Showing posts with label ProgZMax. Show all posts
Showing posts with label ProgZMax. Show all posts

Monday, March 25, 2013

Vince sweeps the floor

No, he hasn't given up game making to become the AGS janitor, but instead he has won everything at the AGS Awards, including host bicilotti's hand in marriage (this may be made up)! Resonance swept pretty much every category it was in for, except best player character. You can see the full IRC Award log here. A few people got dressed up for the Awards too with special forum avatars.

Grundislav managed to grab both player and NPC awards, Ben304 got the short game gong and Lifetime Achievement, CaptainD won best demo (and thinks it means doom for his game), Ghost got best non-adventure, and JJS won the Innovation award for his awesome platform porting abilities. And of course, Resonance was helped by its awesome team including Nikolas Sideris, Shane Stevens, Dave and Janet and many others.

NB Winning 12 awards in one ceremony is a new record: well done Mr W!

Sunday, June 24, 2012

Where have all the blog posts gone..

Well, yeah, this is more of a "please stick around" kind of post. Everyone's a bit busy around here, I've seen SSH run in marathons, and I'm trying to get a paper done. We're almost very much there, Ponch. In the meantime I've been trying to focus on the amazing Pixel Hunt, a band consisted entirely out of AGS members.

http://www.last.fm/music/Pixel+Hunt

I believe we also have a myspace lying around, but f#$^ myspace. On more news about AGS, Resonance is out, blowing everyone's mind. I hope the sales are reflecting that. So, Resonance, ladies and gentlemen.

Story:
A particle physicist's mysterious and spectacular death sparks a race to find his hidden vault and claim his terrifying new discovery. The player will take control of four characters whose lives become entangled in the search for the scientist's vault. They will have to learn to trust each other and work together to overcome the obstacles in their way and to keep this new and powerful technology out of the hands of a dangerous organization.

Screenshot goodness right below:

                 
Features:
  • Four playable swappable characters
  • A twisting, riveting storyline
  • Full voice acting featuring Logan Cunningham (Bastion)
  • Unique long-term and short-term memory systems
  • Cheat death by rewinding time
  • A unique and intuitive interface
Team members:
  • Dave Gilbert - Voice Acting directing
  • Janet Gilbert - Programming
  • Nauris Krause - Backgrounds
  • Nikolas Sideris - Music and Sound
  • Shane Stevens - Characters and animation
  • Vince Twelve - Design, programming, story


 

This blog is admittedly very Dave Gilbert-friendly. Have a wonderful day, reader, and we'll talk more.

Saturday, May 5, 2012

Resonance Preview: Mind=Blown

Alright, I'm going to start right ahead on the important statements that need to be said. As a person I get overexcited over anything. That usually raises my expectations exponentially. Usually they are never met. Resonance is the exception to that rule. A game fueled till about a year with the sheer determination of its members, is now under the hands of Dave Gilbert.

I've personally played the demo handed to me via e-mail, so you're in luck. I can't tell if the game is fantastic or great or awesome, even though I probably should. But it has all the potentials to surpass the huge legacy Gemini Rue created, and put AGS and of course its team, in the mouths of simply everyone.

Graphically wise the game looks astonishing. The animation is very fluent and the character sprites are drawn by Shane Stevens in a way that they blend almost perfectly with the background art. As for the backgrounds themselves, they are undoubtedly amazing. A terrible amount of detail has been put into them, and they all glow a majestic feel, with their vibrant colors and shapes. The sound and music are composed by a fellow greek, Nikolas Sideris. The melodies have a bladerunneresque feel to them and fit every scene better than perhaps they were designed to be.

The story, that I'd prefer not to bother with any detail or at all for spoilers sake, and the dialogs have been co-written by the whole team, mostly by Vince Twelve, and are my favorite aspect about this game.

Every line feels natural and well delivered by the voice acting. After playing for about 30 minutes, I realized I haven't skipped a single dialog, which is totally unlike me. The game offers many choices that made me feel, as if I was living the story/character.

You have to be a fool to overlook Resonance. And a complete and total one at that.

Wednesday, February 29, 2012

Resonanced!


