all of us can do everything.  If there's one area of your game that's lacking, we can help bring it up to par.

Keep in mind, we are not interested in funding a game from scratch.  We are mostly interested in finding some quality games, polishing them up, and helping to bring them the rest of the way to completion.  If you've got something in-the-works and have been considering going commercial, drop us a line.
#78
Hi guys.  A weird request, but a customer of mine is having trouble getting Gemini Rue to run in Windows 98.  The engine specs say that the games can run just fine on Windows 98, but when he runs the game he gets a message saying that it is expecting a newer version of windows.  Obviously I can't test this myself.  Does anyone have any ideas?  The game uses the snow/rain plugin, which might be causing the problem.
#79
Hi all!  I recently got a new computer which uses Windows 7.  Today I tested my current game in fullscreen mode and my mouse cursor would not move.  The mouse cursor would work fine in windowed mode.  After trying various options, I found that the cursor would magically work perfectly in Direct3D mode.  I am trying to avoid using Direct3D mode, as I've discovered that a lot of older computers are incompatible with it and I've lost a lot of sales that way.  Is there to get a DirectDraw game to work under Win7 in fullscreen mode?

EDIT:  I've tested this with other AGS games and the same thing seems to happen.  Switching to windowed mode works fine.

EDIT 2: Actually, it seems the whole GAME freezes up, not just the mouse.

EDIT 3:  I've looked up this old thread which said the game needs to be in 32 bit color to run in DirectDraw mode under Win7.  My game *is* a 32 bit color game, and it still doesn't work. :(
#80
Wadjet Eye Games presents:
Blackwell Deception
(Blackwell #4)



The story
Street psychics.  Their blinking neon signs are everywhere, promising love and wealth and happiness.  They make a fortune preying on the gullible and milking them dry.  So when these victims begin dying and leaving confused spirits behind, it can only take a genuine psychic (and her wayward spirit guide) to clean up the mess.  

From seedy downtown nightclubs to penthouse apartments to a luxury yacht on the Hudson River, Rosa and Joey will unearth the truth about the underground world of street psychics.  Including some secrets that Joey would rather be left buried.

Screenshots:

Spoiler.  This receptionist is unhelpful.


Moving on.


A storefront psychic.


A familiar face returns.


A trendy east village cafe.  Even mediums need their caffeine.

Trailer
http://www.youtube.com/watch?v=G7Z5A6CVCME

Demo
http://www.wadjeteyegames.com/demos/Deception_Demo.exe

Team
Written and programmed by: Dave Gilbert
Backgrounds by: Indrek Plavutski (InCreator)
Character sprites by: Ben Chandler (ben304)
Character portraits by: Daniel Rubenstein
Music by: Thomas Regin

Also, Abe Goldfarb and Rebecca Whittaker both return as Joey and Rosa.

VO samples
Rosa clip
Joey clip

Conversation clip 1
Conversation clip 2


Notable features:
- Note combining is back!
- Rosa has a smart phone now.  No more trekking back home to use the computer.
- Five individual cases to solve.
- More ghosts than ever!*  Eight in total.
- Part of Joey's secret past revealed!
- Plus all the usual guff - voice acting, orchestrated music, commentary, and unlockable bloopers/extras.

Release date:
October 13, 2011

Be sure to check out the official Blackwell Deception page and my personal blog for more info.

*Legacy and Unbound had two ghosts each, and Convergence had five.
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