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Messages - Dave Gilbert

#641
AGS Games in Production / Re: Neofeud
Thu 27/08/2015 12:27:16
Those social media companies are useless. Most of the 1000x followers they give you are either A - fake bot accounts or B - other accounts that signed up with that company (they will ask you to follow a certain number of client accounts in return). The only benefit it gives you is that large follower count, which make you LOOK more popular but that's it. It doesn't solve the problem of getting interested users to engage with you since the followers you get aren't actually interested in your game. Ignore these guys like the plague.

You don't need a marketing company to get on Greenlight. Valve is handing out Greenlight approvals like candy. Just put your game on Greenlight and wait a few months. It will get there.

Regarding Kickstarter... it's not the magical money magnet it once was. :) The honeymoon is definitely over, and that goes double so for point-and-click adventures. The sad reality is that a lot of the "big" kickstarted adventure games were big disappointments, and the press isn't as eager to cover them like they used to. So you'd need to push your campaign yourself, and that's a full time job in itself. Which is why I don't do it. :D

Anyway, your game looks fun. Good luck with it!

-Dave
#642
Quote from: Mods on Fri 31/07/2015 13:35:50
is literally screaming "budget = this could happen". It wouldn't be particularly hard to raise someone 20,000 to take 3 months off to re-write AGS from the ground up (or whatever is needed/necessary, you can't just say it won't work/happen without exploring it!)

Like I said, we've offered this and more to fix the problems with AGS and nobody is biting. At least, within the community. We've approached engineers from outside the AGS community, and it costs a heck of a lot more and the time frame is much longer than "a few months." You'd basically be asking someone to dive into a code structure that's over a decade and a half old (which uses lots of outdated libraries), figure out how it all works, parse the problems with it, and completely change how the engine works without breaking anything. It's no small task.

That said, I'm sure there's an answer that we haven't thought of. We haven't pursued it as aggressively as we could have because this is more Janet's area of expertise and she's been very ill this year. Otherwise we'd be more on top of it.
#643
We have offered to pay people to fix problems with AGS before (things that are problems for us specifically, not the community as a whole), and the responses have always been no. It's a hobby for most of the folks here, so we don't hold it against them.
#644
Quote from: MiteWiseacreLives! on Wed 29/07/2015 17:24:13
Dave and WadjetEye set a good example when providing the community help with the IOS port challenge,

Just to make it clear, that should be "Janet and WadjetEye." Janet did the whole thing. I just had the strenuous task of tweeting about it.
#645
Was just about to post here to ask this myself! Would like to book tickets and things, so do let us know.
#646
This looks frigging amazing! And I'm doubly amazed you've got this working in AGS.
#647
Using AGS's default save system does NOT work. If we continue to use AGS, we'll make our own. This is totally possible to do using the current scripting system. It's just ridonkulously complicated. :)

#3 is possible it just takes a LOT of fiddling.

#2 is the biggest issue. And the one that gets us the most complaints. I'm surprised this hasn't been addressed yet.
#648
Having experimented with other engines (and not being a "professional programmer" type), I will say this for AGS. It knows EXACTLY what you are trying to make, and takes a ton of the grunt work out of the process. Most other engines require you to create logic for things like characters, hotspots and objects. Whereas AGS has that logic already embedded with it. There's a lot to be said for that. Of all the engines I've played around with; AGS is the easiest to learn, most pleasant to work with, and can pretty much create anything I want.

That said, it's rapidly becoming outdated on modern systems. Ironically, the more powerful and souped up your PC is, the more likely it will have trouble running an AGS game. Dual screen setups cause no end of trouble. AGS games despise the Steam overlay (often causing unpredictable results when activated). It has unpredictable effects on certain brands of mouse (specifically logitech). You can't switch from fullscreen/windowed mode from within the games themselves (a really bizarre thing in 2015!). The list goes on.

Basically, it's a great engine to WORK in. But sadly, actually playing the games is becoming more and more problematic. I've been meaning to make the switch for years, but I'm so familiar with the system that I keep coming back. :D
#650
If you are planning a commercial game, then WAIT. Wait until you are positive of a release date, and then release your demo a month or two ahead of that. The purpose of a demo, at heart, is promotion. Release your demo too early and then people will forget all about it by the final product comes around.

Apropos of nothing - Technobabylon demo is coming this week!
#651
This happens to me all the time. I just chalk it up as one of those AGSisms that I ignore, but if it's indicative of another problem, it would be nice to know!
#652
AGS Games in Production / Re: Technobabylon
Wed 06/05/2015 16:39:34
Sadly, no. We stopped doing the physical versions a few games ago. They are very expensive and time consuming to make, and there was never enough of a demand for them. So we stopped doing them.
#653
Hi all. Does this plugin work in 3.3? I've imported it into Technobabylon but when I try to run the game it gives me an illegal exception error.
#654
Thanks Paolo! Despite me not posting as much anymore, the support and encouragement we get from this community still means a lot to me. :)
#655
Hi all. Sorry to drag up this old topic but I am very curious about this problem. We are still getting new assets (mostly music and sound) and we are fast running out of things to prune.

I am very confused because I have asked around and gotten the statistics of other "large" sized games, and the number of assets they contain often exceed the assets for Technobabylon. Which makes me think that we are doing something wrong.

I'd like some clarification on this:

Quoted) functions and variables in current script (body). You may try splitting a script into several modules to reduce the number of symbols present in particular script.

By "current script (body)" do you mean the global script? The one big difference between TB and other games of similar size is that TB doesn't use many modules. Is there anything else we could be doing to fix this? We launch in two months and this is a big hindrance.


#656
Lovely client and great fun! The only changes I would make to the client is a limit on avatar size. The troll avatars were cool, but freaking HUGE. Also, for some reason I couldn't get it running in a window above 640 x 480. In order to make it bigger, I had to go to full-screen mode.

Till next year!
#657
"Say bye to Spot and 'lo to Ennio!"

God why do I remember that quote from this game. I played it when I was, like, twelve.
#658
Thank you for hopping in to help, guys! Hopefully this can be solved. A second player just emailed me with the same problem, so it's definitely a recurring issue.
#659
Sorry to necropost but someone on my forum is complaining of the same problem. Did you ever find a solution to this, BitPriest?
#660
I remembered to add my own game to the database this year! In the nick of time, too.
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