Showing posts with label MAGS. Show all posts
Showing posts with label MAGS. Show all posts

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

Monday, February 3, 2014

MAGS January offers a handful


This month's MAGS has beared fruit to 5 games, all under the following theme set by Captain D, selmiak, and Emont:

The game should have COLD as a major feature of the game in whatever way the game authors decide; the main element of the game should revolve around something that happens under ground (BURROWED) (be it the turtles or beeing buried alive or a cave adventure or whatever the author comes up with) and the color PINK should have an important role too.




Don't Drink the Pink by Hobo
Rex and Sissi in Pink Cult by Robin Gravel (Volcan)
Pink Sky by HanaIndiana
The Ice-Cream Mystery by Dmitry Stefantsov
A-Mused by LostTrainDude

Click on the game title to download or you could be a smart pumpkin and download in a bundle

It's good etiquette to play all the games and vote for the one that took your heart. 

Thursday, January 30, 2014

How I found AGS and why I am still using it: Part I - Baron

Basically, the ever awesome Baron shares his story as a forumite from his perspective. It is as subjective as it is interesting. Behind the most intriguing games possibly ever made, an unsung hero of the community. Also the first man to coordinate the biggest team perhaps in indie game development and actually make a game out of it. If his only achievement was coming up with the full title of Besieged (a wonderful reference to a certain Kubrick film) I would love him the same. Respect from this very greek. If you have never talked to the Baron, pm the bastard and start discussions about the conquest of the world. 



January 29, 2003: a day that will live in infamy in the annals of AGS history.  Or it would, if anyone ever wrote an AGS history -but that's another topic.  On this date I decided to stop lurking like some sort of creepy dude in the bushes and start participating in this community.  Can you believe I've been an AGSer for a decade!  My, the time flies when you're having fun.
     
But this is not going to be another gushing ode to the forum and its many temptations -I already exhausted that topic for my 1000th post last summer.  No, this rambling dissertation will attempt to account for the fruits of the vast amounts of time I have poured into AGS over an entire decade, with the aim of better understanding how I have evolved as an artist and where I am heading in the coming decade.  I'm also interested in your own AGS journey: where have you come from and where are you going?

So it all began for me back in the Silver Age of AGS: The universe had already cooled, Yahtzee had already left, and CJ only occasionally deigned to smite the odd mortal from his cloud-top perch.  And into this brave newish world I released the immensely silly AL-Quest 1:



I'm not going to delve into the game's obvious graphical failings.  I remember carefully overpainting all of the original Roger sprites that I had ripped from the Demo Game, only to discover that I created a character 1/6 proper scale ....and then changing the plot to involve a shrinking sequence so that I could make use of the work anyway!  Suffice it to say I learned a lot, which is apparent as the game progresses, but I'm still amazed to this day by the fact that I created an entire game of such length (40 rooms) without learning even a line of coding.  In fact, I never would have gotten into AGS at all if not for the no0b-friendly interaction editor.  I still think it was a mistake to let that lapse....  Anyway, AL-Quest 1 was never a huge hit, although player feedback was in general surprisingly positive.  Like most first projects, it was a fantastic learning experience and served as a good stepping stone for my future endeavours.

The next game I finished was The Winter Rose, released in 2005:



This project was a vast departure from AL-Quest.  Firstly, I made myself code everything -everything!.  Sure, I'd often use the interaction editor to see what code it would use to accomplish something, but it was 100% scripted by me.  I remember being so very proud of that fact, and of course the skills I learned in this process enabled me to undertake all manner of projects afterwards.  The game itself was graphically quite complex: hand-painted backgrounds with pixel work painstakingly made to fit in.  In terms of mood it was a much more sombre adventure than I had designed before, although as you can see from the screenshot of the heroine pulling a blade out of a yeti's butt I never did manage to tame the silly beast within.... (roll)  The Winter Rose was very well received, but people were in general disappointed by the ending -I've tried to internalize that lesson in the endings of my subsequent games.  

