Showing posts with label Calin Leafshade. Show all posts
Showing posts with label Calin Leafshade. Show all posts

Monday, December 23, 2013

Better late than ..

So there I was, at the wonderful irc channel of the AGS Archives, chit-chatting. Then, qptain Nemo, a wonderful russian bimbo, suggested I play his recent games. Twas only a glimpse that I decided to do as he pleased. And I came across one of the funniest and most bizarrely wonderful creations attributed to the AGS community.

It won the OROW8, it won my heart, it's amazing. A game created by qptain Nemo and Pablo, I have to say this is a wonderful collaboration, reminding me of Calin and Ben304, only with a twisted sense of humour.


Educating Adventures of Girl and Rabbit
DOWNLOAD HERE!
by qptain Nemo and Pablo 

It contains bitchslap. What more do you want from a game?

Monday, October 24, 2011

AGS Bake Sale gets some fresh coverage

Yeah, well, here's an article on INDIEGAMES.

Also Darth Mandarb, has taken a very fantastic task to keep all the games in one topic and update the links and stuff.

So. Well, here

Have a nice day!

Sunday, October 23, 2011

AGS Bake Sale: The Lucky Dozen + few more

Rumors have been spreading around from some newspaper, with the absurd and uncatchy title, AGS TODAY, but dear readers, this is a serious blog. We have inside information, of what appears to be a very inspiring movement from the AGS community.


The members of a close circle called AGS Bake Sale, have decided to release a bunch of games, that will be -pay-what-you-want- in order to gather some money for a great cause, a new AGS server, namely.

I'm going to have to keep this article very short in size, but here are the links to each game.
-Calin Leafshade's - Murder on the Lady Titania
-Cat's - Escape the Barn
-WHAM's - Undead Hangover
-ddq's - SCOUT
-Grundislav's - Ben Chandler -Paranormal Investigator - In Search of the Sweets Tin
-tzachs - 9 Months In
-Ponch's - BARN RUNNER - The Rich Dame Who Cut the Cheese
-Ben304's - Falling Skywards
-Ghost's - Mythamautology

Monday, July 25, 2011

The Release Something POST-MORTEM

Important Notice: YOU ARE LATE FOR THE PARTY.

Now, that's out of the way, let's talk about what this is all about. Icey games/Studio3 had the idea of an AGS Show equivalent to E3. While that may sound a bit silly, and perhaps you're right, it actually is kind of silly, Ben304, in all his enlightening insanity, actually made it happen.

So, let me use the amazing powers of copy-paste to show you what Ben304 actually did.

We used to have these under the guise of a "Release Something", and while I never participated, they were great fun, it's amazing to see all the different members of the community showcase little parts of the
ir projects. I think having a date, an event in which you know people will be interested in this sort of thing and all your buddies will be doing it, really motivates one to tidy something up for people to look at it. And, if nothing else, it gives you somewhere to finally show off those couple of screenshots that you know aren't going to be in a game anymore, but you spent hours working on and might as well do *something* with, even if it does just mean posting them for people to go "oooh, I wish that was a game!" over.

As far as I can tell, the last Release Something was February 2009. We had something a little in the vein of this last year in May when ProgZmax set the mags topic to "Release Your Game" and the comp was clearly a great success - 6 entries in a MAGS comp is a great showing by anybody's standard, so the interest is clearly there.

That was over a year ago - perhaps it's time for another release something?

With no objections having arisen, I'm going to go and set the deadline for this activity as the 10th of July. You have one month to polish up your games/tech demos/demos/prototypes/vertical slices for release! Keep the sweet stuff rolling in guys, it's awesome to see!


So there. And I will also as a kind sir that I am, give you 2 things.
-Firstly, the link to the topic.
-Secondly an amazing GIF with (Almost) everything released. There are some games and demos in the topic, so check em out.

Sunday, February 6, 2011

AGS Nominations 2010: Snakes of Eternal Journey Down Technobabylon


Bicilotti as a proud host has created a very unique and awesome way to present the nominations for the AGS Awards of 2010. An AGS executable. Check it out here.

From this paragraph and further down the games will be listed. I will have a download link for each game that appears for the first time, so you can guys download. Regardless, I must say they were all predictable, as anyone with a right mind would pretty much expect them. All but some.
Head over Heels for instance stroke me with a happy remark. The best demo category is full of unexpected nominees. And I was sad, cause for another year, none of my games got nominated. But that was expected too. But one nomination. THAT SINGLE NOMINATION MADE MY DAY.

