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Messages - lemmy101

#161
AGS Games in Production / Re: Lemmy's Search
Tue 01/01/2008 02:21:44
Love the name! This will obviously be completely brilliant! :)
#162
I would say 90% of what keeps me active in a forum community is the ability to have a joke around and feel I can say or do anything that I could around any of my real-life friends, within acceptable reason. I have to admit that over-moderation is the single biggest reason I tend to avoid AGS forums for anything other than update posts or technical questions.
#163
Hi guys, thanks for the interest! :)

There has quite a lot of progress in backgrounds and development of AGX, not anything we would like to show though as it's all either under the bonnet stuff, or spoilers.

Unfortunately real life commitments have meant we've not got a lot done lately. :( We're still working on it, and we'll never abandon TFE, but the sad truth of trying to juggle busy day jobs and such meant it's had to take the back seat in the last few months.  :'( we've hardly updated our blog or anything either :(

We'll get back on the case soon though, promise! :)
#164
Quote from: Xyndicator on Thu 09/08/2007 20:38:44
This game looks absolutely amazing! Especially the AGX module/plug-in you guys are developing. When TFE is all said and done, I think AGX itself deserves its own spot on the front page.

A question for lemmy & binky:
Is the AGX module/plug-in in its final form to what you guys need it to be to push forward on TFE? If so, will the community get to see how AGX works under the hood or will the community get it as-is? I'm sure many a-clever programmers (me excluded, unfortunately  :-[ ) are probably interested to see if they can tweak AGX.

We may well release the source code one day, but it would be unlikely to be until it had matured sufficiently (and we'd gone over it with a fine tooth comb tidying, possibly? ;))

More likely we would allow for custom AGX commands in AGS script, or/and add some kind of plug-in interface (plug-ins for plug-ins... geez ;)) but I dare say at some point in the future we'll probably just release the code. :)

Quote from: Xyndicator on Thu 09/08/2007 20:38:44
Edit:
After looking at screenshots of Mia, I'm guessing the overly tight clothing is to avoid difficult walk cycle animations? Then again, a long flowing dress like Nellie Cootalot's would totally avoid the need to animate feet.  ;D

;)



Thanks everyone for the lovely comments! :)

Oh and m0ds, we said they were fully justified in the storyline ;D though if you want to lick them, make sure to dry the screen afterwards :p
#165
Huzzah! :D Of course I'm not expecting to integrate yet. Just nice to know that's where it's going :D

Thanks Pumaman! :D
#166
Advanced Technical Forum / Managed + WinForms?
Fri 27/07/2007 17:00:11
Howdy doodie Pumaman!

Is the new editor using WinForms? and is it managed code? reason I ask is it would be lovely easy to integrate plug-ins etc into the editor if they're written in CLI C# or managed C++ :D Our AGX editor is written in C# and we were wondering how integratable into the environment it could one day be....

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=25205.msg411727#msg411727

Thanks!

lemmy
#167
Howdy chaps! Just a quick update on our progress on the AGX Conversation/Cutscene Editor, which allows you to create cutscenes and conversations using actual Cole & Haag screenplay formatting with embedded script commands, meaning you can write your scenes in screenwriting software such as Final Draft, or write straight into the editor....

A picture is worth a thousand words:


Click to enlarge

Also, you can look at the example script file by following this link:

http://www.cgempire.com/forgottenelement/Example.rtf

The example script above runs perfectly in AGX and allows for dialogue writers to add content externally without a copy of AGS or knowledge of game scripting, and allows musicians/ sound engineers to sync audio to events the game without AGS installed.

Commands can be typed in manually, or can be added with nice simple dialogs such as the "add pose" one here:



The XML data generated by the editor can be run by the AGX program directly, or packaged into a datafile and accessed from there for released games.

Progress on the game is... well progressing :) We're getting there!!! ;)

Thanks everyone for their patience! :)

Lemmy & Binky

#168
Hello, sorry if this has been asked already, but is it possible in this build to import a mask for the walkable areas.

Thanks!

lemmy
#169
Thanks for the kind words guys, we're still hammering away at it and hoping for a 2007 release of the prologue. We've recently recruited a talented writer to help with dialogue scripting, and a very experienced sprite artist from CGEmpire so hopefully they will speed things up a great deal.

Yay for speed! :)

Thank you all for your interest, it really does keep us going :D
#170
Hi Chris! Nice work on the beta!

One question: How's the plugin support looking on 2.8? I imported TFE and tried to add a plugin but found no menu option, and clicking/right clicking the "Plugins" tree item did nothing.

Any suggestions would be appreciated! Thanks!

Also nice work on making the AGSGame file XML! :D (Assuming it wasn't already XML and I just didn't notice) Will allow us to be crafty with views etc and our AGX plug-in. One thing though, would it be possible to add the filenames of imported sprites into the Sprites xml tags? This would give us uberpowers! :D

Again great work! Love the new UI and src control friendly script files! :)

lemmy

Chris
#171
As soon as possible :'( we don't want to set a date until we know for sure. We're still trying for this year for the prologue. The end is certainly a lot closer than the start. :) Beyond this we wouldn't like to say. ASAP.

