https://www.adventuregamestudio.co.uk/w/api.php?action=feedcontributions&user=80.140.88.134&feedformat=atomAdventure Game Studio | Wiki - User contributions [en-gb]2024-03-28T14:48:43ZUser contributionsMediaWiki 1.39.1https://www.adventuregamestudio.co.uk/w/index.php?title=Ace_Quest&diff=3607Ace Quest2006-01-04T03:25:58Z<p>80.140.88.134: See Also -> See also</p>
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<div>Play Ace Quest !!!!11!!!1one!!<br />
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==See also==<br />
*[[Pimping]]<br />
<br />
[[Category:AGS games]]</div>80.140.88.134https://www.adventuregamestudio.co.uk/w/index.php?title=The_Adventures_of_Fatman&diff=3606The Adventures of Fatman2006-01-04T03:24:50Z<p>80.140.88.134: </p>
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<div>{{Stub}}<br />
<br />
The first AGS adventure game that was commercially sold.<br />
<br />
==External links==<br />
<br />
*[http://www.the-underdogs.org/game.php?gameid=4485 Fatman at The Underdogs]<br />
<br />
[[Category:AGS games]]</div>80.140.88.134https://www.adventuregamestudio.co.uk/w/index.php?title=The_Adventures_of_Fatman&diff=3605The Adventures of Fatman2006-01-04T03:24:33Z<p>80.140.88.134: Formatting</p>
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<div>{{Stub}}<br />
<br />
The first AGS adventure game that was commercially sold.<br />
<br />
==External links==<br />
<br />
[http://www.the-underdogs.org/game.php?gameid=4485 Fatman at The Underdogs]<br />
<br />
[[Category:AGS games]]</div>80.140.88.134https://www.adventuregamestudio.co.uk/w/index.php?title=Reality-on-the-Norm&diff=3604Reality-on-the-Norm2006-01-04T03:22:38Z<p>80.140.88.134: Formatting</p>
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<div>[[Reality-on-the-Norm]] is a long-running series of games, mostly created using [[AGS]], all centred around the town of Reality-on-the-Norm. There have been around 35 games made to date. Prolific RoN game creators include [[Grundislav]], [[Dave Gilbert]], [[Das Tobias]] and [[AGA]].<br />
<br />
The concept of RoN was first created in around the year 2000 by a number of AGS forum members, including [[Layabout]], [[Yahtzee]] and [[Scid]]. Yahtzee released the first game, [[Lunchtime of the Damned]] on February 17th, 2001, and more soon followed. A complete list of RoN games can be found on [http://ron.the-underdogs.org/games.php the RoN site].<br />
<br />
In recent years, popularity in RoN has waned, and very few new releases are created anymore.<br />
<br />
==See also==<br />
<br />
*[[Maniac Mansion Mania]]<br />
<br />
==External links==<br />
*[http://ron.the-underdogs.org Official RON homepage]<br />
<br />
[[Category:AGS Dictionary]][[Category:AGS games]]</div>80.140.88.134https://www.adventuregamestudio.co.uk/w/index.php?title=Reality-on-the-Norm&diff=3603Reality-on-the-Norm2006-01-04T03:21:22Z<p>80.140.88.134: </p>
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<div>[[Reality-on-the-Norm]] is a long-running series of games, mostly created using [[AGS]], all centred around the town of Reality-on-the-Norm. There have been around 35 games made to date. Prolific RoN game creators include [[Grundislav]], [[Dave Gilbert]], [[Das Tobias]] and [[AGA]].<br />
<br />
The concept of RoN was first created in around the year 2000 by a number of AGS forum members, including [[Layabout]], [[Yahtzee]] and [[Scid]]. Yahtzee released the first game, [[Lunchtime of the Damned]] on February 17th, 2001, and more soon followed. A complete list of RoN games can be found on [http://ron.the-underdogs.org/games.php the RoN site].<br />
<br />
In recent years, popularity in RoN has waned, and very few new releases are created anymore.<br />
<br />
See also: [[Maniac Mansion Mania]]<br />
<br />
==External links==<br />
*[http://ron.the-underdogs.org Official RON homepage]<br />
<br />
[[Category:AGS Dictionary]][[Category:AGS games]]</div>80.140.88.134https://www.adventuregamestudio.co.uk/w/index.php?title=Maniac_Mansion_Mania&diff=3602Maniac Mansion Mania2006-01-04T03:20:53Z<p>80.140.88.134: </p>
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<div>Maniac Mansion Mania is essentially what you get when you place the [[Reality-on-the-Norm]] concept in the Maniac Mansion universe.<br />
<br />
{{stub}}<br />
<br />
[[Category:Stubs]]<br />
<br />
==External links==<br />
*[http://maniacmansion.microspace.ch/ Official Maniac Mansion Mania Homepage]<br />
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[[Category:AGS Dictionary]][[Category:AGS games]]</div>80.140.88.134https://www.adventuregamestudio.co.uk/w/index.php?title=Mind%27s_Eye&diff=3601Mind's Eye2006-01-04T03:19:15Z<p>80.140.88.134: Formatting</p>
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<div>The Mind's Eye is an AGS game by ProgZMax.<br />
<br />
==The Story==<br />
<br />