Screenshots goodness follows:











Video goodness follows (STILL NOT THRILLED?):



Resonance
has been, what now, 5 years in production by the amazing and fantastic Vince XII. It's a game consisted of a story between four playable characters and an interface that's innovating and challenging. The team behind the game is fantastic and now that Wadjet Eye Games have picked the game up, we may finally get to be amazed beyond amazement.

Monday, November 21, 2011

The Last And Final Word

Yes, the title makes no sense, even by my low standards, but it's a very fascinating thing I discovered, thanks to Gnome. To explain myself, it's a blog/tumblr/collection of Fifty interviews from Fifty developers.

Including Ben Chandler (Ben304, you dorks!) and Shane Stevens (ProgZMax)

Speaking of fantastic stuff, forums are up.

Tuesday, May 10, 2011

Shane! Come back!

Not only is that the last line of a classic movie, but it also gives us our tenuous link to ProgZMax, aka Shane Stevens who had a string of hits in the eighties, including "This Ole House", "Green Door" and "Merry Christmas, Everyone". Anywahttp://www.blogger.com/img/blank.gify, quote-unquote have interviewed the man but somehow miss out the questions on his eighties pop career or being a western gunslinger.

Saturday, November 20, 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

Tuesday, October 13, 2009

Interview Part 5: Ponch




1) So, as per usual, no wait, what kind of nickname is Ponch, and what's with that obsession with cows?

Ponch was the nickname of a character played by Erik Estrada on the late 70s / early 80s TV show “ChiPs.” It was my favorite show as a little kid. Every week it showcased car chases, horrible freeway accidents, and women in tight shirts and tiny shorts. Come to think of it, it would be a good show for adults too. No wonder dad always watched it with me. “Get in here, boy! Chips is on!” Ah, so many father and son bonding moments in front of that giant, fake wood grain covered Magnavox. (We bonded over AirWolf too. That explains the flight suits Prick and Harry wear in the included screenshot).

Cows are awesome. They give us milk and leather and delicious steak. I couldn’t get through a day without a cow.

2) You have any favorite AGS game, or an AGS game you're anxious about?

I discovered AGS thanks to Larry Vales 1 and 2. They were great adventure games in the traditional style. But what I like most about CJ’s engine and the AGS community as a whole are the incredibly diverse things people can do with the program. Regular adventure games like Ben Jordan, old school arcade games like Limey Lizard, mind bending experimental stuff like Shifter’s Box, and games made to win the heart of that special someone like the Princess Marian series. Then there are the games that are made because the creator desperately craves the riches and adulation that being a freeware gaming mogul brings, such as Barn Runner. The sexy groupies and piles of money haven’t shown up yet, but I’m not one to give up hope easily.

3) About Barn Runner, apparently it has been influenced by Blade Runner, but I recall people telling you, or something, that the game has now taken a story and life of its own. Comment on that and why did you choose Barn Runner.

Yeah, Barn Runner originally grew out of a friend’s student film made back in the early 90s. He needed an idea for a five-minute film. Luckily, I had a pencil and placemat from a taco hut. I wrote the entire script on the back, next to the maze and word scramble.

Years later, I wanted to make an action-adventure game hybrid (like Cinemaware’s Rocket Ranger). So I dug out the old VHS tape, made a bunch of notes, and eventually it became the Barn Runner story bible. It’s worth noting that it the story is now so big and convoluted that it bears no resemblance to that original short film. But that’s where it all started. So now the truth is out: Much like George Lucas, I’m living off ideas I had when I was a much younger man. I even revised and re-released Barn Runner 2 a couple of years ago. Now if I could just find some way to put some ewoks in my games…

4) People that start playing the Barn Runner games, seem to get a little confused on the chronological order of games, care to explain it, and tell us a bit about the story so far, and where is it going with the new part?

If there were one thing I could do, I would go back and correct the numbering system the series uses. (See? There’s that George Lucas influence showing itself again.) For some idiotic reason, early on I decided to place the holiday games into their own numbered list, even though they’re still part of the regular series.