Next I worked on my opus, Charlie Foxtrot and the Galaxy of Tomorrow, a parody of the sci-fi genre released in 2007:



At 80 rooms this is the biggest game I ever finished.  The backgrounds are occasionally cringe worthy, and the MIDI music was a bit of a bust (which taught me to seek out the aid of competent musicians in future), but the animation is masterful -masterful!   Even today I am amazed at the sheer amount of animation, and by the fact that it was entirely done with MS Paint.  What was I thinking!?!  I don't even know what I could accomplish if I still had that amount of time on my hands.... The game was incredibly and intentionally silly -for the first puzzle you have to flush yourself down an alien toilet to escape the guards (pictured).  At any rate, the game was a bit of a cult classic, very much appreciated by people who like my silly humour.  I learned a lot about animation, but most importantly I learned if I was going to pursue more ambitious projects I would need to depart from my old methods.

So I decided to try collaboration.  The first attempt was with Yarooze with Besieged, released in 2008.

 

Graphically it is the best pixel art I've ever done (character art & animations -Yarooze did the backgrounds).  Funkmast's music was phenomenal.  The plot was about a lowly dung-shoveller who had to save the castle from a siege before the king catapulted him to death.  Perhaps there was a bit too much toilet humour (you literally had to sit on "the throne" a couple times to solve a puzzle), perhaps it was the authentic Olde English font that was slightly hard to read, or maybe it was just that I put it into the "short" category in the database, but for whatever reason the game never seemed to gain any traction with the players.  Considering all the work I put into the art, this made me reflect that if I was going to keep making games with my shrinking free time (ah, the perils of parenthood...), I would really have to streamline my work process.

So I collaborated again, this time with Ascovel (Igor) on a MAGS game, later expanded to a proper game with extra scenes, named Snakes of Avalon, released in 2010:  



I expressly wanted to work on the animation using the vector power of Flash, but had a fantastic time bantering plot ideas back and forth with Igor.  While the animation was panned by the critics, the amount that I learned was well worth the effort, as I easily cut the amount of effort-per-frame by 3/4.  Suddenly the sky was the limit!  I was also very satisfied that the macabre plot and social commentary in the game were extremely well-received, but of course a large portion of the credit for this goes to Igor.

My secret plan for refining my skills with vector-animation was to undertake an epic fantasy project.  I haven't finished it, and have abandoned it twice already, but I feel Curses & Castles is an important part of my growth as an AGSer so I'll share it here:



The lazy and sarcastic uncle-king has been turned into a frog (and ever present side-kick), while his dutiful princess-niece has to save the realm from five curses of an arch-sorceress.  The idea was to make a commercial adventure of epic scope and length, and I think that's why it failed (at least, so far....).  In retrospect it was too big, too ambitious for one man to actualize in his occasional spare hours.  When I pushed myself to burn the candle at both ends my health began to fail me, and it's been an off-and-on relationship between me and the game ever since.  I still believe that if I could pull this off it would be a fantastic game, but....  Well, perhaps one day I'll cobble together the means to pull it off.

A little depressed by the failure of C&C, I kind of shot my mouth off about a crazy new way of making games where everyone would do a minimal amount of work but together could create a masterpiece of game art.  While this dream of effortless game creation never really panned out (it was actually a lot of work!), the resulting Draculator II, sometimes simply referred to as "The Swarm Project", renewed my interest in the AGS community.  It was released in 2011:

 

Despite the copious correspondence required to coordinate the efforts of 40 swarmers, I liked the challenge of trying to weave it altogether into a unique piece of art.  Yeah it was short, but I will always value the connections I made through the effort.  It's also been great to fall back on that network to find collaborators for other purposes, be it voice actors or people with technical abilities far beyond my own (ie coding, sound editing, music, etc. etc.).     You rock, Swarm.