Mind's Eye is a study in the fragile nature of the human psyche. The player assumes the role of Noah, a battered, aging mental patient with no memory of his past and no hope for a future. While being questioned by the brilliant Dr. Knox, Noah seems to suffer 'another' psychotic break and attempts to kill Knox. Injected with a mysterious drug that among other things gives him glimpses into lost memories, Noah is determined to find out who he is and why he was institutionalized.<br />
<br />
==Background==<br />
<br />
Mind's Eye was originally conceived as a Halloween 'scare' game; as you play through it you will find MANY references to the author's favorite films, not limited to but including: John Carpenter's The Thing, Child's Play, and Re-Animator. As the game developed, however, it took a turn away from horror and into a mystery thriller, with a beleaguered protagonist who comes off innocent- and at times- dangerous. <br />
<br />
Included in the backdrop are references to historical figures, such as Burke and Hare, the infamous duo who procured fresh corpses- often killed by Burke and Hare themselves- for Dr. Knox, an eminent professor in the field of anatomical study at the university of Edinburgh, who some argue to this day was aware of the murders and ignored them for his personal benefit. A similarity to this in the game is how Dr. Knox ignores Child's battering of patients because he can handle Noah.<br />
<br />
The ending of Mind's Eye leaves the story open for a possible sequel.<br />
<br />
[[Category:AGS games]]</div>80.140.88.134https://www.adventuregamestudio.co.uk/w/index.php?title=Mind%27s_Eye&diff=3600Mind's Eye2006-01-04T03:18:24Z<p>80.140.88.134: Added to "AGS games" category</p>
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<div>The Story<br />
-----------------------------------------------------------------------------------------<br />
<br />
Mind's Eye is a study in the fragile nature of the human psyche. The player assumes the role of Noah, a battered, aging mental patient with no memory of his past and no hope for a future. While being questioned by the brilliant Dr. Knox, Noah seems to suffer 'another' psychotic break and attempts to kill Knox. Injected with a mysterious drug that among other things gives him glimpses into lost memories, Noah is determined to find out who he is and why he was institutionalized.<br />
<br />
<br />
Background<br />
-----------------------------------------------------------------------------------------<br />
<br />
Mind's Eye was originally conceived as a Halloween 'scare' game; as you play through it you will find MANY references to the author's favorite films, not limited to but including: John Carpenter's The Thing, Child's Play, and Re-Animator. As the game developed, however, it took a turn away from horror and into a mystery thriller, with a beleaguered protagonist who comes off innocent- and at times- dangerous. <br />
<br />
Included in the backdrop are references to historical figures, such as Burke and Hare, the infamous duo who procured fresh corpses- often killed by Burke and Hare themselves- for Dr. Knox, an eminent professor in the field of anatomical study at the university of Edinburgh, who some argue to this day was aware of the murders and ignored them for his personal benefit. A similarity to this in the game is how Dr. Knox ignores Child's battering of patients because he can handle Noah.<br />
<br />
The ending of Mind's Eye leaves the story open for a possible sequel.<br />
<br />
[[Category:AGS games]]</div>80.140.88.134https://www.adventuregamestudio.co.uk/w/index.php?title=Category:AGS_games&diff=3599Category:AGS games2006-01-04T03:10:27Z<p>80.140.88.134: Added text from completed games subcategory</p>
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<div>This page lists articles relating to AGS games.<br />
<br />
You can find and download all released AGS games from here: http://aafiles.bicycle-for-slugs.org/<br />
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[[Category:Software]]</div>80.140.88.134https://www.adventuregamestudio.co.uk/w/index.php?title=The_Adventures_of_Fatman&diff=3598The Adventures of Fatman2006-01-04T03:09:05Z<p>80.140.88.134: Moved to "AGS games" category</p>
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<div>The first AGS adventure game that was commercially sold.<br />
<br />
{{Stub}}<br />
<br />
[http://www.the-underdogs.org/game.php?gameid=4485 Fatman on The Underdogs]<br />
<br />
[[Category:AGS games]]</div>80.140.88.134https://www.adventuregamestudio.co.uk/w/index.php?title=Rob_Blanc&diff=3597Rob Blanc2006-01-04T03:08:26Z<p>80.140.88.134: Moved to "AGS games" category</p>
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<div>{{Infobox Game|<br />
| game_name = Rob Blanc<br />
| image=[[Image:Rob_Blanc.gif|left|222px]]<br />
| author = Ben Croshaw<br />
| programmer = [[user:netmonkey|Edmundo Ruiz]]<br />Windows Port<br />Bug Fixes<br />
| music = Mark Lovegrove<br />Intro Music<br />
| release_date = 2000<br />
| game_length = Short to Medium-Length<br />
| game_language = English<br />
}}<br />