List of nominees as follows:

Best Game Created with AGS for 2010

Eternally Us
Snakes of Avalon
Technobabylon - Part I
Technobabylon - Part II
The Journey Down: Over the Edge

Best Gameplay

Eternally Us
Snakes of Avalon
Technobabylon - Part I
Technobabylon - Part II
The Journey Down: Over the Edge

Best Original Story

Eternally Us
Snakes of Avalon
Technobabylon - Part I
Technobabylon - Part II
The Journey Down: Over the Edge

Best Dialogue Writing

By the Numbers
Eternally Us
Snakes of Avalon
Technobabylon - Part II
The Journey Down: Over the Edge

Best Puzzles

Eternally Us
Hard Space: Conquest of the Gayliks!
Snakes of Avalon
Technobabylon - Part I
The Journey Down: Over the Edge

Best Short Game

Eternally Us
Kuma Story
Head over Heels
rein
Technobabylon - Part I

Best Demo

Blockz
Indy and the Crystal Cursors
Indiana Jones and the Seven Cities of Gold
Matt to the Future
Quantumnauts

Best Non-Adventure Game Created with AGS

1st Drop
Barn Runner Halloween 1: Fully Automatic Mojo
Infinity bit
Operation: FORKLIFT
Space Pool Alpha

Best Player Character

OSD: Blades of Passion
Hard Space: Conquest of the Gayliks!
Professor Neely And The Death Ray Of Doom
Snakes of Avalon
The Journey Down: Over the Edge

Best Non Player Character

A woman for all seasons
Earl Bobby is looking for a Loo
Technobabylon - Part II
Snakes of Avalon
The Journey Down: Over the Edge

Best Background Art

Eternally Us
Professor Neely And The Death Ray Of Doom
Technobabylon - Part I
Technobabylon - Part II
The Journey Down: Over the Edge

Best Character Art

Eternally Us
Death: Episode One
Hard Space: Conquest of the Gayliks!
Professor Neely And The Death Ray Of Doom
The Journey Down: Over the Edge

Best Animation

By the Numbers
Eternally Us
Hard Space: Conquest of the Gayliks!
rein
The Journey Down: Over the Edge

Best Sound Effects

Eternally Us
Earl Bobby is looking for a Loo
Hard Space: Conquest of the Gayliks!
Snakes of Avalon
The Journey Down: Over the Edge

Best Music

Eternally Us
Hard Space: Conquest of the Gayliks!
Snakes of Avalon
Technobabylon - Part II
The Journey Down: Over the Edge

Best Voice Work

Ben Jordan: Paranormal Investigator - Case 2 Deluxe

By the Numbers
Earl Bobby is looking for a Loo
Eternally Us
OSD: Blades of Passion

Best Programming

By the Numbers
Eternally Us
Infinity bit
Operation: FORKLIFT
Space Pool Alpha

Friday, September 17, 2010

Calin reinvents the wheel

So Calin has implemented AGS on the Nexus One. No, wait... he's inventing the AGS Games Database. Except its called Nexus. And with an awesome name like that, it must be good, right? Anyway, join the debate and take the opportunity to say nasty things about Dualnames while pretending that you are debating.

Saturday, August 28, 2010

Interview Part 12: Ocean-spirited away

Tonight, we host DDQ, famous for being the man behind Oceanspirit Dennis, a craze of some people that just couldn't stay at puns. I present you the interview and a link at the end for the next OCEANSPIRIT GAME IN THE MOST EPIC SAGA EVER MADE.

If you ask what is Oceanspirit Dennis, then damn you, look here.

1) What is your favorite AGS game to the date? And what's your favorite non-AGS game? (You may list more than one)


My favorite AGS game has got to be The Marionette. While it isn't necessarily perfect, the game is incredibly well-written and features an engaging story that personally has no competition. That's probably the best "experience" I've ever had with an AGS game. Honorable mention goes to Shifter's Box. Best one of late is definitely The Journey Down: Over The Edge. You should really be playing it right now instead of reading this.

For non-AGS games, I have a power trio. Paper Mario: Thousand Year Door, Half-Life 2, and the Mass Effect series. While the games themselves are widely different, all feature universes that completely immerse me whenever I play them.

2) What in the name of holy saint does ddq means? And what kind of a quote is "F%$^ the hypotenuse"? How did you come up with each of those?