After the swarm project I tried my hand at a shorter, hereto unannounced fantasy project tentatively called Flutterby Dawn about a secret agent pixie who has to combat the evil designs of the Order of Nefarious Organisms (ONO):



  The background world was to be a living organism, with all native "technology" really just repurposed organisms (such as the sparkle vision set, pictured), and the plot a kind of James Bond-esque tongue-in-cheek spy thriller.  This time I spent much less time on art (very little animation, minimal effort on backgrounds) in an attempt to finish the game first, and then polish it up later.  Various strains on my free time (new job, no sleep due to expanding family, etc.) have also caused this project to be shelved for the time being, but as equilibrium is slowly restored to my life I can see myself picking it back up.

And lastly, I finally did finish a vector-art adventure, although you won't be able to play it until March or April or whenever the next Bake Sale is finally going to be released.  This is Blue Lobe Inc., the story about a trio of hapless adventure game developers who start their own company to make commercial adventure games (ah... sound familiar?  ;) ).



  It's supposed to be a web-comic/game/cartoon about adventure gaming.  You'll notice more than just a bit of commentary about the classics, including the occasional puzzle twist from the past!  The game mostly makes fun of my own failed ambitions, while ironically potentially being a successful fundraising vehicle for the AGS community.  Only time will tell on that front! ;-D

So, in conclusion, it's been a long journey, I'm still puttering away at stuff, maybe one day I'll make that perfect game, yada yada, yada.  So how did you become the master game-maker of the future?  What's your last decade been like in terms of AGS productivity?  Share! 







Wednesday, June 26, 2013

Science MAGGIES Double Feature

Last year we had a lot of MAGS, but no MAGGIES. So this year our very own Atelier runs them as a double feature, and everyone's invited to play two years worth of MAGS winners, vote their favourites and... well I am pretty sure something awesome will happen at the end of all this.

Check out the thread with a neat list of entries right here!

Saturday, March 3, 2012

Downtime.

Dualnames, bicilotti told me to tell you (3 hours, 34 minutes and 5 seconds ago): blog about downtime

Downtime. From the beginning of mankind, servers went down for maintenance. This time however it's all qptain_nemo, Ben304 and uoou's fault.


They hacked the forums to destroy the core of a wonderful community.

That's how I feel.

Monday, January 16, 2012

Interview BakeSale: Radiant

Today we feature nobody short of famous and incredible, Radiant, the creator of the Tale of Two Kingdoms. He has too joined the bake sale with his game Indiana Rodent: Raiders of the Lost Cheese. A platforming game with amazingly fluent controls.



1) Why and how did you join the AGS Bake Sale ?


As soon as the first announcement was made, I thought that designing a game for charity would be a great idea; so I contacted the organizer (Ponch) and volunteered.

2) Talk a bit about your game (what is it about, how you came up with it).

My game is a platform game, because I like trying unusual things in AGS, such as using real-time character movement or in this case using it for a whole other genre of gaming. I've had the idea of doing this for over a year; back in August I first found the time to actually do it. The basic coding took about a week; refining it, designing more levels, and tweaking the difficulty level took some more time.

3) Tell us a bit about yourself and how you got yourself into game making in the first place.

I'm from the Netherlands, and have been designing games since I was twelve. Admittedly the first few weren't so good, but when I was a student I managed to get my first real game picked up and released by a commercial studio. I've since turned to freeware instead, because I prefer making games as a hobby than as a job.

Sunday, September 4, 2011

Post of the Week: Why is this so awesome?

Grundislav or Francisco Gonzalez, whichever you like really, has released a trailer for the always upcoming Ben Jordan Case 8 - Relics of the Past.

Does it make me anxious? Yes.



It appears that Technocrat has some news about the fourth part of Technobabylon.
If you don't know what Technobabylon is, then shame on you, kind sir, and you're missing a great series of short sci-fi games.

It appears that Part IV will be a tad late, because the character art got some amazing and utterly fantastic overhaul. Well, cheers to that, you made me incredibly jealous.


And to finally conclude this, Radiant seems to be expanding his OROW entry, which to be utterly frank, is a waaaaayy better platforming game, than what made by yours truly. So I leave you with a screenshot, that if you click on, will get you to the game. SO CLICK ON IT.

