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Messages - Fitz

#281
You guys have no mercy! The Visitor 3 (which I've been bugging Nick about for months) and AGS's most insanely awesome-looking game released on THE SAME DAY! ARRRGGHH! (laugh)
#282
Watched it all last night -- and loved it! Some of the things I learned from them would be hard to apply to my current favorite technique, which is based around straight lines and rectangular shapes -- but they do make some brilliant points. My favorite part was Appeal, loved the make-overs, they were so clever.

As for the secret plan, if you're looking for free labor, shouldn't you have posted a pixel art tutorial instead? :P
#283
There I was, wondering how the game's doing -- and BAM! -- there it is all of a sudden, out of nowhere. Just like a well-planned alien invasion should! I loved the bit that I already had the pleasure to play, a while ago -- so I'm looking forward to giving it a whirl this weekend.
#284
Oh, I have to watch these! I'm self-taught and I'm well aware of the mistakes I make and short-cuts I take -- mostly because I do everything else myself at the same time: writing, scripting, sound editing AND drawing a webcomic, sooooo sometimes there's simply no time to be an arteest ;) In terms of style, you could say I'm taking the Hanna Barbera aproach. But I like to learn new stuff, and there's no reason not to at least try to get better :)
#285
My bad, I meant "imported" :P It's just that "upload" is the first word that comes to mind. The bottom line is, it's 1000 images in the game -- not including backgrounds and rejected stuff! And I'm still going -- and loving it more and more, actually :) So yeah, it might still take a while -- and then some, depending on whether or not I decide to add a full-blown animated intro like I did with "Gray".

But I'm getting there! :)
#286
I've just uploaded the 1000th sprite in the game! To celebrate this huge milestone, I give you: a look at an animated location where the sprite is used!



Meanwhile, I'm hard at work on the the final boss battle -- and it's shaping up to be pretty epic! It'll span over three rooms -- of which the first is alllllllmost done. The dialogues are crazy, the animations insane and cameos are plenty!
#287
Good topic! I was actually going to ask about how AGS-ers go about promoting their games, how they format their messages, etc. I did reach out to a bunch of people when I released Gray, but I got no response whatsoever. Zilch. Nada. That's pretty much the case for most of my attempts at self-promotion -- and I draw comics and write prose, too -- so it was pretty disheartening. So for Monty -- which is a smaller game, but still a fun little thing, I think -- I didn't even bother writing anyone -- and surely enough, outside AGS, Following Freeware and Elum's Przygodoskop.pl there's pretty much no trace of the game. But I've put way too much effort into Magenta to just leave it like that. And strangely enough, while my conscious efforts at pimping my works tend to go unnoticed, I guess the karma generated by the action goes SOMEWHERE, and Gray did get a few reviews and got featured a few times -- and I do consider myself incredibly lucky. So yeah, I might try and send a few e-mails around -- and try not be all like "Oh, that's not going anywhere...". I'll send one to you, too, Ben :P

Also: I GOT MENTIONED ON THE PODCAST! WOOHOOOO!!!

And for everyone wondering what the connection between bunnies and Easter is - Grundy's right, it is a symbol borrowed from the pagans. But there's more. Pliny, who lived around the same time that Jesus did, believed bunnies to be hermaphrodites -- and, as such, able to self-impregnate. No coitus + babies = immaculate conception!
#288
Glad you guys like it :)

StillInThe90s : Oh, that one's new to me. I like it! My inspiration comes from indie comics -- another thing that I dabble in, myself. I like this style more than the regular gradients that most games use, it's more gritty -- which is exactly what I was going for in "Magenta".

Andrea: I'm still not quite sure this is the final look (I'm hesitating between more bewbs and less bewbs), but I'm seeing this new style as my gateway to mainstream fame. Would love to work on Saints Row V *wink wink nudge nudge*
#289
Donated! Supported the Greenlight, too!

Is there going to be an xbox oink version? Or, an AGS pork for Apiga?
#290
Big news, everyone! I've decided to ditch the retro style, scrape all game art and go in a completely new direction. It's a game about superheroes, so it needs to be BIG and SERIOUS -- and up to date with game technology. So it's no longer an AGS production -- or an adventure game, for that matter. It's going to be a sandbox action game.