'''Rob Blanc''' is a [http://en.wikipedia.org/wiki/Trilogy trilogy] of AGS games created by [[Yahtzee|Ben Croshaw]]. Rob Blanc I, the first game in the series, is usually considered the first [http://en.wikipedia.org/wiki/Killer_app killer app] for Adventure Game Studio.<br />
<br />
==Plot==<br />
<br />
===Better Days of a Defender of the Universe===<br />
In Better Days of a Defender of the Universe you play Rob Blanc, a chip shop worker from England who has been selected from millions of bored but adventurous people to become an intergalactic hero. The High Ones, dwellers of the Higher Plain and auditors of all the known universe, have decided that the Evil in the galaxy has become too great, and they need a way to vanquish the hordes of Darkness. So they chose Rob as the most suitable candidate from the only neutral planet in the universe, Earth.<br />
<br />
In the first chapter, Rob must prove his worth by working out what happened to the Reman flagship Luminous which disappeared from radar a short time ago. Guide him through the deserted vessel and discover exactly what a horrible place the universe really is.<br />
<br />
[[Image:Rob_blanc_2.gif|thumb|320px|right|Rob Blanc II]]<br />
<br />
===Planet of the Pasteurised Pestilence===<br />
In this second chapter of the series, Rob is very nearly the Defender of the Universe, but the High Ones insist on him going for a holiday on Earth before he leaves (they haven't built the ship yet). However, during his stay Rob gets stuck in a lift with an enigmatic teenager, and that's where you come in... get the hell out of that lift, and try not to be too surprised when you do!<br />
<br />
===The Temporal Terrorists===<br />
In Rob Blanc III, the universe is threatened by temporal phenomena that threaten to unravel the entire space-time continuum. It's up to you to become Rob Blanc (and, in parts, his sidekick) and save your interstellar homeland from The Temporal Terrorists.<br />
<br />
==Trivia==<br />
* In Rob Blanc I, and appearing in Rob Blanc III, there is an alien race called the Remans. The two founders of ancient Rome were Romulus and Remus. Star Trek already has the Romulans, so...<br />
* Rob Blanc's ship is called the Endeavour - this is mentioned in the RB3 demo. This was the name of Captain Cook's vessel. This is, however, coincidence. I named the ship the Endeavour because 'Endeavour' is another word for 'Enterprise' - the name of a certain other famous starship.<br />
* Examine the bottom shelf in the shop in RB2, and you'll find a reference to Space Quest 2.<br />
* There are no less than three references to that bottomless franchise Pokemon in the Rob Blanc series so far - two in RB3 and one in RB2. In RB3, in one of the intro screens, the president of the galaxy invites his colleagues to swap Pokemon cards. Later on, if you drill a hole in a door in the engine decks and look through it, you will be given a description of a Space Varmint - yellow, about a foot long and with two spike-like ears sticking out from the head at irregular angles. Sound familiar?<br />
* The reference in RB2 is a little more obscure. Under interrogation, Paul admits to being from Begurath 3. More specifically, a city called Aquafortis City. In the Pokemon universe all cities are named after obscure colours, hence Vermilion and Saffron City. Aquafortis is a shade of pale blue.<br />
* On a poster in RB3 a picture of the hero from my first adventure games, Arthur Yahtzee, is visible.<br />
* At the end of the RB3 demo, if you operate the dumpster before doing anything else to it you will get a standard 'I can't see anything interesting' message. If you examine it before operating it the message is different, and mildly amusing.<br />
<br />
==External Links==<br />
* [http://www.bigbluecup.com/games.php?action=detail&id=8 Rob Blanc I] at the AGS Games page<br />
* [http://www.bigbluecup.com/games.php?action=detail&id=9 Rob Blanc II] at the AGS Games page<br />
* [http://www.bigbluecup.com/games.php?action=detail&id=10 Rob Blanc III] at the AGS Games page<br />
* [http://www.fullyramblomatic.com/ FullyRamblomatic.com] - Ben Croshaw's pseudo-blog site<br />
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[[Category:AGS_games]]</div>80.140.88.134https://www.adventuregamestudio.co.uk/w/index.php?title=Force_majeure_II:_The_Zone&diff=3596Force majeure II: The Zone2006-01-04T03:08:16Z<p>80.140.88.134: Moved to "AGS games" category</p>
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<div>{{Infobox Game|<br />
| game_name = Force majeure II: The Zone<br />
| image = <br />
| author = [[Leo Nordwall]]<br />
| voices = Gabriel Widing<br />Leo Nordwall<br />Veronica Trickett<br />
| additional_credits = <strong>Video footage:</strong><br />Leo Nordwall<br/>Gabriel Widing<br />Andie Nordgren<br />
| release_date = 2005<br />
| game_length = Full<br />
| game_language = English<br />
}}<br />
[[Force majeure II: The Zone]] is a media-intensive commercial game by Leo Nordwall, released both online and as part of a book series on storytelling.<br />
<br />
== Plot ==<br />
<br />
