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Messages - amateurhour

#81
I think that means if you buy the game from them directly, it would be DRM free, but if you get it off steam later on, it wouldn't be. I would just chalk it up to them playing it safe with their wording
#82
Engine Development / Re: AGS engine iOS port
Mon 27/08/2012 19:39:47
I'd be grateful if you'd post a process on converting GR to iOS, especially what you ended up having to change to make it more tablet friendly in addition to the general porting itself.
#83
General Discussion / Re: LET'S CROAK TOADS!!!
Mon 27/08/2012 19:30:04
Quote from: WHAM on Sat 25/08/2012 22:48:14
Yeah, but who still remembers Candle Cove? That show was awesome, although I only saw maybe three episodes...

You... I like you.

I don't remember much of Bucky O'Hare other than the awesome NES game that was made based on the cartoon. You got to play multiple characters even though the robot was the only one worth playing. I DO remember the show being pretty hard sci-fi (I.E. very, very detailed and expansive) for a kid's show which is something you don't see a lot of today.

Batman: TAS still holds up well. I recently got the entire series, and after ripping to my hard drive and putting it in the correct viewing order it was awesome to see again.

I think Batman: TAS, Samurai Jack, Dexter's Lab, and The Powerpuff Girls are the four cartoons I remember as a kid that still hold up today.
#84
Yeah I just read through all three pages of that. you asked that same question and it was never replied to :p     
#85
Okay I'm stuck. I'm at the

Spoiler
terminal where I have to enter my card number to upgrade stuff and I can't find the number anywhere, but I also can't exit that window and I accidentally clicked "save" instead of "load" so I can't do anything until I enter that number correctly. HELP!
[close]
#86
Does anyone know if they built their own engine (like Skygoblin did) or used an existing one to make it portable to other platforms? Or I guess the easier question is what engine did they use to port the directors cut to the iPhone?     
#87
AGS Games in Production / Re: The Calm
Thu 23/08/2012 22:05:25
 This looks really good. Can't wait to play it.     
#88
Daniel Thomas gets my vote. How do you get that much detail? Are you blowing up the image in photoshop, painting it, and then resizing it? Keeping it at a higher dpi? WHAT ARE YOUR SECRETS!? : ) 
#89
Felica Day just retweeted the kickstarter info, so I'm guessing that will trickle down to Wil Wheaton and Chris Hardwick and by the end of the day about three million people will have heard about it, so that's good news.
#90
What is it supposed to be? I see what looks like a blurry shadow of the tuning end of a cello and some light bars. A little context would help create better critique.
#91
I didn't even think of using an older version just because so many people are on Win7 now and I figured a game compiled with an older version might have more issues running on a user's PC.

Thanks for the insight though, going to play those games you listed and see just how much resource they were able to put into a small game.

Just for clarification, the floppy disk is purely cosmetic. It was the logo for my comic strip which I'm branching out as a little adventure comedy game and I wanted to have a little two or three room tech demo I could put on red floppies (the logo was red) just for nostalgia. The actual game will feature voice acting and be larger.     
#92
Quote from: Calin Leafshade on Mon 20/08/2012 21:05:40
you could get a game under 1.4mb if it were compressed

It would need to be 8bit and have midi music tho. 5 Days A Stranger is 1.22mb compressed but about 4mb uncompressed.

When you say 8 bit are you talking about 256 color mode? or something lower than that? I'm fine if it's just the zip that's under the file size, although I'd prefer it if the entire game uncompressed is under 1.4 megs. It'll just be three rooms max, and I could get away with just one room if need be.
#93
I figured this would be the best place to post this because it's technical, but not specifically script based. I've been browsing the game database catching up on some newly discovered gems and I was curious as to what the minimum file size is for an ags game.

I'm working on a little tech demo for a convention and I would like to get the playable file size down below 1.4 megs so that I can put it on a floppy disk. I've seen plenty of 2.5 meg games so I was more curious if it was possible or if the source files alone (the most basic compiled data) would be over 1.4 megs.

I could also do a disk1/disk2 kind of thing if I wanted to make an installer, but I was more curious than anything.

Thanks!
#94
[imgzoom]http://www.fortunepancakes.com/images/sickghost.png[/imgzoom]

The vomiting ghost, most notably found in old sewage tunnels where various turtles and plumbers have died over the years creating a vengeful wraith...
#95
General Discussion / Re: Webhosts...
Fri 17/08/2012 18:39:17
I use iPower.

They have the vDeck control panel which is nice, and they've got all the custom stuff for setting up plug and play wordpress/forum installs, online shops, etc. It's very turnkey. They even have a good site builder if you don't want to use wordpress and they offer very cheap backup of your entire site, databases, etc.

They have the latest versions of php and sql as well. You get "unlimited" bandwidth and file transfer (just don't hit the front page of digg or get more than 5K hits a day or you'll have to go with a bigger hosting package they offer, but that's the case with most hosts) for about $10 a month USD and an additional $15 or so to register the domain name, but they usually throw that in for free.

I've been with them almost six years and I've had 99% uptime throughout. Their phone support is garbage, but their online chat support is fantastic and they've resolved most major issues within 24 hours, including the stupid ones that were caused by my bad programming.     
#96
I just wanted to post here to say that as someone growing up loving adventure games, I've missed them very, very much.

I just found out about AGS a few months ago and I've already created a backlog of games to play. When I saw this released, and that there were seven games beforehand, I jumped on it and downloaded them all.

I've spend the last five days chewing through them one by one and I just want to tell you it's one of the best adventure series I've ever played. I'm halfway through 8 now and I'm going to be sad that my little vacation into the life of a paranormal investigator is almost over.

Thanks for making these games.     
#97
I just wanted to say thank you for this stuff! It's really really good and will help me out several times over while I learn to create walkcycles.
#98
Thanks for the feedback, and I'll totally take that into consideration. Honestly I am a traditional artist so using a mouse to place one pixel at a time is kind of killing me inside : )

I think I might try a few attempts at a more painterly style a-la Ben Jordan and see how that looks instead.

Thanks!
#99
So new guy here (well, I've posted a few times now, so new-ish) and I wanted to make an art thread. I've never really tried pixel art before and my first attempt was in a few of the competition threads a month or so ago. I've been having fun with it though so I started working on some art that I wanted to share here and hopefully get some good constructive criticism from some of you experts out there.

A little backstory...

I've been a webcomic artist/writer for a few years and one of my longer running comics has kind of stopped giving me inspiration, but rather than bury it, I decided to turn it into a video game as my wife and I just started up our official studio business and we're expanding content. I had played around with RPG maker but it's clunky and creates HUGE files due to the included source packs so after a little searching I found the amazing utility that is AGS. Having grown up with adventure games (albeit NES ports of most of them) I love the genre and it seemed like the right direction.

So currently I'm turning this....





Into this...

[imgzoom]http://www.pinkpineappleink.com/images/template_Chuck.png[/imgzoom]


[imgzoom]http://www.pinkpineappleink.com/images/template_Evan.png[/imgzoom]

I'd love some feedback on the characters. I started with a template and filled in the pixels in paint for a base layer, then imported that into photoshop for some touch up work. The shading is pretty much carbon copy so I need to differentiate it between the characters, but it's a start.

Also, for fun, here's my new comic Fortune Pancakes





I'll post some other artwork (paintings, sketches, etc) here as well because I'm a sucker for forum art threads.

Thanks for looking at my stuff!
#100
AGS Games in Production / Re: Wiccan
Wed 08/08/2012 16:18:52
I love the art, what resolution are you working at, because it looks super detailed.     
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