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Messages - doimus

#41
Well, my opinion is an obvious one: Monkey Islands 1&2.
With a twist - I really believe the series should've ended on MI2. Really, everything after that was a classic case of milking the cow.

And I really don't understand the hype surrounding Broken Sword. OK, ,it's a nice game, with absolutely gorgeous graphics and animation, and some really funny dialogue, but... but.... the whole time I played it I was wondering: WHY? Why he does that? Why him? Why, oh why?

BS has probably the most fundamental flaw a story can have. THE weakest main character EVER! George Stobbart is a man with zero motivation, drive, sex appeal, coolness, whatever. He misses on all accounts.

He's supposed to be Guybrush & Indy at the same time. It just doesn't work like that.
Everything he does in BS - fighting the bad guys, solving puzzles, getting the girl feels so forced it's just unbearable.  IMO, he should've fled after that cafe exploded, never to return. That's the kind of personality he really is.

And thinking about guys with motivation, I should mention my other favourite adventure series: Leisure Suit Larry (older ones, up to early 90s).
Nothing is cooler than having computer classes in 7th grade, where teacher instructs us to learn english through LSL's parser. One of the moments in life that defined me as a pervert person that I am.
Low res boobs on hercules monochrome screen FTW!
#42
Quote from: RickJ on Tue 31/01/2012 00:11:40
But people on the ScummVM forum have said no. no, no we can't share API or anything because all our stuff is GPL and AGS is not.  They also said they don't want to work on something that is not GPL.    

That's how I see it, where we are.  Am I wrong?


So, the situation is basically like this:

- if AGS engine was supported by ScummVM, AGS games would gain massive multiplatform exposure and zero worries about technical issues. Something this community has been wanting for ages.

- in turn, ScummVM users would get authoring system that would enable creation of new games. Something that community has been wanting for ages.


And the only thing preventing this from happening is AGS not being GPLicensed?

Why is AGS not GPL (now that it's already open source)? What prevents AGS from being GPL? And what are the benefits and/or limitations of AGS being GPL?

Does GPL prevent commercial usage of software? Would it require open sourcing the scripts in every AGS game?

And in any case, like it was mentioned above, what prevents ScummVM team from reverse-engineering AGS engine, just like all other angines they support?

#43
Well, I'm not a programmer, but I hang around them, like drummers hang around musicians...
What I know is that in OpenGL (and probably in DirectX too) you can draw to separate "texture", and then you can draw that "texture" to whatever "polygon" you wish.

Now replace "texture" with whatever is happening on AGS screen and you can basically draw anything anywhere in any size on your screen, full or windowed.
#44
AGS Games in Production / Re: Deadly Sunsets
Thu 19/01/2012 15:45:57
Thanks everybody for the comments!

Quote from: Chicky on Wed 18/01/2012 14:09:56
Those sprites looks a little busy though, the chick has serious square face in the second mockup.
I love the high res, why not go with that?

Sprites themselves are WIP, and I agree that they should perhaps be simplified a bit... it's on the to-do list...
Regarding high res - money is the issue obviously... High res animation costs exponentially more than pixels and often looks exponentially worse too!
And TBH, I prefer low res graphics anyway. It makes your brain imagine/interpolate more stuff.

Quote from: Darth Mandarb on Tue 17/01/2012 01:38:21
I swear I've seen that character sheet before too... had you posted it at Deviant art maybe?  I know I've seen it before!

You're right!  ;) Character concepts are by an extremelly talented artist that goes by the nickname Lord Garvals:  http://garvals.deviantart.com/
Some kick-ass graphics in his portfolio!

#45
AGS Games in Production / Re: Deadly Sunsets
Mon 16/01/2012 21:00:54
Updated, according to forum rules. There is no rule on how finished screenshots have to be, right?!  8)

(and note to self: in nine years of lurking, you coud've read" forum rules" post! Duh!)
#46
AGS Games in Production / Deadly Sunsets
Mon 16/01/2012 16:33:56
Hi everybody!

My name is Duje and I've lurked around here for a past decade or so...
Now I finally decided to actively participate in forum discussions, and what's a better way to do it than by announcing a brand new game!?  ;D



**** The Deadly Sunsets: A Sam Preston Adventure ****


A point'n'click adventure set in post-war 1940s. Player takes the role of Sam Preston, private investigator, in a classic noir tale of DECEPTION!, INTRIGUE!, PASSION! and MURDER!

Here are some teaser character concepts:


The game is still in very early stages - story is finished, I'm currently working on graphics and AGS scripting.
Partial reason of me introducing it this early, and actually choosing AGS to make it in, is because of the community. I'm counting on you guys to helpnag me through this!

It is intended as a commercial product and estimated release date is late 2012 (so you can still play it before the world ends).

Of course, I will be looking for beta testers and even some active team members. Background artists and musicians are especially welcome to check in as I still haven't entirely filled those roles. Proof readers will be needed too once it reaches final stages, since English isn't my native language.

So, I'll try to keep this thread regularly updated, and you can ask whatever you wish, obviously!  I'll be more than pleased to discuss everything and anything game-related.

Cheers!
Duje


---------------------------------------

Update 16.1.2012: Game Screenshots

This is current state of the game. Since in-game screenshots are mandatory, here they are. Yeah, I love to work in dark tones (and background artists are not cheap!).

Generaly, game is in its infancy, but some scenes are playable, such as this one, where two main characters meet.
... OK, some of the dialog lines here might have been modified slightly, for advertising purposes!   ;D
(You might want to download these, as I'm replacing them for shure, as soon as I get proper background art. Then later, when the game becomes global phenomenon, you could blackmail me.)




---------------------------------------------------------------------------------------------------------

Update 27.6.2012.

Long overdue update is finally here! Game is still going, albeit slower than expected (and I always wondered why it takes sooo long for people to finish seemingly simple adventure games).

There is a new team member who's doing backgrounds and GUI: Martin Arvidsson, fellow AGSer, who you might know from his game Story of Joijo.

I'm adding some proper screenshots with GUI and finished backgrounds, and some more character sprites.









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