You play as the sole survivor of an unknown catastrophe, trapped in an air-raid shelter. Escaping your confinement, you face a delusional reality known only as the Zone – a place where your own mind is your enemy. The city is in ruins: you must explore a dreamy landscape through the eyes of a lone wanderer trying to piece together fragments of the past.<br />
<br />
==External links==<br />
* [http://interactingarts.org/thezone/ Game website]. <br />
<br />
[[Category:AGS_games]]</div>80.140.88.134https://www.adventuregamestudio.co.uk/w/index.php?title=Ben_Jordan&diff=3595Ben Jordan2006-01-04T03:08:03Z<p>80.140.88.134: Moved to "AGS games" category</p>
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<div>{{Infobox_Game|<br />
game_name=Ben Jordan:<br />Paranormal Investigator |<br />
image=[[Image:bjlogo.gif|left|222px]] |<br />
author=[[Grundislav|Francisco Gonzalez]] |<br />
designer=[[AGA|Berian Williams]]<br />Additional Puzzles<br />(Cases 1 & 2) |<br />
programmer=[[Edmundo|Edmundo Ruiz]]<br />GUI Assistance<br />(Case 2) |<br />
game_length=Medium |<br />
game_language=English |<br />
music = [[Ghormak|Andreas Slotte]] |<br />
sound_effects = [[Dark Stalkey|Adam Hay]]<br />(Case 4)|<br />
ags_id=513 |<br />
|}}<br />
<br />
[[Ben Jordan|Ben Jordan: Paranormal Investigator]] is the main title of a planned series of 8 games made in AGS by [[user:Grundislav|Francisco "Grundislav" Gonzalez]]. To date, there have been 4 games released in the series, each game being a separate "case" investigated by Ben Jordan, the protagonist and player character. Each game features the main title and a subtitle, usually relating to the plot of the case. The series distinguishes itself from other games about paranormal investigating in that many of the paranormal phenomena are taken from real-life legends and folklore.<br />
<br />
== Plot ==<br />
While each case in the series features a self-contained plot relating to the current investigation, the author has hinted that there is an overall story arc linking all the games together. Observant players may be able to pick out plot elements which play key roles in later games from the cases currently available. <br />
<br />
{{Spoiler_warning}}<br />
<br />
===Case 1 - In Search of the Skunk-Ape===<br />
<br />
Ben's first case begins with him speaking on the phone to his disappointed mother about his recent decision to become a paranormal investigator. He is just about to give up his dream when he receives a phone call from a park ranger in the Florida Everglades, who tells him that a sasquatch-like creature known as the {{Wikipedia|Skunk_ape|Skunk-Ape}} is suspected of causing several disappearances and murders. Desperate for a case, Ben agrees to go to the Everglades and investigate.<br />
<br />
Upon arriving, a ranger named Ernie informs Ben that the ranger who called him has become the Skunk-Ape's most recent victim. After some initial interrogations and investigating, Ben meets a ranger named Rick who agrees to go out into the forest and camp out to see if they can find the Skunk-Ape. Ben finds the beast's lair and discovers several packets of cocaine hidden in a deep hole. He concludes that someone must be controlling the Skunk-Ape to guard their secret stash.<br />
<br />
That night, Ben and Rick talk over the campfire and become friends. However, later on in the night Ben is woken by a noise and finds Rick about to shoot the Skunk-Ape. Rick reveals that he only wanted to find the Skunk-Ape for his own financial gain, and is promptly killed by the monster. Ben passes out, and awakens to find himself outside the cabin of Jed Johnson, the man controlling the Skunk-Ape via an electronic collar. Ben manages to run inside the cabin and interfere with the Skunk-Ape's control mechanism, causing Jed to be killed and the Skunk-Ape to return to the forest.<br />
<br />
*As a side note, the amount of time it took you to read this summary is roughly about the time it will take you to complete the game.<br />
<br />
===Case 2 - The Lost Galleon of the Salton Sea===<br />
<br />
In Ben's second case, he is called out to Dunesberg, California, a small town in the middle of the desert. A woman named Annie Roberts tells Ben that her husband George has gone off searching for something known as the Lost Galleon, and has not returned after two weeks. Ben sets out to find out more about the Lost Galleon and George.<br />
<br />
Driving out to the [http://en.wikipedia.org/wiki/Salton_Sea Salton Sea], Ben finds several treasure hunters already there. Throuh his resourcefulness, Ben manages to locate the galleon and dives in to explore, but something in the water causes him to black out. When he wakes up, he finds himself in a cell with George Roberts, who tells him that the ghost of the captain is the one holding them captive. Ben and George manage to escape, then meet the ghost, who tells them they are trapped in the Galleon as his prisoners. However, Ben manages to create a "Spirit Box" which traps the ghost and forces it to transport them back to Dunesberg, where George is reunited with his wife.<br />