If you want to play the series start to finish, then skip Barn Runner 0 (it’s based on the short film, but not part of the game’s continuity). Start with Barn Runner 1 and play straight through to Barn Runner 4, then play Cyclone Alley and Wreck the Halls, then pick up the story again with Barn Runner 5. Plus, just to complicate things, there’s a Halloween game in between the two Christmas games, but it was never released because it was lost in the hard drive crash of 2005 the forced me to start all over again on The Forever Friday. But the Halloween game is still part of continuity and, one of these days, I plan to rebuild it and release it.

Also, after you’ve played Barn Runner 5, be sure to play the soon to be released Barn Runner Anniversary Game before playing Barn Runner 6.

Like I said, it’s a confusing system and I feel terrible about it.

5) There has been a chosen date for Barn Runner Part 3: The Wild Brunch, which was February if I seem to recall, but you haven't managed to deliver it, want to explain us why? I assume personal life.

The entire Forever Friday effort has been a boondoggle from day one. I started working on it back in 2004, but lost a year’s worth of work when my brand new hard drive crashed, taking the entire game with it. I finally got back on track a couple of years ago with a much larger version of the story, but then 2009 hit and it’s been one setback after another. Too much work, not enough free time – Life in general, you know?

Keep in mind, that the original version of the Forever Friday was a two-part game like The Armageddon Eclair, and it was due in 2005. So a setback of few more months is nothing to me at this point.

Perseverance. I’m all about perseverance, baby.

6) On the site, some time ago, you said someone gave you a lot of money. Comment on that. And how much money are we talking about…?

A fan of Barn Runner contacted me out of the blue and asked if he could PayPal some money to me because he liked the games so much. I was really surprised at such a nice gesture and so I wrote about it on my site. That kicked off more donations from other fans. It was such a nice thing that it really warmed the cockles of my heart (yes, I’m so ancient that I have cockles – quite an advanced case of them, actually). After that, since I didn’t want it to seem as though Barn Runner was becoming a cash grab, I’ve tried to make a point of not mentioning it again on the site. I make enough money to keep a roof over my head, food on the table, and beer in the fridge. I don’t want people to think I’ve got my hand out, you know? Pay games are fine, and there are some good ones out there, but I’m want to keep Barn Runner a freeware series.

7) Is there any end planned for the series, if any? And would you like to tell us when is that going to happen.

The series definitely has an end. The ending of the story was one of the first things I wrote. I didn’t want to get to the end of my story and realize that I had to come up with something off the top of my head (remake of Battlestar Galactica, I’m looking at you).

As far as when it’s going to happen, it was originally scheduled for 2013 or so. But remember that according to that same schedule, the Forever Friday was supposed to be done in late 2005. By the end of 2009, I was already supposed to be prepping Barn Runner 7: Recycle My Heart for release. So who the hell knows when the story will finally be done, as told in Barn Runner 10: This Shameless Tomorrow. Like I said earlier, I’m all about the perseverance.

And what’s going to happen at the end? Even if I were to tell you, there’s still too much story left to unfold for the ending to make any sense yet. But I’ll give you some clues. Somebody comes back unexpectedly. Somebody gets thawed out. Someone has a secret admirer. Someone takes a psychedelic trip. Somebody gets a haircut. Cheese is stolen. Christmas is saved. Noriko takes a shower. The Mayor takes a bath. Debbie and Noriko both use parachutes, but not together. Prick gets a new car. And the Chief makes a terrible decision and regrets it.

Also, everyone gets naked by the end.

And not everyone will survive to see the end of the series.

8)When will the next part (3) be ready?

God only knows. Maybe January? I’m still working minimum sixty-hour workweeks. Hell, I’m writing this on my lunch break. Speaking of which, my Hot Pocket is gone and it’s time to get back to work. Thanks for giving me the chance to ramble on about my games.

Thursday, September 24, 2009

Interview Part 2: Resonance

So second interview and this time it's Vince Twelve (XII), the man (not just him) behind Resonance. Look down...

1)This is getting typical, but well, got to ask, what's your favorite AGS or non-AGS game?