Ah yes... that's something I've lost many nights of sleep asking myself. I actually created the name while naming my save file for Need for Speed: Underground 2 by randomly smacking the Gamecube controller and ddq5 emerged. I've kind of dropped the 5 since then. As for any meaning, the only thing I know for sure is that the first 'd' stands for "Drew," my name, and the second stands for "Dennis," my favorite name. The 'q' could mean anything, but imagine it's along the lines of "quality," "quadratic," or "quadriplegic."

"F%$^ the hypotenuse" is a phrase that my brain conjured up from the ether. When I first thought of it, I thought it would be the kind of thing you'd see on an xkcd t-shirt. It might also be related to the TV Tropes page "Murder the Hypotenuse," which deals with love triangles. Either way, I just find it catchy.

3) How did you find AGS? Who are the forumites that dragged you in ?

My friend and I were looking to develop an incredibly ill-conceived idea for a game. I looked around the tubes and stumbled upon Adventure Game Studio and thought it looked fancy. One failed game attempt later, here I am.

This was right about the time that a little fellow named Calin Leafshade had posted an audio file of himself reading emo poetry. Pretty soon, I had found myself entering the community during the flurry of activity that surrounded McCarthy Chronicles. But in general, I'd say the whole community was pretty nice for not treating me like the overeager little dips^&t with a bad game idea that I was one year ago.

4) Who is the real Drew? And how much did Igor Hardy paid you to join his awful blog?

Haha. Well, I'll start by saying Igor's an awesome guy and I love working with him. I won't that you should shut up and his blog could kick your blog's ass any day because that would be rude.

The real Drew is studying electrical engineering and computer science at university and enjoys good films, games, and music. He plays the drums and still enjoys Lunchables. He also just got a new desk for free and he really likes it.

5) How did you come up with Oceanspirit Dennis?

Ooh, this is a good one. The concept for OSD was conceived by several people. In our good friend and comrade iceygames' thread on RPGs, he showed a design for his JRPG protagonist, "Dave." I told him Dave was a stupid name for a Final Fantasy protagonist, you know how they are, and suggested something like Ocean, or Spirit, or Dennis. The first two being parodies and the third being my aforementioned favorite name.

Snake then marvelously suggested the combination "Oceanspirit Dennis," to which I appended "Scourge of the Underworld." Then I spent five minutes to this drawing, which I released to widespread acclaim. Then the illustrious Ben304 actually adapted it to a game and others soon followed. Thus was set in motion the wonderful world of OSD.

6) How do you feel about creating the idea for a bunch of games based on a mocking of a troll? Some people even called it a RON revival! Comment on that.

Oceanspirit Dennis had a quick but significant boom of games in the month after Ben released the first one, but it died down pretty quickly. I'm literally days away from releasing the next chapter in the OSD saga but who knows if it will catch on? If so, I think we'd need a common set of sprites and sounds and such, walkcyles and all that. While I think so far all OSD games have been released open source, they've all had wildly different styles.

Still, that allows game makers much more creativity with their designs. Whatever happens with it happens, I guess.

7) So you created another OSD, why? Wasn't there enough? Was this one has to offer?

Well, of the 5 or so games released, the one I did was by far the worst. It was just a so-called "Special Edition" of Ben's original game with voices and added homosexual themes. Also, while some of the OSD games were intentionally stupid as parody, I thought I'd enjoy seeing where I could go with a semi-serious comedy game in the universe. That's why I started Blades of Passion: An Oceanspirit Dennis Adventure. It's really more of an exercise than anything else. It'll be my first real game and I experimented a lot in creating it. Thankfully, I was able to round up a really great team who wanted to continue the OSD saga as well. Plus, Blades of Passion has a sex mini-game.

8) So when are we going to see that game?

Monday August 30th, 2010. The promised is kept here.

Monday, July 12, 2010

Pick of the month moves on

Now you can blame someone else for picks of the month being late. After over fours years, Mr SSH has given up his imperium. Calin Leafshade has taken up the banner of picking as I'm too lazy busy these days. First up for July 2010 is "rein".

Wednesday, March 24, 2010

Review the McCarthy Chronicles

Well, it's really hard to shape an opinion for a game that has caused so much controversy for its 2 cup rating. Now 3 however.

The McCarthy Chronicles game is an episode of a soon-to-be trilogy. Its main hero, is left for dead hanging, and through a very fast play we see what brought him there. The game is rather not-so good for me. And I think it's overrated by users, that actually missed what I didn't.

