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Topics - abstauber

#81
I've just read this thread about ags, scummvm and so on. The main reason for not going opensource with the engine was, that it will ruin the business modell of the commercial devs.

But has this idea been discussed before: How about encryption ?
You could generate a key for your game and if you want it on Scumm VM, share the key so the engine can decode it.
And if you want it safe, just spread a compiled version with the key built in.

So the secret ingredient wouldn't be whole source code anymore.
Could this work?

#82
I've just found this gem in our local book store, called "The Arrival" by Shaun Tan. I've found his art really inspiring, especially if you're not making a wacky toon game.
The style is creative as well as a tad melancolic, somehow manga-like as far as the ideas are concerned, but a totally different artistic approach.

So if you don't know and you're stuck with your game art, consider to take a look.
#83
I recently modified hacked (as this sound more cool) SSH's QueueSpeech to run with AGS 3. It all works, so I'll be fine, but I've stumbled across these kind functions (I assume, they are functions).

Code: ags

String qAddScore(int points) {
  //StrFormat(str_delay, "add-score %d", points);
  str_delay = String.Format("add-score %d", points);
  squeue.noanim[squeue.insert % SPEECH_QUEUE_SIZE] = 1;
  return str_delay;
}


I actually don't get what's going on here. What kind of string is this? Just a very long, clever looking string? Or some kind of anonymous function?
Could anyone explain this to me?
Thanks!
#84
Did that GUI worked for you?


Right now I'm standing at a crossroads with my game. I like the MI2 GUI a lot and I've already started to draw backgrounds at 320x142. On the other hand, designing puzzles were you have to e.g. push
objects rather than simply use them might come out a little unfair. (like in DOTT, Hoagie had to push the bed in order mess it up, getting the soap and so on...)

So I'm now thinking to reduce the Scumm GUI to something and stumbled upon Flight of the Amazon Queen. What do you think? Using MI2 and try to avoid push pull or using a simplified one like Flight of the Amazon Queen?
#85
Critics' Lounge / Outdoor scene WIP [finished]
Sat 27/09/2008 15:50:57
Dear critics lounge,

thanks again for the feedback on the last two background I've posted. This time I'm a little smarter and present this background before it's too late change a thing ;) So this is going to be a work in progress .

I've followed your advices on perspective and build the house in Sketchup (which was a real pain btw) and drew some sourroundings.

This night scene is going to be a side scroller with light coming from the right side (which leads to the caravan scene I've already posted here some time ago) The moonlight is intended to be behind the viewers right shoulder.

Does the composition work for you? Do you have some better ideas for the house and the garden?

As always, thanks a bunch!

--edit: all stages so far:









And here's the final! Thanks again for all your help on this, guys!
#86
Dear Critics Lounge,

I've just finished another background and fortunately recorded its creation.

Abstaubers background tutorial

I'd still like to have some critics about my creation ;)




Hope you like the tutorial and thanks for c&c!
#87
Here's the game we're currently working on:

ShattenReyze
This game will be multilingual (english and german for starters) and features a modified scumm gui plus some elements from Loom.
Also there will be at least two fully playable characters which you can already see on those screenshots

Screenshots







Preview of the minigame
http://www.youtube.com/watch?v=RUBW7CsPVgc

Story
As the brothers Chris and Eric attempt to fund their trip homeward journey in a deserted alley, they optain a strange amulett. At the same time, a promient scientist, also known as a problem drinker keeps missing.

Not realising the importance of their discovery, Chris and Eric decide to keep the amulett and get in the way of something they can't foresee... yet.

This game will feature two dimensions connected to each other.

Demo
This will take a while.


Development Progress:

Story: 50%
Scripting: 50%
Graphics (320x200x16): 30%
Sound/Music (mp3): 2%

Expected completion date: 201x

Team:
Abstauber - graphics, code and story
Kaputtnik - story
cat - code and additional graphics
Kastchey - graphics

Homepage
Yes, we even have a homepage now!

Visit us at:
http://shatten.sonores.de/
#88
Hi there,
again another ancient announcement. I hope, this is the right place to post, since this is not a game in progress, but also it's not really a complete game. It's more like a relic - a demo of a never to be finished game and therefore somehow completed. There's probably nothing to come after anymore.

Anyhow - say hello to The Vestibule

A game was intended to be done by myself, Yahtzee, Captain Mostly and mods.
During the development (ended 2001), a certain team member decided to take break from amateur adventures and so the development came to an end (and caused another certain team member to take a break too ;))

So what's left of this game is now to be released. Short but fun.
Download:
vestibule.zip (6.2 mb)

Screenshot: Intro


Screenshot: During the game


Screenshot: Interactive readme and adventure playing tutorial



You might need Dosbox for this game since this has been compiled with AGS 2.15 SR2 (dos mode).
#89
Hi there,
may I ask for your attention please...
Be prepared for one of the oldest AGS games around:  :o
Alles Euro?! (or "Everything Euro" for the international audience)




Things that makes you wanna play this game:
It's one week older than Rob Blanc
See the first appearance of a character you might already know
Messing around with Dosbox to make this game work
historical reasons
Cheesy english translation, altavista's babelfish couldn't do better ;)

Drawbacks:
It's not in english - although it's not hard to finish without speaking german
It used to be an educational game about the launch of the euro currency - so gameplay is somewhat limited
It's short and ugly  :)

So here's the download:
English (somehow.. at least english words):

ev_euro_en.zip


German:

alleseuro.zip


edit: forgot to tell you:
This game is from Feb. 2000, not a new release or anything else. I recompiled it with AGS 2.06, because my original files got corrupted somehow. Still I'm not sure, which version was used originally...

edit2: I also forgot to explain, what this is all about :)

You play a guy, who doing an alternative civilian service (to avoid army). Doing so, he has to care for Grandpa Schmidt-Rheinfeld who is confused about the new currency - he's afraid to loose half of his money. So you've to get him a brochure and learn a lot about the euro. Bam, it's that easy.
#90
Hi there,

I'm trying to copy the older SCUMM style - like Monkey Island 1 or something between Indy3 and 4.

But somehow this still looks a little empty and the trailer's colors don't fit that good. However I didn't want to have it all brown and gray so I tried it with purple  :P

The game's going to be in 8-bit so I can't (or dont want  ;) ) use all this fancy photoshop stuff.

Here's the original gif with the current pal.



The same, just magnified:


And here is the ingame shot:


There's also a hobo planned, who's living in the barrel...

Thanks for any hints.
#91
Since AGS 3.1 beta 5, it's possible (again) to import backgrounds with its exact palette.

Hi there,

I've got the feeling, that there's something wrong with the option "lock to background" - or I simply don't get it ;)

I drew a background and wanted to add a campfire. Since this is room specific, I used colors from the room pal for it. But I can't manage to import it properly.

If I don't select "remap...", the sprites colors are messed up. Selecting "remap" and "lock to background" doesn't change anything - the room colors are left out and and deselecting all, gives me a black sprite.

edit:
Sorry, I forgot to mention, I'm using AGS 3.0.2.43. I've also read, that there was an "exact color" option in 2.7 during the import of room background, but I haven't found it yet in 3.0.

Also moving the room colors to the last slots (and keeping slot 0-83 blank for the game pal) doesn't help me here.

Here's an image to show you, what I've tried so far.



Thanks for looking into that!
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