Showing posts with label Open Source. Show all posts
Showing posts with label Open Source. Show all posts

Sunday, March 16, 2014

It's one of them days

That, instead of reading about the AGS community, you get to hear about my drama. Sometimes there's a trigger in every human being, an insecurity button, and mine gets pressed often in the community, and I feel like I'm being cornered. And I behave irrationally, because of that. Or you can choose to believe I'm an idiot, both work. And as I look back, with a straight mind, I see people a bit disappointed or offended or appalled or surprised or any kind of negative reaction to my rather negative actions.

I've always been a liberal to everything I've created and I've held a snob face to those that dared censor it in their own ways. Thus perhaps deep-down I felt the same way about the ceremony. But sometimes, it's important to see the message behind people's words. And I failed to grasp it.

Sometimes, we feel we're being pushed aside, and isn't that the case? Yet, mostly, people are trying to help us cope and we don't see that, and we refuse to let them be part of us. The lesson we should all learn, is that we should organize the ceremony as a team effort, and everyone can do their small part, see SWARM, and it can be an exciting pretty new thing again. That's the thought that lead me to open-source the files of the ceremony, so they are there for everyone to take of them what he wills.

I believe via Wyz's socket plugin, we can basically do a lot of interactive stuff, not just the ceremony awards,  I honestly believe it's worth pursuing, perhaps AGS needs a step forward, but there are steps in directions nobody has ever bothered taking. An AGS chess, isn't the way, you can take a technology and use it in oh so many innovative ways, ways that when explained to others, will seem as a natural step, but you decided to take it, and pursue some sort of dream with it. Further developing game design to something exciting and new, or bluntly put a horizon.

Vince Twelve always wanted to do something with the interface in all of his games, in Resonance, it clicked in ways it never did before. Grim aka Remigiusz Michalski always wanted to create Resident Evil-like nervousness via his games and tell an interesting twisted tale, in Cat Lady, it clicked. Joshua Nuerberger was an avid fan of Cowboy Bebop and wanted to write an atmospheric saga, in Gemini Rue it clicked. Isn't having a vision and protecting it and nurturing it what makes a game after all?
...

And .....after 2-3 hours of browsing the internet, I've forgotten where I wanted to go with this. Well, I'm going to release some coding stuff I've done over the years this week or so, perhaps that will turn the tables a bit. So, here's a pretty picture to help you till that happens.

Wednesday, March 7, 2012

AGS Shelved.

Well, not as in abandoned (though that's not entirely false in some way, more like switched hands), but more like this:


It's nice to see AGS games like Battlefield 3, L.A. Noire, Sims 3, RAGE and Fifa 2012, next to Gemini Rue.

Thanks to Chicky for the wonderful picture.

Also I think the new background rules.

Sunday, November 6, 2011

Quest For Glory fans mourn the death of Hero6

What began in 1999 as the unofficial 6th game in the Quest for Glory franchise after Vivendi put the series into retirement, had evolved over time into a complete standalone original RPG. If I remember correctly, I think a cease and desist order was issued, but that is just my feeble memory, so don't take it as gospel.

Hero6 was the holy grail to diehard Quest for Glory fans like myself, and the official message was released from DeltaMatrix on the AGS forum as well as on the Hero6 page, that it was officially dead: http://www.bigbluecup.com/yabb/index.php?topic=44704.0

Instead of putting it to rest as some people do, the Hero6 team decided to release the entire source code of all work to the public to do with as they please: Download link : http://s153599580.onlinehome.us/files/Hero6_src_0302.rar

If some industrious team were to pick it up, perhaps it will some day see the light of day, though there is apparently a lot of work to be done with it. As a true fan of the Quest for Glory series, I will be offering a moment of silence for the demise of this most wanted game.

Sunday, June 5, 2011

Wednesday, April 27, 2011

Who let the source out?

Who, who, who?

Well, me and CJ, that's who.

  1. CJ has released the AGS Engine (to add to the already released Editor) source code.
  2. I released the walkcycle generator source code.
Darn CJ for overshadowing my own release... I haven't looked at the walkcycle generator for nigh on 3 years, so apologies if its broken or rubbish! Please give Steve McRea and myself acknowledgment if you use the code at all.

Friday, January 14, 2011

PUN: "!" + Flash = Flash! (*gasps*)

Okay, awesome news a tiny weeny late, but nevertheless, delivered, so don't whine plz.

Recently Denzil Quixode took the source files of Ben304's "!" and made a web runtime out of them, one with and one without flash requirement.
Click on the image to enlarge
Check the topic if you wanna see with your own eyes, or can't make out anything (I don't blame you really).

Oh, and happiest of birthdays to HardyDev.
I need ideas for titles by the way.

Wednesday, October 27, 2010

AGS Editor source code available

CJ has put the editor source code up now. NB the engine and compiler are still closed, and CJ will not support custom editor versions or games made with them.

Friday, October 22, 2010

Tuesday, June 8, 2010

Friday, September 11, 2009

Best AGS game ever gets ported to Xbox

The awesome and hyper-intelligent beings who work on the XAGE adventure game tool have decided that they should port awesome open-source MAGS-winning game Pixel Hunt by some guy called SSH using their tool. If you want to check out the original (and who wouldn't!) you can download it from the AGS games pages.