<br />
===Case 3 - The Sorceress of Smailholm===<br />
<br />
Ben's third case sees him going to {{Wikipedia|Smailholm_Tower|Smailholm}}, Scotland, to investigate the murder of two little girls. The people in the town suspect that it was the work of local witches, and have imprisoned a young woman named Mary Blaine, who is accused of consorting with a local suspected witch and was found at the scene of the crime.<br />
<br />
*This game marks a turning point in the series, as it introduces a rival investigator, Percival [[Quentin]] Jones, who challenges Ben every step of the way, as well as Mary Blaine, Ben's love interest. It is considered by many fans to be their favorite game of the series so far. The game is also different in that it features a branch in the story. Depending on whether or not the player performs a key action, the game will end differently.<br />
<br />
In the not-so-good ending, Ben is captured by the local constable, but manages to escape. Mary reveals that she and the whole town are actually all witches, and their leader is a {{Wikipedia|Strigoi|vampire-witch}} named Zortherus. In the end, Percival Jones rescues Ben from being sacrificed, and Ben kills Zortherus, causing the rest of the witch cult to age rapidly and die. In this ending, many plot points are left unanswered.<br />
<br />
In the good ending, Ben releases Mary from jail and the two fall in love. Ben discovers that the girls who were murdered never really existed, and the whole story of the murders was just a hoax to lure him to Smailholm and be sacrificed. This time, it is Mary who comes to Ben's rescue, but she is killed by Zortherus in front of Ben. Ben, in a rage, manages to escape and kill Zortherus. Percy Jones finds him and Ben shows him the bodies of the witch cult.<br />
<br />
===Case 4 - Horror at Number 50===<br />
<br />
Back in London, Ben is at Percy Jones's office, when a man named Randolph Miggs comes in and tells Ben he is looking for him. He tells Ben the story of Number 50, {{Wikipedia|Berkeley_Square|Berkeley Square}}, a building with a haunted past which Miggs now owns and has converted into a rare bookshop. He says that there is a ghost known only as "The Horror" which has been dormant for as long as he can remember, but has recently begun making its presence known again. Ben agrees to investigate.<br />
<br />
Upon arriving at Number 50, Ben discovers that he will not be investigating alone, as Miggs has called on four other paranormal investigators, including Simon Booth, an English ghost-hunter, Alice Wilkins, an American major in parapsychology, Otto Schneider, a mysterious German, and Madame Tilly Rosenquist, an over-the-top English medium.<br />
<br />
The five investigators collaborate and finally hold a {{Wikipedia|Seance|séance}} to make contact with the spirits. This causes Madame Tilly to go into a comatose state. Simon discovers a door that leads to a series of rooms that are inexplicably larger than the entire {{Wikipedia|House_of_leaves| house}}, and ends up vanishing without a trace. Finally, Ben is able to get into a locked room at the top of the stairs, and he, Otto, and Alice are able to banish The Horror, which has possessed Madame Tilly, back into the Dimension of Death. In the end, it is revealed that Simon survived and is alive and well.<br />
<br />
*This game is also important to the series as it introduces the characters of Alice Wilkins and Simon Booth, both of whom play large supporting roles in the rest of the series.<br />
<br />
== Characters ==<br />
<br />
The Ben Jordan games have been praised for having strong character development, even in the earlier, shorter episodes. As of the third and fourth games, there have been several characters who have become important to the series.<br />
<br />
{{Spoiler warning}}<br />
<br />
'''Ben Jordan'''<br />
<br />
[[Image:Ben.gif]]<br />
<br />
Ben Jordan is the main character of the series, a young man from Philadelphia, Pennsylvania in his early twenties who has recently graduated college with a degree in International Relations. However, his dream is to be a paranormal investigator. Ben is curious, brave, and altogether likeable, but unfortunately for him, seems to suffer from the bad luck of losing people he becomes close to. As a result, he has become wary of getting too attached to people, and becomes angry more easily than before.<br />
<br />
'''Percival Quentin Jones'''<br />
<br />
[[Image:Percy.gif]]<br />
<br />
A professor of Criminology at Oxford, Percival Quentin Jones met Ben Jordan in Smailholm, where he was investigating the murder of the two children there. At the time he was rude and condescending towards Ben, but his attitude quickly changed after the case was solved, and he was quite helpful during Ben's investigation of the Horror at Number 50. Not much is known about Percy, but his final comment at the end of Case 4 would suggest that there is more to him than he lets on...<br />
