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Messages - Paul Franzen

#21
Oh my God, I just played this game! It was like a month ago; I'm not even kidding. The sequel, too; The Vortex.(What can I say, I'm a sucker for cheesy FMV games.) I can't believe someone else is interested in playing it in 2014.

Anyway, the way I was able to get it to run was by bypassing Windows 7 entirely, and playing it through a virtual PC running Windows XP. I believe it ran pretty smoothly from there. The program I used was Oracle VM VirtualBox. Hope that helps.
#22
I'm really super mad at myself that I've been sitting on this podcast for so long--just plowed through a bunch of episodes during a couple of long runs and they were excellent! Really enjoyed the pair of interviews with Dave, but in general it's just really cool to hear people who've been so successful with AGS talk about their processes and ideas and etc. etc. 8-)

Thanks for doing this!
#23
I saw someone talking about this on Twitter and was all excited to rush here and post about it--looks like I was beaten to the punch. (...by like half a year. And by the person who created it. Ah, well!)

But man, I'm super-excited to see a Unity plug-in that (from what I understand?) is basically AGS for Unity. I've been thinking more and more about testing the waters with Unity after wrapping up my current project--seems like I don't have any excuses now!
#24
No no, this is important--someone needs to let it run for like a year. I can imagine after that, the player receives one point.

Then you have to do it again.
#25
Man. I might need to give this game another shot now. The cumbersome controls really did put a damper on the whole experience for me. (Either that or I just have no taste.)
#26
AGS Games in Production / Re: Troll Song
Fri 07/03/2014 14:31:27
I've been waiting for more new on this! Glad to hear it! I'm glad you're considering a commercial release, too--your game's got such a unique hook that I feel like you've got a good chance at success.
#27
What's the longest anyone's gone so far without pushing the button?
#28
FWIW--in case you don't have enough feedback yet--I had a similar situation where I had the character vising the same scene at different parts of the game, under very different circumstances. I ended up using the variable method, but I wish I hadn't. 

The code became sort of a mess (partly because I was just inexperienced at the time and didn't comment properly), with so many if/then statements for each hotspot and having to account for whether certain objects are there or not based on where you are in the game. In hindsight it would've been less confusing for me if I'd just made separate rooms (Kitchen - Act I, Kitchen - Act II), and so on, so I didn't have to consider every possible scenario whenever I needed to add an event to that screen.
#29
The Rumpus Room / Re: Show us your desk, baby.
Fri 22/11/2013 19:44:38
I've made a few changes to my setup in the name of HEALTH~!


Now it's a standing desk. ...Or a (sometimes) standing desk, anyway. The keyboard and mouse are wireless, so I can switch from over-desk to under-desk if my feet start feeling like they're gonna go on strike. If the work I'm doing is simple enough, I can even jog in place a little while working.

...HEALTH~!
#30
Quote from: Lewis on Fri 22/11/2013 13:47:35
That's a shame. We specifically avoided voice acting because we knew we didn't have the budget to do it properly. So many games have sub-par voices and they really draw me out of the experience. If you do decide to give it a go, let me know how you get on.

That's exactly what we're doing, too--our budget is like this () so I don't think we'd be able to afford the kind of voice acting that would actually add to the game, rather than detract from it. It's a shame, but it is what it is. I'm glad to see you guys are doing well without it though (or so I assume; I keep seeing the name Richard and Alice pop up places).
#31
Excellent! Thank you (and thanks for the quick reply)!
#32
Hey all, just a quick question about the MP3-less edition of 3.2.1 listed here, the one you're supposed to use if you want to ensure against MP3 licensing issues.

I copied and pasted the acwin.exe file into my AGS 3.2.1 folder, replacing the file that was already there. Is that...all I have to do? (Besides replacing any and all MP3 files with other formats, anyway.) Am I missing something really obvious?
#33
Quote from: qptain Nemo on Sat 28/09/2013 23:41:32
A deceased cat with humanoid eyes and mouth? You really know how to turn me on, mate!

OMG, I thought I was the only one...
#34
I hope you guys don't think I'm weird, but I'd like to commission an adventure game staring the box with legs. About how much is that going to run me? 8-)
#35
Quote from: Shane 'ProgZmax' Stevens on Fri 06/09/2013 18:56:23
I was rather interested in this game when the screenshots first appeared.  Is there a pc release anywhere, and is there a projection for when the series will be complete?

In case no one else jumps in--Episode 1 is available on the company's website here!: https://www.replaygamesinc.com/store/index/products/item/fester-mudd-curse-of-the-gold
#36
As a side note to the "old-school adventure game isn't a selling point"...point, I have to argue a little bit--it might not be a selling point to people who post on adventure game forums and keep up-to-date with the genre; but to the general population? It totally can be.

When my wife and I were showing off our new game at a convention a couple of weeks ago, all anyone could talk about was how it reminded them of the Sierra and LucasArts games they grew up playing, and how awesome it was that someone was making a new one. We're getting a lot of the same feedback on our Steam Greenlight page, too--people commenting on how the game takes them back and how PC gaming has been "missing this for quite a while". I'm the first person to tell you that the genre never really "died" and definitely isn't "dead" now, but that's still the impression that a lot of people have; unless someone's specifically dropping a new adventure game in front of their face, they don't necessarily know we're out there. (It probably doesn't help that any time a major site reviews a new adventure game, they always, ALWAYS do so with the premise of "you don't see these games much anymore, but...")

That's not to say the "old-school adventure game" selling point isn't overused, because it is--but it's also still pretty effective (at least in my experience).
#37
Voted! Seems like a good time to get on board the Greenlight train, too, considering how many games they've been accepting over the last month. Good luck!
#38
Wow! Reading through this thread was a friggin' trip! Really interesting to see what people's initial reactions were to the emergence of commercial AGS games--I wasn't expecting that kind of negativity, especially for such a well-polished game as Al Emmo. Seems like the community's much more open (even supportive) about paying for AGS games now that there's been so many success stories...

...but, that's probably too far off topic, so I'll just say--looking forward to the new Al Emmo! Particularly as someone who's only in the last couple of years really been exploring the Sierra side of the LucasArts/Sierra divide. :-D
#39
Aww. Poor AGS. The new version's totally gonna have a "save to iOS" or "save to Android" or "save to Super Nintendo" button, right?!
#40
Looks fun! Downloading it now!
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