Among AGS games, Nelly Cootalot, Gesundheit!, La Croix Pan, The Blackwell Series, Shifter's Box, Reactor 09, Cirque de Zale, and tons of others. Non-AGS games, wow, too many to count. I love the Myst Series, The Longest Journey, Silent Hill, The Dig, Portal, Braid, Armadillo Run, ummm... tons. I generally go for the more serious stories rather than zany comedies. I just love getting drawn in by immersive Sci Fi or Fantasy worlds.

2)How did you decided to start making games in the first place?

I've wanted to make games for as long as I can remember. I remember drawing huge Final Fantasy-like world maps with my friend on the floor of our fourth grade classroom. That interest led me to majoring in Computer Science, and eventually to where I am now, as a hobbyist/indie game maker. I might try the jump to a real game company some day, but for now, I'm satisfied with my business software development job, which pays the bills and feeds the kids, and my game creating hobby.

3)You've recently moved from the one side of the Atlantic to the other, and you've got a nice big family there. When do you get time to work with Resonance?

Actually, it was the Pacific! About a year ago, my wife and two year old moved from Okinawa, Japan to Omaha, Nebraska, USA. And recently we added one more kid to the family, so yeah, I keep busy. Other than the odd lunch hour, most of my Resonance development time takes place when every one else is asleep. I get a lot done on weekends, when my wife and kids are taking naps, and every night after 10 PM after everyone's in bed. I stay up most nights until 12:30 or 1 working and then get up the next morning at 6 to go to work. So I'm running myself a bit ragged, but I'm very dedicated to what I do.

4)How did you manage to gather a team full of talented people? Nikolas for the music, ProgzMax for pixel art, MashPotato, JBurger, You, Deirdra...So how?

Yeah, I absolutely love collaborating with highly-talented people, and I'm doing a damn good job of it on this project, if I do say so myself (and I do). Nikolas was the first team member. We worked together on Linus Bruckman and became good friends, so that was a no-brainer. To attract more talent to the project, I wanted to have some major work done to demonstrate my dedication and help sell the project.

So, after I had written the entire design document for the game, laying out every background, character, plot point, and puzzle (though it has changed quite a bit since then) I went looking for ProgZ on the AGS IRC channel. He was my number one pick to be the artist for Resonance, and to my surprise, he jumped right aboard! He actually had created the first concept version of Ed, the main character, within 20 minutes of me pitching the game to him!
It was a bit harder to find the backgrounder, because I didn't have anyone in mind, so I posted ads around the internet looking for artists and got several replies. I talked with ProgZ and Nik and eventually we picked Nauris Krause, who has been doing an awesome job with the backgrounds ever since! Mash, Deirdra, and JBurger all came a bit later. I asked Mash specifically if she could do some character portraits. And Deirdra and JBurger both answered some open calls that I put out on the forums and on my blog looking for writers and artists, respectively. I'm super happy with the team that I've got working on Resonance. It's a very talented, very international group of game makers!

5)I'm not sure about the rest out there, but I've really noticed a very innovative and very impressive interface. But there has been a talk whether the interface will be user friendly. Comment on that.

Who's talking about that?! :) I can guarantee that the interface will be easy to use. I tested it out on my Mom! I have previously worked as an interactivity designer focusing on usability at a giant multi-national corporation, so I've got some experience in this arena. Because of that work, I find myself always nitpicking the interfaces of other games.
I don't know that the interface will be perfect for everyone (is any interface perfect for everyone?) -- some people may not like it because it's different from most other adventure games -- but it should feel immediately familiar and natural. So hopefully it works out well!

6)From the poster and some of your posts on Twitter and XIIgames, I've seen that the story divides into four chapters (based on feelings), but I've yet to get a grasp on the plot. Want to tell us more about it?

Actually, the game has three acts. There are four playable characters, though, and that's who you see on the poster. But, yeah, the story takes place over three days, and each day makes up one act of the game. Each act is pretty different in tone and feel. Act I is the setup of the characters, setting, and plot, but keeps mixing up the gameplay to keep you on your toes. Act II opens the world up to more exploration and is more similar to standard adventure game pacing. And Act III pulls everything together and sends you spiraling towards the conclusion. Each Act has it's own set of goals and motivations, so it should keep things interesting! The plot surrounds a new discovery in the field of particle physics. Something that could be used for great good or great evil. So several different shady groups are after the research, and you have to make sure that you get it first! That's all I'm sayin'!