-Graphics:

What is actually praised, is what I'm wondering about. If there are no puddles, and no rain, the graphics are really simple. But that's where Steve did his job well, knowing he's not much of a pixel artist, he put some hard work on them, and with copy-pasting what he did well on other backgrounds and by the lack of color, and by adding some eye-candy, he has presented something himself would agree that it's not worth mentioning, as top-notch.

-Sound and Music:

Apart from the footstep sounds, there's not much into this area. The sound just come when you expect them. The music mostly works as an ambient sound, but has some good moments. The voice acting on the other hand is excellent, and really precisely done. The voices really fit each character, with McCarthy being a personal favorite.

-Gameplay:

And that's where it all falls apart. It may be a short game, and that's why it gets the redemption it does from the fans. Is there actually one logical puzzle, that's not total randomness? Perhaps it's me, but I felt like I was going back and forth, and get item, and back on mansion, and walk there, talk to that guy about that, ecc. A repetitive progress, that wore out my patience. I felt a really let-down there.

-Dialogs:

Initially I was amazed by the really nicely shaped words at the intro. And then again inside the mansion, it was really nice too. But then it actually endep up too much. I could name a few examples, but it's not about specific parts of the game, that actually gave me that feeling. Every time you enter a new room, pick up an item, do anything, even if it's the simplest action in the whole world, you get a really noble and poetical description to go with. And that really breaks the immersion.

*Possible Spoilers Ahoy*
Sarah, is the only one's dialogs that weren't pushed. They felt really natural. And totally just there. On the other hand Victoria felt WAYYY off the hook. It's one thing offering to sleep a night to a stranger, or someone she's seen on the news, and another thing accepting that she's been on the library just because she was accused, and given away by her perfume. First it's totally unrealistic. For a woman being described as very clever, it's really wrong to actually fall for that trick. Michael is the one that actually breaks it for me totally. First, he's always saying that he won't speak of any matter because he either claims he doesn't know anything about it, or because it makes him feel uncomfortable. Then after a while he squeals, without even being threatened. I like the calm tone in which he reveals something totally uncomfortable.

-Story

I won't really go much for it, because there's not really much to tell, without spoiling it, and I'd rather I didn't actually. I just feel it's very cliched. Reminds me of a whole horror genre of films that seem to base their story in old school movies, like McCarthy does of 5 Days An Assasin. A mansion, a finished hero, a dark secret, a sinful father denying his children, a mother dying giving birth to a child, the main character accidentally arriving to the Mansion in pursuit of something else, the doors on the first floor on the mansion on both games are even the same number.

-Atmosphere

And this is where the game actually blows your mind. I don't know if it's the sound, if it's the graphics, if it's all together, but you really feel like you're into this world. A living part of it. It's really hard to accomplish good atmosphere nowadays and McCarthy does it like it's a piece of cake.

Wednesday, March 17, 2010

Carried away by a Winter's Shadow...

...lost in a river last Saturday night. Enjoy this trailer for the upcoming Ben/Calin game:

Sunday, February 28, 2010

AGS Awards 2009 results

So, the best games of 2009 have been decided. Note that due to Dave not getting it in the games DB in time, Blackwell Convergence unfortunately wasn't eligible this year. Well done to bicilotti for his awesome hosting.

Anyway, Time Gentlemen Please, The Marionette and McCarthy chronicles all took 4 awards each, TGP getting Best Game. Congrats Zombie Cow, auriond and Calin Leafshade. Shifter's Box took 2 awards and one each went to Frantic Franko demo, Death Wore Endless Feathers, Aeronuts, AGS 180 Darts, and Shi-la of the Sith. Innovation award was given to Steve McCrea and Darth Mandarb got the Lifetime Achievement. Congratulations to all. A log of the IRC channel is here.

Tuesday, February 2, 2010

Something was missing from January...

...And that was a game made by Ben, but don't fret, him and "Colin Loafshorts" have given us Hope!

Is this perhaps the start of an AGS supergroup?

Thursday, September 17, 2009

Interview Part 1: McCarthy Chronicles


I've decided to go around interviewing AGSers as a new thingy. The first one, is Calin Leafsade, the man behind the McCarthy Chronicles!

Okay, then I'm starting with the questions:

0)So general info, favorite game genre, favorite game?

I dont really have a favourite genre of game. I try to treat each game on its merits and I can name games from all different genres that I love. If I were forced to choose at gunpoint however I would probably choose "Action Adventure".

My favourite game of all time is probably still the original Deus Ex. Just due to the fantastic blend of story and RPG elements. There is no point is Deus Ex where you feel you are wandering aimlessly. You always have an objective and its not always "shoot that thing until it stops moving".