Saturday, September 3, 2011

Unipicked by indiegames

Indiegames picked one of the three challengers for the August MAGS as the Freeware Pick. The rest two being OROW entries that got more content. It's also made by Duzz. Anyhoo, check the mini-review here.

The game's name is UNICATED.

Wednesday, June 1, 2011

Saturday, January 15, 2011

Interview Part 13: Snascovel of Abaron

Tonight, we host two great fellows. Igor Hardy, or Ascovel, (famous for some blog about something, can't remember now... and won a best demo AGS award for 2009) and of course the ultimate AGSer, Baron, or Alex Van Wijst (famous for Mittens 2007, Besieged, Charlie Foxtrot and of course the Winter Rose!

However they combined their forces together, and along with the complementary awesomeness of Thomas Regin in the music department, originally for the MAGS I hosted and set the theme for, they created SNAKES OF AVALON.
If you absolutely have no clue, check the game here.
And if you want my opinion on it, check the review here.


1) First, let's go by the book. What is your favorite videogame? Is there an AGS one you particularly like?

Baron: My all-time favourite video game is Dr. Mario -now you know. My favourite adventure game is SQIII, so it should be no surprise that I'm a huge fan of the equally zany sci-fi AGS-made games like Time Gentlemen Please and the Barn Runner series.

Igor:
My favorite game of all time would be Grim Fandango.

As for AGS games, I'm fond of way too many to list and I fear the recent onslaught of Oceanspirit Dennis productions has been spoiling my taste ;), but I’d like to mention 3 titles that are particularly important to me: Nelly Cootalot, The Winter Rose (made by some brilliant guy I know nothing about) and Infinity String.

The reason why I have a special fondness for those 3 is that I consider them to be the first utterly delightful and must-play amateur adventure games I’ve played (despite the fact I did try out quite a few before). It meant a lot to me to see that adventure games fans can treat their work this seriously, and yet… succeed at completing such top quality projects.


2) How hard is to go back and improve what's already been done? (referring to you improving Snakes of Avalon)

Baron: It had been a massive effort to complete the MAGS version by the contest deadline, and after that we just crashed. We determined that after a month's rest we would take a week to fill in the gaps and add an extra scene that was cut in the original due to time constraints. Based on our productivity in the three weeks leading up to the MAGS release this seemed very feasible, but in fact it took us several months to finally complete the game.

Igor:
For various reasons our ambitions had grown far beyond the earlier plans - definitely the main reason behind us pushing the release date back several times. My estimate is that, instead of the expected week, adding the new content took us at least 1,5 month in total (broken up by a long period of holidays, renovations and computer crashes in July/August).

Nevertheless, to the very end we were extremely efficient every time we did sit down to work. We made good decisions and implemented new ideas really fast. Also, no concept we came up with, nor any animation, piece of code, or piece of music was ever wasted or proved to be out of place. So we were able to avoid any major mistakes and take advantage of 99% of what we created for Snakes in the final version of the game.



3) What was the reason behind the improvement of Snakes?

Igor: The MAGS Snakes came together so well that we didn’t want to leave it as an unpolished 1 month production. For example, having a main menu seemed useless during MAGS, but for a serious production it felt like a must. Similarly, the interface in the original needed a few fixes and many dialogs seemed rushed (non-interactive and missing important beats for the story and characters).

Then there was the opportunity to work with Thomas Regin on the soundtrack –an aspect which even on its own would make the updated game a fresh, new experience.

And finally, we invented that huge nightmare segment. It came out of our discussions about the meaning of the game’s story and I feel in the end gave it much more depth and resonance.

4) Lots of people found the game having lots of references to Hitchcock's cinematic style. Mostly his film Vertigo. Comment on that.

Igor:
I’m not sure how people really feel about it (as far as I know, only the Vertigo poster reference was discussed by players), but I certainly used Hitchcock’s name in almost every description of what the game is about – my great marketing ploy. I was long wondering how to explain the genre of fiction the story belongs too. It had murder, it had mystery, but it wasn’t really a “murder mystery”. It was some sort of trippy, pulpy, suspenseful thriller with both creepy bits as well as humor in it, and so I thought Hitchcock’s name is possibly the only 1-word label that can bring to mind all of those qualities.