In other news, we've just recruited the wonderful Mai from CGEmpire as a writer. We know she'll add a lot to the dialogue in the game and will speed up development a great deal.

Yay!

lemmy

PS: Thanks thewalrus! :)
#172
General Discussion / Re: need advice!
Sat 10/03/2007 13:49:46
;) sorry that just irked me a little, I started the post serious cause I wanted to draw people in before they realised I was talking nonsense, that's it.

I'll make sure I stick to talking complete rot, don't worry ;D
#173
General Discussion / Re: need advice!
Sat 10/03/2007 13:47:13
It's the bits behind the knees that are tricky :D
#174
General Discussion / Re: need advice!
Sat 10/03/2007 13:29:10
Wow. That's pretty cynical. I was just bored and fancied writing something I found mildly humourous. I apologize! :S I'll make sure any future post I make in GenGen, or anywhere else for that matter, are completely serious and relevant.
#175
General Discussion / need advice!
Sat 10/03/2007 12:41:13
hello I've got a serious problem, and don't kow where else to turn, so I was hoping people on this forum could offer me some advice!

It all started about six months ago when i was at a party that was at some guy called Steve's house. I've known him a few years but not that well. Anyway, after a few hours and many many drinks, I thought it would be quite funny to shave his cat. It turned out it was quite funny, especially when we dressed it up in period costumes and took the photos.

Obviously this Steve guy wasn't too pleased about it, but I thought nothing of it at the time. But then a week later I was coming out of the deli round the corner when some big guy in a big trenchcoat pulled out a silenced pistol and took a shot at me. Luckily it missed, and the only casualty was my meatball pannini.

I thought I'd found a way out after getting chatting to an Egyptian fish-and-chip shop owner across the road from my flat, who said he'd be able to "sort everything out for me". But it turned out he was just talking about the sauce stain on my shirt from the pannini (turns out he owns a laundrette down the road)

Anyway things have got infinitely worse since. I told some of my mates about this Steve guy taking a contract out on my life and all, and they looked at me like I was crazy saying they don't even know anybody called Steve. Seems like a conspiracy to me!

That's when I went home and saw that the bastard had broke into my house and shaved Frodo (my beloved cat) too! And dressed him up in an early Elizabethan petticoat and hat. The fiend!

Things are getting a bit out of control now. I just barely survived the last hit on my life, only because I happened to be carrying an umbrella at the time. And to make matters even worse my friends seem to think that fateful party was actually held at my place.

Huh???

So the upshot of it is I now have reason to believe I may have, for some reason, taken out a contract on my own life, as well as shaved my own cat  ???. The dangers of getting drunk, huh?

I'd try and call the guy off but every time I try and meet up with him he starts hitting me with a hammer.

What do I do?! This is scary!

Cheers,

Steve
#176
As low as possible, but at the end of the day we want to make the experience as good as possible. Won't be anything silly, but will likely be in the "large download" category if I'm honest. The whole  3 act game anyway.
#177
Hi Mash. Just realised I didn't post on this thread. I loved it! Great logical yet taxing puzzles, cute idea, nicely executed.

Great work :)

lemmy
#178
Thank you everybody for the kind words, your support means a lot to us!

Peder:

Some news on the music system. Big thanks go out to Vince Twelve for agreeing to let us include his funky (really) patented (not really) music system (used in the fantastic What Linus Bruckman Sees When His Eyes Are Closed) in AGX (and TFE, for that matter).

Nikolas has made some of the interactive elements using this system and they work a complete charm! It has to be said, Peder, that any system that uses MP3 could never be as versitile as using MIDI like MI2, but regardless this system works incredibly well, with the obvious advantage that the game can use super beautiful MP3 music and not blippy MIDI, so for what Nik wants to do (and is doing) with the music this is clearly the best system we could have used. Thanks Vince!

I'll look to getting the DirectMusic support into AGX (i.e put aMuse into AGX, and finish it), but this will not likely be in the first release given we need to approach tasks for the plugin that help get TFE prologue out first and foremost.

Cheers everyone!

lemmy&binky
#179
Quote from: ManicMatt on Tue 06/03/2007 19:57:00
Anyone got the Robocod theme that played on the hub screen? I loved that to bits.

Good God Matt, you make us feel like heretics! ;) As soon as we read this we almost cried! We LOVE that tune too...

It's just SOOO hard getting them all without realizing another has slipped you by, Richard Joseph's best tunes are like an endless thread on a jumper of greatness. :-s

We will get it there promptly! ;D

As for the looping, you never know that may be our fault. We're mp3ing them up ourselves from mods or from the games themselves in many cases.
#180
Quote from: Tuomas on Tue 06/03/2007 20:00:51
Hm, my Amiga never played the music in these games.

This makes me sad. :'( how painful that must have been for your Amiga... Like a dog without a nose.
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