So, without further ado -- here are some new character designs:

MAGENTA:


YOLLOW:
#291
AGS Games in Production / Re: Camp 1
Tue 31/03/2015 16:42:05
Loving the colors -- the blues and dirty yellows being my favorite.
#292
Me, I'd put a few Prodigy songs here and there -- if we're sticking to punk, I'd say "Fuel My Fire". But I don't suppose they'd let me use it for an amount of money available to a mere mortal ;)

UPDATE: Over this past week I was hard at work, writing dialogue, scripting and animating for the location above -- and oh boy was it a lot of work. And there's still a lot of work ahead of me! But it's insanely fun, too.

Speaking of insane, here's a little sneak peak of what I've been working on.


Magenta impersonating a beloved comic character :D
#293
Thanks :) This new one was probably the most fun to draw, with just three colors -- and with the Sin City movies at the back of my mind. I might/should probably draw the first location (the toy store) from scratch, though -- it was the first one I did for the game, and it just feels very simplistic and all around clumsy. Right now, I feel more confident and comfortable with the chosen style.
#294
Oh, I scale them down for the sake of the game -- but yeah, the originals are usually huge compared to ingame sprites.

Meanwhile, I got back to work! Took me a while, too. After I got better, I was SWAMPED with work. Buck I'm back, baby! The break I took actually helped me get a fresh look at certain aspects of the game and flesh out some ideas. Still a lot of work -- but I'm genuinely excited about where this is going!

Here's a new in-game location:

#295
Yeah, some people just take there langugage for granted. Their making all these errors with such constistency that they're is no telling what the proper way to spell is, nowadays.

I mean, anymore.

Or do I?
#296
Love the logo! My first thought when I saw it was that it'd be perfect for a tie-in comic -- and whaddya know, you guys are making one! :D
#297
A cute/devilish mascot -- good idea for a limited edition! I had a similar idea for my first game, but apart from making a prototype it never went anywhere. Kitteh, though, looks pro.

Looking forward to the demo!
#298
So true! Remember Armikrog? Two-three days before the ending it looked like it'd never get funded -- and then, in the last day or so, it started picking up, to reach the goal a couple of hours before the deadline.

In any case -- good luck with the Greenlight!
#299
As adventure gamers, at least some of us played the Discworld games. That's how I found out about this brilliant writer and started looking for his books -- which, sadly, at the time were nowhere to be found in my neck of the woods. But then I went to London and spent half my pocket money on Eric, Truckers, Diggers and Strata (and the other half went to my visit to the Sega World) -- and I've been a fan ever since. In recent years I've drifted away from the comedy fantasy genre and into weird fiction and futuristic dystopias -- and I always preferred those of Pratchett's stories that used modern settings (like Good Omens, the Bromeliad and Johnny books) or modern themes (Moving Pictures or Soul Music), but even books I didn't love I still appreciated for all those brilliant little touches. It was his prose that made me want to pursue writing (only to discover he's written about anything and everything I wanted to -- and better!). Aaaaaand were it not for Sir Terry's books, I would've never met my girlfriend (and my Official Muse). That's the magic of great literature.
#300
Oh, I know what you're talking about. I did voice work some upcoming AGS games -- and one was really hard for my throat. And yeah, the acoustic environment can be a pain in the ass. But other than that, it's just plain fun! I'm definitely going to try recording something new, perhaps for my current project once I'm fully recovered. It was just a 5-6 inch incission on my lower abs, and a month later I'm pretty much ok -- but I still need to watch out and try not to put too much pressure on my abs (and voice work does that).

I love the premise of your game, we seem to like the same themes. I've actually been planning on a game, for a few years now, that has the hero go to hell by accident. He's not an agent -- but still, great minds think alike. Personified Death is a fun character, too. He seems more comedic, down-to-earth than Pratchett's. Also, is the image of death with eyes and teeth a reference to the infamouse bug in Assassin's Creed?
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