And there actually are many vintage Hitchcockian themes and gimmicks in Snakes: the hero spying on people, a “man who knew too much”, the hero passing out in a stressful situation, family issues, murder in domestic environment, scary scenes featuring bathrooms, dark silhouettes, and dramatic stings in the musical score.

Additionally, we tried to make the scenes feel as dynamic and cinematic as possible, so there are many close-ups, unexpected cuts, jumps in time etc. I’m particularly fond of the real-time abrupt focus changes, like the weird, static cuts between the two parts of the bar – I think they are unusual, rough, but work well
.

5) Can you tell us a bit about the team. Introduce us to the members and comment on each person's work and work-flow.

Baron: I have been a member in good-standing at the AGS forums for seven years now. I've started many projects, but only finished 5 adventure games to date. I like to experiment with different genres, so it would be hard to identify a consistent theme to my games outside of humour. I really do have fun making adventure games and I want people to have fun playing them.

My reason for entering the MAGS competition was to implement a new experimental animation process I'd been developing to cut down on production time. I made this very clear from the outset to Igor, who graciously gave me free reign in the character design and animation department. We had a very loose design document outlining and prioritizing some 60 animations, but usually Igor would PM me what animations he'd need that day and I would do my best to pound them out that evening.


Igor:
The team for the original version from April was just Alex and me. And qptain Nemo beta-tested our creation when it was ready. After MAGS, we were joined by Thomas Regin who composed Snakes’ original music. The occasional cutscene voice-overs were provided by family members, friends and Alex himself. However, Jack’s voice was provided by Drew Wellman (ddq). At the very end of development, we had additional beta-testing help from Leon.

So the core team is just the 3 of us - Thomas, me and Alex…

Thomas is best known for his soundtracks to Wadjet Eye’s games, including the beloved Blackwell series, but he also composed for dozens of commercial game titles. He is a master of many genres – a versatility which we were most happy to exploit for the whimsical (or even grotesque) nature of the game as it alternates between suspense, humor, jazz and even plain horror.

Based on our collaboration I can say Thomas works quickly and with passion and is a shameless perfectionist. Sadly I don’t know any of his true work-flow secrets I could spread around.

As for me, I love creating games and stories that are at least a bit unconventional. I feel great doing prototypes and experimenting with design while scripting rather than in theory. Consequently, I hate overly detailed design documents and I wouldn’t feel like I’m truly designing a game if the complete design would came first and implementation only at the very end.

My personal work flow is a combination of laziness, perfectionism and millions of how-to-make-this-feature-several-times-better-with-minimal-additional-effort-but-it-turns-out-later-it-wasn’t-so-easy ideas.


6) How was Snakes of Avalon initially born?

Baron: I was interested in partnering with someone for the April MAGS competition so I could share the predictable humiliation of being bested by Ben304 and Leafshade -er...., I mean experiment with animation techniques. I posted in the RAT thread and received a PM from Igor pitching this intriguing concept of a drunk who overhears a murder plot in the bar that he never leaves. Considering the MAGS rules that month dictated “one room”, I thought it a brilliant setting: not only does a bar lend itself to all sorts of shenanigans, but the drunken perceptions of the lead protagonist create almost infinite possibilities in terms of puzzles and gameplay. Four weeks of intensive and enthusiastic labour saw Igor's vision actualized as the original Snakes.

Igor:
Yep, that’s how I would describe it too. But it’s worth adding that I originally had a rather modest and crude game in mind - so that we wouldn’t have problems finishing it in a month. It’s Alex who insisted that we go so crazy with hallucinations, animations and the like and once we started in that direction soon there was no sanity left for us.

7) Are there any plans for a sequel? Or what can we expect from you guys in the future (any projects you're into) ?

Baron:
I'm amazed at the number of people interested in seeing a spin-off featuring “Bathroom Man”. But seriously, there is no planned sequel. I may or may not be working on a secret fantasy adventure game though.