<br />
'''Mary Blaine'''<br />
<br />
[[Image:Mary.gif]]<br />
<br />
A young Scottish lady, living in the village of Smailholm. Ben met her while she was in jail on the accusation of being a witch and having murdered the two McBee children. In reality, this was all an elaborate setup by the entire village who were witches, and wanted to lure Ben in to be their sacrifice. Following the "good" ending of Case 3 as canon, Mary found herself falling in love with Ben because of the kindness and compassion he showed her, and Ben fell for her as well. Unfortunately, she was killed by Zortherus, which upset Ben greatly.<br />
<br />
'''Simon Booth'''<br />
<br />
[[Image:Simon.gif]]<br />
<br />
An English ghost hunter from Birmingham, Simon is an outgoing, likeable guy. He and Ben met outside Number 50, Berkeley Square, and the two quickly became friends. As of Case 4, it seems likely that he will team up with Ben on future investigations. <br />
<br />
'''Alice Wilkins'''<br />
<br />
[[Image:Alice.gif]]<br />
<br />
A young lady from Sacramento, California, studying parapsychology at Harvard. Alice was also present at Number 50, and took a liking to both Ben and Simon. Although she and Ben share much in common, Ben seems reluctant to become romantically attached to her. Whether or not this will change in future episodes remains to be seen...<br />
<br />
== Trivia ==<br />
<br />
* Certain aspects of Simon Booth and Otto Schneider are in part based on the author's former roommates.<br />
<br />
* As of Case 4, the technique known as {{Wikipedia|Rotoscoping|rotoscoping}} used in many of the early '90s [[Sierra]] games has been used in the series. This means that Grundislav was in fact the model for Madame Tilly Rosenquist...and he enjoyed it!<br />
<br />
* Case 3 contains several Easter Eggs. One involves the gnarled old tree outside the village, and the other requires your computer's date to be set to a particularly "silly" day of the year.<br />
<br />
<br />
== External links ==<br />
<br />
*[http://www.grundislavgames.com/bj/ Official Website]<br />
<br />
[[Category:AGS_games]]</div>80.140.88.134https://www.adventuregamestudio.co.uk/w/index.php?title=Hour_games&diff=3593Hour games2006-01-04T03:05:15Z<p>80.140.88.134: Added to "AGS Competitions" category</p>
<hr />
<div>Hour games are games that have been created within one hour only. Some amazing things have been done in just this short time. Usually, these are done on [[AGS IRC]] because of their "live" nature. The hour games are collated in [http://www.bigbluecup.com/yabb/index.php?topic=1851 this thread] on the forums.<br />
<br />
[[Category:AGS Competitions]]<br />
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{{Stub}}</div>80.140.88.134https://www.adventuregamestudio.co.uk/w/index.php?title=Ghormak&diff=3592Ghormak2006-01-04T03:04:53Z<p>80.140.88.134: Added to "AGS people" category</p>
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<div>[[Ghormak]] has bent pinky fingers, and created the awesome komik [http://achtungfranz.com Achtung Franz], which has also spawned an [[Hour games|Hour game]].<br />
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[[Category:AGS people]]<br />
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{{Stub}}</div>80.140.88.134https://www.adventuregamestudio.co.uk/w/index.php?title=Distributing_your_game&diff=3591Distributing your game2006-01-04T03:01:49Z<p>80.140.88.134: Linkified IrfanView</p>
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<div>When you choose the "Save game" option in the Editor, as well as creating data files which it needs for itsself, the program will create an executable file with the name of your game, in the "Compiled" sub-directory of your game's folder. This single file contains all of the program code and data for your game, and is the file you should distribute.<br />
Copy this EXE file to another directory or drive, or even another computer, and there you have your game, contained in a single file! Note, though, that you should also include the WINSETUP.EXE file to allow the user to run the Setup program.<br />
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'''NOTE:''' It is not possible to load the exe file back into the Room Editor. This means two things when only the EXE file is available: (1) other people can't edit your game's data, and (2) you can't either. Always keep a backup of the other files produced (*.CRM, AC2GAME.DTA, etc) as they are what the Editor needs to be able to load your game for editing.<br />
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''TIP:'' You can make a "Loading..." style splash screen to be displayed while your game starts up. To do so, simply save the image as PRELOAD.PCX (must be the same resolution and colour depth as the game) in the game folder, and save the game. It should then display while the game is loading.<br />
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'''NOTE:''' Due to the licenses of code used by AGS, your documentation should acknowledge the following:<br />