1)About you now, is Calin Leafsade your real-life name?

Calin Leafshade is indeed my real name.. I was raised by elves.
No infact my name is Steve. Calin is a persona I've had for RPGs for many many years. I often use it for things since its surprisingly never taken and I abhor usernames with numbers in.

2) Since you're really a promising newcomer, I always wondered, how did find AGS as an engine, and what is your opinion on this community?

I discovered AGS by the usual route. Namely Yahtzee.
Up until that point I believed that polish was very important when delivering a gaming experience. Graphics were key in my eye.
I knew that they didnt 'make' a game but i thought that without good graphics a modern gamer just wouldn't appreciate the story that was trying to be told.
After playing 5DAS I discovered that it's perfectly possible to create a game in the modern gaming climate that can still appeal. I was genuinely frightened when the welder comes into the bathroom. The immersion of the game had completely got to me.
To contrast this I had recently been playing Deadspace for the Xbox 360 which is billed as 'terrifying' when the fact of the matter the only thing I felt when playing that was boredom. Shambling fleshy monsters in beautiful 1080p didnt scare me as much as a guy in a welders mask 30pixels high.. go figure.

As for the community I've been surprised at how helpful it is. Everyone seems willing to help and get involved whenever possible.. which is refreshing.

3)Ever made any other games (even on other engines), besides the one you're working on?

Other games? Hmm no not really. I had dabblings in various things (mostly the half life 2 engine) but I always wanted to create something special and i simply didnt (and still dont) have the artistic skills to pull something off in the 3d domain.. If something looks bad in 3D it REALLY looks bad.
I could have finished alot of those projects but I just wouldnt have been satisfied with the result and it would have been another mediocre map in a sea of mediocre maps.

4) You seem to give a lot of work and detail on the story side, even give more attention to the voice actors than anything else, why's that?

I've always been fascinated with video games as a method of telling a story. They have something unique which books and films can't capture. The pacing is all different. For example Final Fantasy VII takes around 30 hours or something to complete.. imagine a film that long.
I think with an adventure game the story is vital. If you dont have the story then its just a series of click click puzzles.. and whats the point in that?
As for the voice acting I'm still not 100% decided.
I think my particular game would work very very well with voice acting since the dialogue is all written in a very stylised, poetic manner. People dont really talk like my characters but its supposed to feel almost like a play. Even my rooms all look like stages.
I would really like a full cast of voice actors to really hammer home the interaction between the characters and convey their personalities more effectively.
However I'm not willing to compromise on the immersion. If I cant find a full cast that fits the bill perfectly, I will leave the voice acting out altogether.

5)Do you have any favorite books or AGS games? Has any one of those sort of "marked" your life in a certain way?

Favourite books? Easy. Clockwork Orange.. if they make a clockwork orange game I would walk through fire to buy it.
As for AGS games I'm a bit of a newbie. I've played all of yahtzees offerings but havent really had time to try anything else.
I find that comedy is very pervasive in the AGS community (largely influenced I imagine by the monkey island and Lucas Arts games) and comedy is not really what I want from a game most of the time.. unless its Portal.
Have any of them marked my life? I usually leave up to music and before you ask: David Bowie, Beth Orton, Nick Drake, Radiohead, Jeff Buckley.

6)Tell me a bit more about this game, how did you come up with it, who's doing the backgrounds (I'm guessing you), and why is it in episodic format?

My game is done entirely by me. With the exception of a single sprite which Babar did.. which also happens to be the best piece of art in the whole game.
As for the 'idea' for the game i'm not really sure where it came from.
But i didnt start with a character or a plot or anything like that. I started with a mood, an atmosphere. I wanted an excuse to write ridiculously over the top and extravagant dialogue. I wanted to make a game from a poem rather than a story.. if that makes any sense. Film Noir seemed like a good way to put that into practice.
I decided to do the game in episodic format simply so that I would be able to release sooner. I didnt want to get in a rut with a feature length game and never have anythign to show for it. Plus it allows me to receive feedback on previous episodes and improve the later ones.

7)Everyone that has seen the brilliance of your dialogs, even by those screenshots and really got excited for the game, even before you posted the second really cool drawn screen, is wondering, when is this game coming out?

Ah you're too kind. As McCarthy would say:

"Answers come like bubbles on a questioning breeze, scented lightly with the sweet smell of anticipation, before busting into oblivion never to be seen again"

Basically I havent got a f**%ing clue. When it's done.

See more of the game here, and just have a cool time watching the teaser trailer.