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Topics - miguel

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Reality-on-the-Norm / Reality TV questions
« on: 14 Mar 2016, 11:56 »
Hi guys,
Can you tell me who's the character in charge of Reality TV? Is there a reporter for the station?
I don't want to create any more characters, so who would make a good (female if possible) character out of the existing cast for the roles above?

General Discussion / Merry Xmas you bunch of atheists!
« on: 25 Dec 2015, 12:11 »
I can't believe there's not a xmas topic on the forums!
I know bits and bytes don't function better on xmas but c'mon!

Anyway, only messing with you guys, Merry Xmas to all of the AGS community!


EDIT: bugs fixed

Completed Game Announcements / MAGS September: Charamba
« on: 09 Oct 2014, 13:40 »
I couldn't make it on time for last month's MAGS competition, still I present you:

PG18 - do not play if you have kids around


The theme was Cross-Country and my mind took me somewhere...

Adventure Related Talk & Chat / Single Save Option
« on: 20 Apr 2014, 19:07 »
Hi folks!
I want to know what do you think about providing the player a single save slot.
This project has limited resources(mana) and items that the player must strategically use in order to advance. The player can always repeat the level if he has spent all his assets and can't progress.
Only allowing the player a single save slot is intended to make things harder.

Please, what do you think?   



Demo Fixtures:
 - 1024x768;
 - Fully voiced characters and interactions, do click on everything!;
 - 2 playable rooms;
 - almost nude scenes;
 - severe language problems with some swearing;
 - introduction of a new villain;
 - CANON changes into the OSD world;
 - and lots, lots more ridiculous DLC stuff;

Adventure Related Talk & Chat / Potbelly Hill Mystery
« on: 16 Feb 2014, 17:36 »
Just want to show you a casual point&click game, free to play, made by Silver Castle Games:
Potbelly Hill Mystery

Background art and story by yours truly!

Some shots:

The Rumpus Room / News Of Teh Worlds!
« on: 15 Feb 2014, 00:56 »
Do you know the funny news talkshows like Leno or Conan have?
Let's do it here!

The only rules are:
-show headlines only;
-news must be taken from real newspapers/sites, you can't make one in photoshop;
-serious news aren't allowed;

Hints & Tips / Heatwave
« on: 15 Dec 2013, 21:07 »
I love this game but am stuck on the first room...

Ancient Aliens - The Roots of Sound

Hi guys,
This must be the worst presentation ever on this forums, but I really suck at this...
I'm proud to release this one, it took a lot of work and dedication from us.
This game doesn't aim to bring any new concepts or breakthroughs on the genre. It's the opposite, really. We just wanted to deliver something with a classic feel.
I'm so bad with this kind of stuff that I'll just say that this game goes around the Ancient Aliens Theory, the main character is a trumpet player from Chicago who goes after a ancient technology with the help of a good-looking girl. Why? Because his father discovered the damn technology! That's why!
There's some bad guys after it as well and...
Just play the game...and comment please.
Download from the AGS Games List

AGS Games List

Please do comment this game here or at gamejolt.
If you really want to help me and the rest of the crew check the game at indiesale.

Have fun!

Recruitment / Testers Needed!!!
« on: 22 Jun 2013, 12:02 »
We are looking for 2 testers and 1 typo-hunter.

Here's a pic:

Please PM me if you're interested, full credits for your work of course!

Hints & Tips / Chalkman
« on: 27 Feb 2013, 10:32 »
Spoiler: ShowHide
There's no indications on what to do, I'm sure I've missed a spot but just can't seem to find anything to interact. There's the flushing thing and lots of closed doors...

Beginners' Technical Questions / optimizing loop
« on: 15 Jan 2013, 10:10 »
So, I've built a very simple but working little dungeon game.
Enemies detect the hero presence and engage according to distance, fights occur with different stats for every character, etc...
Making it working was a big achievement for me, but now I would like to optimize it.
My question is: how can I stop the engine from removing player control when blocking events happen; I know I am answering my question, I can't if they are blocking. But I've seen it done.

I've tried CC for npc animations with no success and breaking function code into smaller portions also with no success.
Do I require a tile-engine?
What's the concept behind allowing the engine to perform such "arcade" behaviours?

Everything in my game runs in Rep_Execute.

Update: 3/10/2012
Positions for animator and background color have been taken but "stand-by" artists are always welcome. The job for inventory and objects is still up.

Thank you,

Ancient Aliens (for now): game about the ancient aliens theory, mystery, ancient artefacts, archaeology

Ancient Aliens will attempt to be a classic adventure game with Indiana Jones and Broken Sword being its main source of inspiration. I front a group of game fanatics that are willing to produce the game (pay for artists). The game will have professional writer(s) doing dialogues and cut-scenes.