Igor:
I feel we used up Snakes of Avalon themes to their full potential. The story is complete. The characters ended up like they were supposed to. So any new Avalon game would feel like a forced add-on that would only weaken the impact of the original. I have to admit though that it would be nice to have a peek inside Avalon’s toilet and enter Avalon’s smelly kitchen.

As for my next game I’m working on a short-to-medium length adventure game project that will be really experimental in terms of interface and gameplay. This
game will be different from Snakes in many ways – e.g. grounded in a consistent, mundane reality (no surreal touches at all).

After that I’m planning to finish off my original game - Frantic Franko - which is a crazy, surreal game quite akin to Snakes. I treat it as a “designer’s playground” - it will be full of strange, hairy, half-baked gameplay concepts gone wild and showing obscene gestures to innocent bystanders. I’m planning to have it ready for fall 2011.


8) What do you guys do beside the game-making industry. I'm referring to your real life.

Baron:
I am a full-time parent who occasionally works as a substitute teacher to pay the bills. I play a lot of hockey, am an amateur but very enthusiastic carpenter, manage websites for various community groups I am involved with, and play with AGS to avoid working on my novel (the true secret to my productivity is revealed!).

Igor:
For a living I’m doing freelance video-editing and occasionally translating work (just Polish-English, English-Polish).

Some strange journalistic passions make me take care of the indie adventure games blog A Hardy Developer’s Journal, and occasionally write for gaming websites like Adventure Classic Gaming.

I also try to secure some time for learning and perfecting various languages (non-programming kind), watching films, reading fiction and philosophy. A few times a week I like to break up my mostly sedentary life with sports – preferably tennis and long-distance running.


9) Is there an AGS game in production you're very excited about?
Baron:
Expectation is the root of all heartache! Where is Herman Toothrot's Monkey Island when you need it?

Igor:
I’m really looking forward to Shattenrayze, Gemini Rue and The Cat Lady. I expect them to be nothing less than mindblowing.

Also, I’m eagerly expecting new installments of all those cool series I’m following - from Blackwell, through Ben & Dan to Death Wore Some Feathers and Second Face.

Saturday, October 16, 2010

Create your own World

An article that I find great, has appeared in HardyDev. Derrick Freehand an ags forum member, being on the working of his game Collision, has written an article about how one should create his game world. It mostly scratches the surface, but that doesn't mean it doesn't have valid information. I feel its really worth checking out. Here's the topic of Collision and here's a link for the article.

Also on a side-note the first MAGS under the hosting of Atelier is over. See the results, here.

Monday, June 7, 2010

Up against the Wall-E!

If you want some insight into the making-of the Wall-E fangame that recently came out for MAGS, then check out the Hardydev article on the same!

Monday, May 17, 2010

Tuesday, April 20, 2010

MAGS: Vote or Die

The May MAGS needs a theme. After some public requests are made 5 nominees are chosen. Get voting!

1.Leon:
Title: No limits!
2.Ascovel:
Title: B-serious
3.ProgZmax:
Title: Complete your game (Title not a courtesy of ProgZ)
4.Dualnames:
Title:Demakes!
5.Crimson Wizard:
Title:Extreme NewbieGame Make-Over

Thursday, April 1, 2010

Saturday, February 6, 2010

People in goldfish bowls shouldn't throw stones

Well, if you like bile, rants and controversy, you should check out Goldfish's blog where he puts his side of the story after he was sorely oppressed by the evil AGS forum overlords for criticising the critics in the critics lounge, implying that JBurger cheated at the IGF, saying the AGS Awards were undemocratic and proclaiming that MAGS is dead because there have been two sole-entry months in a row.

Thursday, January 21, 2010

Go Aeronuts for the Maggies winner

Abstauber has claimed the Maggie for the best MAGS game of 2009 with Aeronuts. Runners up were Samarkand by Babar, Mr.Danger's Contest by poc301 and Writter's Block Tech Demo by bspeers.