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Topics - bspeers

#21
I consider this AGS general chat, because it refers directly into AGS game making--especially after that post about ambient sound.

http://www.sounddogs.com/start.asp

There is some kind of payment system, but darned to heb if I had to pay so far.  Probably only accounts for certain libraries.  But just go to the search, type in the sound you want to find and see why this is my favourite sound download imporium.

Also, would have been vastly useful for my film class.
#22
Spring Fever.  The centerfugal force of 1000 rotating suns could not match the tectonic impact of this phantasmagoria of high laghs and sex jokes about meese.

Yes, from Canada, and some other Countries, comes the game that will rock your world! (metamorphicly speaking).

Spring Fever thrusts Mallorie O'Musey, beleagered Smithy's assistant and sexy, sexy moose lady into a quest not just for her own survival but for money, mostly money.

In this ludicrous mis-adventure, a tiny quest for a single thing explodes into a delirous thrill-ride of action, adventure, and bad puns.  Not that there are any other kinz.  A quagmire of dark political twists, a series of bizarre murders, and a naked adventure with Shaft will all not happen in this silly little adventure.

Screenshots you ask?  Well, there are many we could post, but this pic should be sufficiently non-descrit:



And another (kapow, I rattle 'm at ya like ya' know I'm gunna gatt ya):



This game is written by the whole team, with the majority of dialogue by me, most backgrounds by Custard, most scripting by AGA, primary sprites by Mikko and Fruittree.  Expect a quasi-psudo-kinda Discworld atmosphere (though not enough to even make references) and numerous inflexive puzzles with the logic of tree-bark on a bleeding hydrogen atom.

Our nationally recognized advertising slogan:

"It's so fun, they had to put an extra F in the word fun, as in ffun, or fufn!"

Our Release Date:

September 17th, 2003.

Our Cost:

$53.99, but for you and for all who decide to download it, we offer the once in a life-time price of nothing! Zero! Nada.  Pending finalization, all rights reserved, this is a Team5 Production.

Things subject to change.
#23
Okay, it's possible this is in (I haven't AGS'd in months), but in case it isn't I would like to suggest it.

There is already a RunAgsGame, what would RunExternalProgram do? (assuming it's not already in?)

RunExternal would allow makers to add bits that could not be done in AGS, save the elements to a file which could then be read using the load, read, or other file-functions in AGS.

One good example of this use is "the Games Factory" a simple (but robust) programming program for action games.  If you wanted to script an action sequence, but not in AGS, you could make it in TGF, save important elements like score or items gotten, or anything else in a source-file, and then return to AGS to read the information and save them to global or defined ints.

This would essentially make AGS programming a lot more powerful, more simple to integrate various elements.  I could make an RPG battle engine in another program designed for RPG battles, and then go back to AGS for the adventure components (etc).

Although AGS would still be excellent for all these events, the RunExternalProgram command could be used to simplify the process on things AGS was not designed to do.  Let's face it: Platformious is an amazing work, but it pretty much hit the limits of what AGS could do (at the time).  This might allow for other strange abilities, such as a chance to re-write elements of the game through an external "level editor" editor, etc.

I realize there are dangers to this command, but if it isn't implemented, I humbly suggest it should be, for the sheer outside power.  AGS is one of the best makers out there.  Etc.
#24
I know that this is tough to do (else you would have implemented it long ago), but I was wondering, with all this back-to-basics stuff, if this could be included soon?

The advantages are numerous... players run into this error often, and dynamic speed would mean acceleration and realistic rebound effects would be possible.  Falling faster and faster, walking and then running, a proper jumping ability, etc, etc.

There are workarounds for most of this, but eliminating the limitation just seems simpler.  But if it can't be done without an immense ammount of work, don't concern yourself.  Just noting the "back to basics" trend and wondered if you wanted to hit the beginning much longer.

Thanks!
#25
Well, I tried to get this up a few months ago, but my server sucked spam.

So here it is, the long awaited crappy 1 hour game that took waaayyyyy too long.

Features include self-mocking propaganda, bad graphics, few controls, and an annoying symbolic structure!

Also, multiple paths to the ending! (Yes, it is possible to "win" the game in either path... really, honestly).

It includes all the room files, so there shouldn't be an error this time... but if there is, I'll fix it in the next couple days.  It's about time this *actually* came out.

The link is:

http://www.agagames.com/bspeers/domain.zip

(I hope)
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