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TrueType font display uses ALFont by Javier Gonzalez and the Freetype project. Distributed under the terms of the FreeType project license.<br />
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OGG player is alogg by Javier Gonzalez, using the Ogg Vorbis decoder, which is available from http://www.xiph.org/ Copyright (c) 2002, Xiph.org Foundation<br />
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MP3 player is almp3, by Javier Gonzalez and the FreeAmp team. It uses the mpg123 MP3 decoder, and is distributed under the terms of the GNU Lesser General Public License version 2.1.<br />
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You should also include all the license_* files from the DOCS directory with your game.<br />
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'''IMPORTANT:''' If you intend to make money for your game, be it shareware or commercial, it is imperative that you read the Legal Information page on the AGS website, currently at http://www.bigbluecup.com/aclegal.htm <br />
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'''NOTE:''' MP3, OGG and WAV music files are not included in the exe. They will instead be built into a file called MUSIC.VOX when you click the "Rebuild VOX files" option in the editor. Since OGGs, MP3s and WAVs override all other music file types, this allows you to have a Digital Music Pack which you can distribute seperately to your game. If it is present in the game directory it will be used, otherwise any other music available (eg. MIDI) will be played instead.<br />
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== Custom icon ==<br />
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If you wish, you can use your own custom icon when you build a Windows EXE file. To do this, simply place your icon in your game's folder, and name it USER.ICO. Then, load the editor, make sure it is set to generate a Windows executable, and save the game.<br />
Your icon must be standard 32x32 pixels in 16-colour. If it is any other size or colour depth, the editor will give an error.<br />
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'''NOTE:''' The icon must be a proper Windows .ICO file, not just a renamed BMP file. Icon editors such as [http://www.axialis.com/ AX-Icons] will convert it for you. [http://www.irfanview.com/ IrfanView] also does a good job on this.<br />
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You can also have a custom icon for the Setup program generated. To do so, create your icon as above but name it setup.ico in the game folder.<br />
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== Splitting resource files ==<br />
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Some people found that once their game became large, the single EXE file was slow at changing rooms. AGS now includes an option to split up the resource files into smaller chunks to avoid this happening. On the General Settings pane you'll notice a checkbox "Split resource files up into X Mb". If you tick this, then type in a number such as 1 or 2, then save the game, the game data will be split up into chunks that size, named GAME.001, GAME.002 and so on.<br />
Some resources are still combined into the EXE file but all the rooms will be placed into the other files. If you use this option, you need to distribute your game's EXE file plus all the GAME.00? files.<br />
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== Advanced information for game distribution ==<br />
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When you save the game in the editor, it goes through these steps:<br />
1. Compile game into AC2GAME.AGS in game folder, and rooms into GAME.00? files if requested.<br />
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2. Combine ACWIN.EXE and AC2GAME.AGS into your custom EXE in the Compiled folder.<br />
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Therefore, it is possible to distribute either:<br />
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(a) your custom game .EXE file, or<br />
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(b) ACWIN.EXE and AC2GAME.AGS<br />
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.AGS files are associated with the engine in Explorer, so the user can simply double-click the .AGS file to run the game. Normally, just distributing your custom EXE will be easier, but if you want to supply both the DOS and Windows engines, or if your game is made up of two sub-games, you will save space by using this approach.<br />
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If the user doesn't have any AGS games on their system, the .AGS file type will not be associated with anything. To fix this, your game installation program can run: <br />
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ACWIN.EXE -updatereg<br />