Positions Available:
Character Animators: walk-cycles, specific animations like picking up objects, talking views and idle views; (all characters are already designed); - TAKEN
Background Colour: artist to colour black&white backgrounds; - TAKEN
Objects and Inventory: artist to create (based on drawings) inventory items and screen objects;

no deadline for now;

Artists interested can contact me by PM or this thread for beginning talks;
All fees are discussed privately. There will be no long-termed agreements as private life and professional personal commitments may harm both parts.
Thank You,

P.S: production has started and you will be working shortly after agreement.

Hi guys,

I have a question for you that I consider pertinent regarding the common "look" of the typical AGS game. Developers here follow the way Lucas Arts did their classics. And its understandable, we grew with them and loved it.
But I think that those games belong to an era that can be compared to "silent" movies. There's a scenario, normally having 2 exits West and East and the characters "act" inside. It all looks very theatrical to me. Literally.
It was fantastic to see Guybrush pixels walking around but because it was new. Even hi-res characters were a delight to look on later games but again, it was new and only some games really did it well.
To the point that I wonder if there's any need at all to have characters on screen to involve the player, I mean, it's just a character walking around and picking stuff and even the games I loved to play had me waiting for the "action" to finish. The Longest Journey had me waiting too much although I loved it and it is considered one of the best adventure games ever.
If you've played Heavy Rain you'll know that the graphics were stunning, sometimes even near reality. Yes, it was a good experience but at most of the time it was something similar to AGS Trilby's.
Maybe it's me. But my brain reacts much quicker than what is given to me and even the most detailed animation has me waiting. Too much.
Recently I played some games made by Pastel Games. There's no characters wondering around. Only the author vision of some world. The games are considered casual but my brain gets the same rewards than when playing expensive productions. I do miss the voice work...sometimes. For example, the girl on Gray Matter describing items was hysterical and really annoying to me. I don't need every god damn item do be described, unless it's Dominic Armato.

Are we amateur game makers fighting some Quixotic battle? Can we ever make a walk-cycle good enough to compete with teams of professional animators? Is it really worth the hundreds of hours? Can't we tell the same story using a different approach?
This guy Mateusz Skutnik from Pastel games manages to tell some really cool stories with a minimalistic take on adventuring. When I play his games I see a lot of room to improve and bring together the best of 2 worlds. You get Covert Front that deals with espionage, Submachine games that reshaped the scape the room games and my favourite: Daymare Town, where the author takes you to something that could be part of a Hugo Pratt novel.
And guess what? All easily done with the AGS engine. The mind is the horizon here.

Tell me what you think, please.


is there a way to group bool variables and assign their values to false or true when needed?

A custom-function would work if I wanted ALL of the variables true or false but it's not the case.

Imagine 4 switches, (a,b,c & d), if a is on (true) all of the others should be off (false), and if b was on all others should be off and so on...

To code custom functions for4 switches would be easy but I've got 22 bool variables that act like switches!

I've been reading for arrays and structs but can't make it, and the "search" isn't working.

Thank you

Beginners' Technical Questions / .trs file question...
« on: 05 Jan 2012, 11:10 »
Hi there,

I've had some problems when updating a translation file into a game,
is this the right way to do it?

-change the new .trs file for the old one;
-'Update All' where it says Translations on the Editor;
-Compile the new translation file;
-Make new exe (in my case because the game is finished);


AGS Games in Production / The Camp
« on: 04 Jan 2012, 17:29 »
The Camp is set on WW2 environment, the year is 1944 and the Nazi were suffering heavy defeats on the war front.
The main character is a German soldier, young and with a mind of his own. He's above all, human.
On a remote concentration camp, the orders were to "clean up" the site and leave no evidences of irregular acts. Problems arrived when the Nazi soldiers were told to finish up and leave in a week's time. There were still prisoners on the camp and a decision was made by high Nazi ranks...

The game will feature 800x600 backgrounds, animations and a deep story, and I intend to deliver it with the best of my abilities.
All the events and names will be based on historical facts, although it will be, of course, a work of fiction.
I intend to show violence not as a showcase but as a way to remember people that the nature of men can and will be evil if the path presented to them by life is of a evil nature.
In the end, I'll try not to judge but to show how many persons a man can be during his life.

Stay tuned...   

Happy New Year!
After nearly 3 years the new chapter of the Dagger is here!
I tried to improve from the first chapter in every ways I could and hope to have achieved it.
It's short because it's the only way I can ever release stuff! It took me 2 months +-.

Special thanks to the testers that make it possible.

The game has a small intro that can put you into the story if you didn't play the first chapter (I'm sure you didn't!).
Anyway, The Dwarven Dagger of Blitz tell a story of this farm-boy named Trevor that wants to be a known hero (how original!), I'd like to think that I can bring this up with some humour!

Hope you have fun, all comments are more than welcome! C'mon, give me everything you've got! :=

Download (54Mb):

Beginners' Technical Questions / change hotspot[x].name
« on: 26 Dec 2011, 14:41 »
Hi guys,
Is there a workaround for changing hotspot names during script? Without replacing them with objects?
I've checked the forums but it was inconclusive and the manual does say it isn't possible...


I guess I can duplicate hotspots with the name I want and just enable them on and off...

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