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Messages - subspark

#61
QuoteBy "cross-compatibility" I guess you mean "cross-platform compatibility"
Nope. He means backwards compatibility, Monkey.
#62
I think an iOS port of AGS deserves the second place in line but this is just me and my wishful thinking. :=
Oh and I don't have an android. But I sure would like to see AGS move out of the mother nest and go lay some eggs on some other platforms.
#63
QuoteIt's worth to take another take if you cough really loudly into the camera while filming. Just when Indy spoke as well...
Don't worry Anian, you actually only missed out on hearing our crappy temporary voiceover for the native tribesman which sounded more asian than indigenous.  :=
I can guarantee you with all honesty that you saw and heard everything that was worth seeing and hearing at this stage of public-ready material.

We have no recording for Indy as yet by the way. I'm planning on bringing John Armstrong on board at some point further into production when dialog recording will begin in general. While John is known to do outstanding work for fan productions free of charge, we can't guarantee other actors of his stature will record with us without some level of payment, so we do continue to encourage our beloved community of Fountain of Youth supporters to help make voice production a more practical exercise if practical at all, to donate in order to help kick things along.

Donations have helped clear a vast amount of road for development in the past year and your help can largely improve the pace at which the game's chapters are produced by doing so. Our productivity scales linearly with the resources available to the team behind this marvel and we really hope to bring our beloved project up to a stage where we can announce the very day it will be in your hands for the keeping.

Until then, the show MUST go on!

Cheers,
Paul.
#65
First post updated with some exciting news.

Cheers,
Paul.
#66
Err, I think Chosim is horribly lost in the wrong topic/website Monkey.
Just a gut feeling but my non-programmer mind managed to pick up some strange vibe here.

Chosim, if you are wanting to know how to switch between classic mode and special edition mode of The Secret of Monkey Island published by LucasArts, you're definitely on the wrong trail.
Aside from pointing you to the Adventure Related Chat forum section, I would reccomend reading the game help files or contacting developer support over at LucasArts.

Hope this helps if you really are so lost.

Cheers,
Sparky.
#67
LMAO.  ;D
Sorry but... this.. eh, just made my day.
I love this forum on a Friday!

Nice looking game gfx there.
#68
Holy Schnouzer dude. Well done! This is entirely new ground for AGS!
Bravo!
#69
It was, hence the bold text before the question. I see where you got confused though.  :)
Sparky.
#70
Chicky: May I ask, after all these years, why as a male you chose Chicky as your alias?
I mean no disrespect btw, I'm simply wearing my curiosity boots today. :P
#71
Critics' Lounge / Re: character sprites & BG
Sun 15/05/2011 01:19:47
Wow these character views have come a long way! Only things I can see now (The only things that need a little work) is the hat, cloth detail on her top, the hair (avoiding over-contrasted simplicity of her hair lines) and the absence of trowser -> sandshoe overlap. I don't necessarily agree with Tabata's inconsistency in the shading on the back of that left leg, but I would take her advice on the trousers where they meet the heels.

Tabata, I think Matti could get away with maybe 5% more shading detail on the legs in her back view but it wouldn't fall apart if it was left as is. But holy smokes, this character is one of the most finely drawn I've seen.

It's an absolute winner, Matti! Congratulations.
#72
No. I believe in technology however and you just improved it a great deal!
Well done Edmundito. Well done indeed.  :D

Sparky. [claps hands]
#73
Welcome to the forums, JenniBee and timofonic. Glad to see new blood here in the AGS circle.
I encourage you to skim through the various areas of our forum so that you can form a cognitive map of the general orientation/history/tastes/humor of our community.

This way, you'll find more in common with the friends you'll make here.

Again, welcome.  ;)
#74
Everyone is certainly encouraged to upload to youtube if they wish to share with others. I should have mentioned this in my post above, my apologies.

Cheers,
Paul.
#75
We have for you an early preview of our SCUMM system when it was being built back in 2008. It has largely improved in the SCUMM direction and vastly diverges from the Arcade system, but if it brings hope and reassurance without giving too much away (you'll thank yourselves in the end), then this sneak-peek into the expansive history of our multidisciplinary development pipeline is just for you:

www.barnettcollege.com/movies/SCUMMFight.mp4
Keep cheering our team on, folks. There is so much for you to see and do!

Paul.
#76
Some great feedback there, ProgZ! Thanks for your time on that.
To be completely honest, I'm itching like a ratfink for the day you can all engage the experience of FOY's introduction. You will be most satisfied. I simply can't say anymore, however.

Thanks again!
Paul.
#77
Indeed. Perhaps we'll release a short video of our SCUMM fighter system for those of you who are itching for some nostalgia.
In any case, thanks again for the constructive feedback, folks. Always welcome - always appreciated.

Paul.
#78
I've mentioned a slew of serviceable features before (Hotspot.SetDescription(); writable property, etc) but I think adding anything on top of the engine's accumulated disorder isn't particularly forward thinking or wise.

I propose two very important steps that I think need to be considered.

These obviously precede other development tasks.
The status quo:
a) CJ warns that AGS is a mess. There is one trunk currently (as I am aware) and it's simply not in a state where it would be practical to write new features into the code mix.
b) Backwards compatibility is to be preserved. This also correlates to the above.

