Saturday, September 20, 2014

I Give Up

This is the best and most repeated word/phrase/sound/thing you'll encounter in this MAGS September entry by Emont. I caught myself grinning whenever it played or appeared in my screen, or both. 
The entry is a very simple game, called Man Giving Up

And it's all about that. Perhaps a philosophical approach to our everyday's loserism, or just a funny game. Your call. I do have to say there's not much to it, apparently, but the music and sound effects are a high point. The game is quite polished itself, but the sound effects and the music composed for this game are 100% spot on.

So without further ado I present: 

MAN GIVING UP

 

How many times can YOU give up?

Choose from a variety of colourful settings and see how far you can go. You might just surprise yourself. You might find the power was inside yourself all along. Welcome to the world of MAN GIVING UP.



FEATURES:

* Multiple locations
* Complete music soundtrack
* Sounds
* Colours
* Pointing
* Clicking

Tuesday, September 16, 2014

It's always for shameless promotion and not for AGS news.

You should have realized this by now. Well, occasionally there are some news here and there. Look at the last three posts, that's prolly a first around here. So, this happened yesterday.

The smart! It hurts!
I've also come to realize that this blog has little presence down in Twitterland.Should we change things? Should we keep the crazy from the hip? I don't know. But if you guys want, I'd like to lurk the living heck out of some of you. I already have for a while now, but it was getting impossible to do so without an account, so I went in there. I saw some familiar faces in there, I don't know, it felt as if I've been missing a part of the scene, AGS and generally.

Have I truly gone fishing?

Sunday, September 14, 2014

A Golden Wake Is Awake

Francisco Gonzalez's (try saying that three times in a row) latest project, "A Golden Wake" being published by Wadjet Eye Games, is available for pre-order. Dave said so!

Twitter link.

Saturday, September 13, 2014

Where is Primordia 2?!

You know, I could write my personal reasons and explain them, and bore the living heck out of you, or the writer could do it for me. And he has. Everything is explained by Mark Yohalem, on why the world never got to see a sequel to Primordia, even a spiritual one.


So clickity here, I promise, amazing screenshots will make you want this even more.

Friday, September 12, 2014

This will be your downfall, friend!

So, Downfall, a commercial game created by Remigiusz Michalski released back in 2009, also rated with the five cups of AGS glory, is now free. I also did something with it, but I forget. It's a lovely game regardless so you should get it. Plus I believe Grim is remaking it, so it's a bold move to set the non-upgraded version up for grabs. Have I reviewed this in the past also? God, I don't remember much.



FOR PLAYERS 18+ ONLY. CONTAINS DISTURBING SCENES, BAD LANGUAGE, VIOLENCE & SEXUAL REFERENCES. 

Saturday, August 30, 2014

Game Devs Get Game Devs To Dev Games

The typical AGS "game developer" is not a professional, but rather someone who makes games as a hobby. That's actually quite a neat thing- no pressure, no deadlines, no worries about a hostile takeover or whatever troubles the big players. But even the most carefree dabbler in the art of point and click sometimes has to throw up their hands, shout Arrgh in a most frustrated manner and drop a project for whatever reason.

How could your average AGS game dev help out? Our very own Baron (already famed in song and story as the mastermind behind SWARMAGS) came up with an interesting idea and the result is
Devs-Anon (formerly "Group").

The idea is simple. Sometimes all you need to maintain steam during the development of your game is someone who supports, fortifies, questions you. Or gives you a well-meant flick with a rolled paper. If there was a small group of people all working on projects, each one taking some extra time to check on someone elses project (and act as a mix between Gemini Cricket and Robocop), the result could very well be more completed games.

I've registered into the Dev-Anon mostly because the concept sounds awesome, and I have a game I am a bit struggling with and I'm really just curious how the group support will play out. If you like the idea even half as much as yours truly, go check out the linked page and get a closer look.

Sunday, August 10, 2014

Our work takes long, and time is fleeting.

I've come to understand something that is profound for everyone around the AGS community and generally the developing community, whether you're a coder, or a writer, or an artist, or a voice actor, or an animator, or any other job that is deemed useful in the game/product making process, that no matter how good or great you do that job, there's always space for improvement.

Same goes for games.
Something you could do differently, something you could improve upon, I don't know anything. At that moment, when you've delivered your quest, you are usually stricken with confidence that you did a good enough job, and that it's final, then after you revisit it, you know, stand behind and observer your labor with a more objective point of view, it is then that you realize you were completely wrong. The best way to prove myself is to find a project you've kept the first version of, and compare it with the one you released for the public. You'll probably catch yourself remembering you were quite satisfied with it back then, perhaps at that, or a later time, you thought "this is it". 

I mean, look at it.
But the more light you shed in your project with feedback either by testers or team members, or anyone practically bothering with it, and sending you his opinion about it (If I recall correctly Vince Twelve had his mom play the game (Resonance) to see if she would be having troubles with the interface), the better your game gets. 


Provided you're willing to go through feedback and process it accordingly. I mean look at any AGS game out there, take for example Technobabylon, I'm sure Technocrat thought when he first released it, "this is the most I can do with this game" and now he's turned it into a bombastic super-pretty indie game, that I would be willing to pre-order so hard.

I've been working on Primordia with Wormwood Studios these past few days (we're going to patch it everywhere (Steam, GOG, wherever it is available) as soon as we're done), and I've personally come across several things that bugged me now, but at the time I was okay with them. You tend to overlook faults over the rush of completing the core parts of a project. But when you look at the details, see deeper, that's what we call polish. And it needs to be done. The more time you devote applying small partially insignificant fixes and improvements to your work, the better.