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which will update the registry with the file association and then quit. Nothing is displayed on the screen by AGS when you do this.<br />
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[[Category:AGS Beginners' FAQ]]</div>80.140.88.134https://www.adventuregamestudio.co.uk/w/index.php?title=Scripting_hints&diff=3590Scripting hints2006-01-04T02:59:15Z<p>80.140.88.134: Removed answered question</p>
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<div>[[Category:Tidbits and Snippets]]<br />
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* '''Keys not listed in the ASCII Code Table have no guarantees about their keycode numbers''' and may well overlap keys that are listed. [http://www.bigbluecup.com/yabb/index.php?topic=21763.msg265903#msg265903]<br />
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* There is '''no point in using a short rather than an int as a local variable'''. In fact, ints are faster because the CPU is better at reading/writing 32-bit chunks of memory than it is at 16-bit chunks. [http://www.bigbluecup.com/yabb/index.php?topic=21214.msg259479#msg259479]<br />
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* There is '''no fixed limit on the size of global arrays''', but as scotch says they use up memory so don't go silly with creating massive ones unless you really need to. [http://www.bigbluecup.com/yabb/index.php?topic=21191.msg258882#msg258882]<br />
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* The workaround for '''displaying player-entered strings''', in case anyone wants to know, is simply to do the following, since that way, the player string will not be parsed for special tokens: [http://www.bigbluecup.com/yabb/index.php?topic=12051.msg157449#msg157449]<br />
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Display("%s", playerString);<br />
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* You have to place the export after the variable's declaration, so you '''don't necessarily have to put the exports at the end of scripts'''. [http://www.bigbluecup.com/yabb/index.php?topic=18972.msg231473#msg231473]<br />
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* '''Parameters to functions can be made optional''' by adding a default value in the import of the function. This even works if you are not actually exporting the function.<br />
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import function myfun (int a, int b=5); // optional int b<br />
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* '''Optional parameters only work with int and enum''' parameters, you can't do it with strings or floats.<br />
:''You can make a '''S'''tring parameter optional by setting it to 0 (which is the equivalent of setting it to null). You can also do this with other pointer types, such as Character*. You just have to remember that if you make it optional this way then you shouldn't crash (abort) the game if it's null.''<br />
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* Basically, to be consistent with Java/C#, the '''protection level always goes first when using protected functions''': [http://www.bigbluecup.com/yabb/index.php?topic=19369.msg226163#msg226163]<br />
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protected import static function get_slots();<br />
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* It's not until a room is loaded that the '''current viewport size''' is known. So better not rely on system.viewport_width or system.viewport_height in game_start. [http://www.bigbluecup.com/yabb/index.php?topic=12051.msg170758#msg170758] ([http://www.bigbluecup.com/tracker.php?action=detail&id=470 Tracker])<br />
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* You can use ''return;'' to abort the rest of the script.<br />
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* Local '''room scripts have their data segment saved''' when the room is destroyed, so all variables retain their values (for rooms 1-300 only). This is useful for storing the condition of light switches, for example. <br />
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* '''RunInventoryInteraction doesn't get run immediately''' - instead, it gets run when the calling script finishes. Applies only if the interaction runs a script. Interaction editor commands are executed immediately. <br />
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* The '''number of game loops speech text stays for''' is: [http://www.bigbluecup.com/yabb/index.php?topic=14364.msg174988#msg174988]<br />
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int gameloops = ((StrLen(text) / game.text_speed) + 1) * GetGameSpeed();<br />
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* '''Functions cannot return structs or arrays''' - they can only return primitive types. This includes Strings in AGS v2.71.<br />
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* The character's '''global inventory variables are integers''' and can be used to keep track of how many items the character has.</div>80.140.88.134