The logical steps:
a) Clone the engine into a second branch. Branch 1 = AGS 3.2.1 / Branch 2 = AGS 4.0
b) Tidy the engine from the inside out. Lay foundations for additional branches for other platforms.

The aftermath:
a) Clean code, new AGS (no immediate backwards compatibility support necessary)
b) Gather feature requests from forums and add them to an official developer wiki with a voting/like button beside each feature listing for anyone involved with AGS.
c) Developers with commit rights to SVN were awarded those rights because they were trusted to expand on AGS for the general community. These individuals can of effortlessly refer to the neat dev-wiki to draw a clear priority list for feature implementation.
d) Investigation begins for exploring backwards compatibility possibilities for AGS 4.0.

These are just a few suggestions, but it is abundantly clear to me that we really need to introduce a reasonable level of coordination for I've mentioned a slew serviceable features (Hotspot.SetDescription(); writable property, etc) but I think adding anything on top of the engine's accumulated disorder isn't particularly forward thinking or wise.

I propose two very important steps that I think need to be considered.

These obviously precede other development tasks.
The status quo:
a) CJ warns that AGS is a mess. There is one trunk currently (as I am aware) and it's simply not in a state where it would be practical to write new features into the code mix.
b) Backwards compatibility is to be preserved. This also correlates to the above.

The logical steps:
a) Clone the engine into a second branch. Branch 1 = AGS 3.2.1 / Branch 2 = AGS 4.0
b) Tidy the engine from the inside out. Lay foundations for additional branches for other platforms.

The aftermath:
a) Clean code, new AGS (no immediate backwards compatibility support necessary)
b) Gather feature requests from forums and add them to an official developer wiki with a voting/like button beside each feature listing for anyone involved with AGS.
c) Developers with commit rights to SVN were awarded those rights because they were trusted to expand on AGS for the general community. These individuals can of effortlessly refer to the neat dev-wiki to draw a clear priority list for feature implementation.
d) Investigation begins for exploring backwards compatibility possibilities for AGS 4.0.

These are just a few suggestions, but it is absolutely abundantly clear to me that we need to introduce a reasonable level of coordination to open source movements that concern us . The same checks and balances apply across the world of open-source developments and should largely apply to AGS as well.

I love all the enthusiasm, I'm beside myself with excitement right now, but I force myself for good reason to sit back for a brief moment and ground the impulses of unstructured desire to add more stuff. There are things to do before this becomes a practical reality.
#79
Quote from: Calin Leafshade on Thu 28/04/2011 14:44:12
The only positive development i can see is the default hardware acceleration but as CJ said, AGS has that covered.
Quote from: Calin Leafshade on Thu 28/04/2011 14:23:40
The main reason for the proposed change is better cross-platform support i believe.

Heh? Which one are we going with here A, B or A+B?  ;)
#80
Dear folks, we appreciate and thank you your feedback. Thanks for sharing your thoughts. To put some concern to rest, this Fighter is released as a public Beta and was effectively developed within just under a couple of months. The full game is indeed powering on at near maximum capacity - we have more than one programmer, artist and animator and Screen 7 is producing several games at once.

Some additional information for your consideration:
A) In order to get this out into public hands for an Easter release, the members behind the fighter had to work around the limited resources while other team members were devoted to the FOY (full game) and an exciting commercial title (TBA).
B) Because this is a Beta, it is not going to be as polished as any of the final releases we have produced. This is our first beta and we decided to invite our community to play it, enjoy it, dislike it, but most importantly, offer constructive and critical feedback so that we can improve the fighter largely to popular demand. While this release is a bit of fun and to be taken lightheartedly, the core of the system an extremely complex set of instructions and a monumental task that our wonderful principle programmer, Jan has taken head on! This slightly alternative public beta serves as a practical testing ground we deem critical to ensure a balanced arcade mode that attracts a positive reception between players of multiple preferences.

So again folks, thank you for your feedback so far. We encourage you to continue to offer helpful feedback like this on the FOY forums or in the appropriate channel here on the AGS forums. We value our community and gathering  player feedback from critical thinkers like you folks is a favorable way for us to pick your brains on what's important and what you're likely to expect from an arcade mode in our full game.

Of course, as we move through the development stages of this testing ground, we will continue to improve the content in the game ( including the silly looking frog leap := ).
When we have enough of the system ready to transfer into the full production, the arcade will remain as a mini-game extra on the FOY site and will continue to grow on its own trajectory.

Some of the things you wont see transfered into the full game include:
  • The main menu,
  • The announcer
  • The retrotypical "WIN" / "FIGHT" graphics
  • Player/opponent selection
  • Multiplayer

    The next big update for the FOY Fighter is expected to introduce a few exciting new features. These will include:
  • Singleplayer AI - ( this remains one of the more challenging of features to develop )
  • Revision of sprites and animations
  • Air kick & air punch
  • Multiplay characters
  • Improved performance
  • Several alternate arenas
  • And much more!



    The remaining features from the Easter beta will be massaged deep into our full production.
    We invite the AGS community to help us make it a better game!

    Sincerely,
    Paul.
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