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Playing around with AGS

#31 User is offline   David-kyo Icon

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Posted 26 November 2007 - 03:27 AM

No offence, but I think you'd have better luck posting this technical stuff at the AGS forums, they are more knowledgeable about this.
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#32 User is offline   Sartain Icon

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Posted 26 November 2007 - 06:41 AM

Yeah, I though about that as well but I thought it would be interesting to try and involve people who have gone apeshit over other games made with this program in the process, since I had thought some of them might actually have tried the program out.
Seems like I may have been wrong though, except for that one guy...
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#33 User is offline   David-kyo Icon

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Posted 26 November 2007 - 07:01 AM

That one guy won't help you, I'm afraid. smile.gif

I've tried AGS out, but the greatest of my efforts consisted of me furiously trying to implement a Hungarian font and being able to test it. (Hence, 5DAS translation.) I'm sticking with rm2k for now, I want to see if one can actually make a puzzle-adventurey game with it, since it's stereotyped as a program to make only one kind of game, i.e. shitty Final Fantasy clones.
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#34 User is offline   FFreak3 Icon

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Posted 26 November 2007 - 07:46 AM

There's a Shining Force type game that was made with rm2k somewhere.
The author really only got the battle system done, but that's all you need, really.

And yes, it was rm2k, NOT sim rpg-maker, which was meant to make SF type games.
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#35 User is offline   Blueskirt Icon

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Posted 26 November 2007 - 02:09 PM

QUOTE
I'm sticking with rm2k for now, I want to see if one can actually make a puzzle-adventurey game with it, since it's stereotyped as a program to make only one kind of game, i.e. shitty Final Fantasy clones.

Someone once made a Mario Picross remake with rm2k3, it wouldn't be far-fetched to suppose these engines can do more than one kind of game. The other thread's argument, while there are better and more suited drawing tools out there you can still make great things with Gimp if you are talented and aren't on a deadline, probably also applies for game engines.

This post has been edited by Blueskirt: 26 November 2007 - 02:12 PM

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#36 User is offline   llamaman Icon

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Posted 26 November 2007 - 10:42 PM

QUOTE (Sartain @ Nov 25 2007, 06:34 PM) <{POST_SNAPBACK}>
Hmm, no edit function? Oh well...

I have encountered a slight hiccup in my progress. I have an animation ready for my object, but can see no way of applying the VIEW to the object in question. Anyone got a suggestion?


I think you might need to make it a character, and make the static one disappear(if the static image is on the screen at all), and then run make the character do it's animation once, then make the item reappear, or possibly a new item.

Or, to fake animation, you can just make a series of different objects appear in the same place, obscuring the original view with the new one.

I'm not sure if these ways are helpful, or just goofy hacks, or the actual correct way to implement animation in AGS, but that's how I've done it.
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#37 User is offline   Sartain Icon

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Posted 27 November 2007 - 02:53 AM

I was thinking along those lines and it'll probably end up being what I do, but seeing as there's an option to begin object animation you'd think there was a way to add an animation to an object as well...
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#38 User is offline   Jenx Icon

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Posted 02 December 2007 - 08:34 AM

Well, MS Paint can be pretty good when it comes to just making pixel art, but if you need to do some more serious editing - I doubt it would get you far.

I've never used GIMP in my life, I've just heard people say how it's good and and blah blah. But then again, I'm using Photoshop so I don't give a !@($ about programs like that.

Of course, the next best thing is to just get a friend who knows how to do these things, and has the proper software to do the graphics for you.
QUOTE (Ninja Duck @ Jan 15 2008, 05:45 AM) <{POST_SNAPBACK}>
And the film should be shot in sepia, because real life was in sepia in the 1990s.
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#39 User is offline   looktothesky Icon

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Posted 02 December 2007 - 04:58 PM

QUOTE (David-kyo @ Nov 26 2007, 07:01 AM) <{POST_SNAPBACK}>
I'm sticking with rm2k for now, I want to see if one can actually make a puzzle-adventurey game with it, since it's stereotyped as a program to make only one kind of game, i.e. shitty Final Fantasy clones.


Really?
I managed to make a code to make a Zelda-esque game, but it's long gone now. sad.gif

PRECIOUS VELIUS....
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#40 User is offline   David-kyo Icon

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Posted 03 December 2007 - 12:47 PM

Okay, then FF-clones, or slight variations thereof. I'm glad whenever someone tries to implement something unique, because the problem with the majority of these games is that the authors hardly use any original material (since the RTP and the game rips provide them with enough artwork to go around, at least they think so), they use the default menu and battle system, and the plots of the games are usually very bland and childish even.
In Hungary, it's an even greater problem, because most people here give up on game making when they reach 16. And games made by pubescent fuckwits... boy do they suck.

This post has been edited by David-kyo: 03 December 2007 - 12:50 PM

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#41 User is offline   EkkieBurt Icon

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Posted 03 December 2007 - 04:27 PM

Why don't you post an example of what you've already started? We can't really give you any feedback/advice based on vague questions and answers.

I'm coming from the artistic perspective here, though I'm sure there's more than enough experienced coders on these boards. Yahtzee being one, but I've yet to see him actually help someone.
-Hell is other people...-
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#42 User is offline   Jenx Icon

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Posted 03 December 2007 - 05:59 PM

I am also interested in what you've done until now as far as art goes.
QUOTE (Ninja Duck @ Jan 15 2008, 05:45 AM) <{POST_SNAPBACK}>
And the film should be shot in sepia, because real life was in sepia in the 1990s.
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