7)The graphics, the animation, seem all to be of high product value, so how much will this game cost?

The price point is undecided, but I can practically guarantee that it will be more than the fifteen bucks that it currently costs for a pre-order over on
Kickstarter

8)It has been previously said that AGSers don't really buy commercial games (even AGS ones), your thoughts on that? And how did you decided to go commercial?

I think that people interested in the game will buy it and people uninterested wont. I'm not too worried about sales numbers or profits, really. I started this project because I wanted to make the game of my dreams, so I've invested hundreds of hours and thousands of dollars over the last two and a half years to make sure that it got done and that it was of the highest possible quality.

I don't know if I'll break even on the project in the end, not really sure what to expect, but that was never my goal to start out with. Though, I did make the game commercial to help justify it to my wife. :P


9)When are you planning that the game will be ready?

That's the real question. When it's done. I'm hoping, (but it's only hoping) that the game will be done in 2010.

10)Final question, if you would propose a game of yours to someone, which one would that be?

I would show everybody Linus Bruckman, which I'm still super proud of three years after release. I think it's clever and unique and bizarre; all things that I love about games. It's not for everybody, definitely, but I'd like to think that people who like hard logic puzzles and brain twisters or just weird stories will enjoy it.


Thanks a lot for the interview Vince, it has been a pleasure! If you want to find out more on Resonance, go to the XII Games Website Section

Sunday, April 19, 2009

Sprite CopyJam

-18 April till the 25th:
Quite one of the most famous sprite jams, no wait, competitions I've seen throughout the years on the AGS forums. ProgZ has picked a cool theme and has given the chance to almost anyone that owns the simplest of paint programs to enter and probably even win.

RULES:
1. Match (as closely as possible) the style of your character to that of Mike Higgins, well-meaning prankster hero. This includes the general anatomy (big head, smaller body) and dimensions. Adult characters or fatter characters can be bigger, just as younger/smaller characters can be smaller, so just use Mike as an average.


2. Camp outfits must either:
A. Match the design of Mike's uniform. You can add clothes over/under the uniform as long as it's clear that they are wearing the blues and reds.

B. Be a rival camp uniform (yeah, you can have an enemy camp full of goody-goodies or kids even worse if you want!) This is necessary for visual consistency, and both girls and boys at the camp wear the same colors!

3. Create a character that would logically fit into the 'Camp Copycat' mold: anything from an animal mascot sidekick to a variety of pals for Mike to a group of bullies, even Camp Counselors are allowed!



4. Color scheme should follow the original but it is not required. Different skin tones, for instance, are allowed. There is no set palette aside from approximating the colors of his uniform so you are free to experiment.

5. Name your character and give him/her a short description so we know where he/she fits into the Camp Copycat universe!

6. The style has been kept rather simple and color-lite so many people can approximate it, but if you're having trouble don't give up! I still want to see your contribution, and this competition is about fun -- don't forget that -- so have fun!

Summing all up, make either Friends that appear as Mike or enemies...I've included my favorites..(Sniper? Hilarious..). The image on the left is a courtesy of SpacePirateCaine(:P)



Friday, March 27, 2009

Small characters, big personalities


Whether this gets chosen as the new AGS site banner or not, ProgZMax has created a work of art!

Tuesday, February 24, 2009

Release your demo(n)s!!!

Yep, I'm sure we've all had those games that haunted us or stopped working on them for reasons, we'd rather not tell. Probably because we're too proud to admit we're bored or exhausted making them. Anyway, it's time for you to release those demons and hear either the silence or someone say "Why did you stopped loving this game?". The topic can be found at the glorious AGS forums here.

Now off to see what people so far have made scream in the top of my room like a cheerleader.
-Private Puddin's Comfort Quest:











-Nihilyst EGA goodness:











-Zabnat's Sam and Max background of some sort:









-JBurger's Space abandoned project art:










-Ryan's MAGS entry that never was:









-Space Piraite Caine's show-off of some really cool looking pixelated boobies!!!:




Nah, just kidding..we can't show them of here..:D




-ProgZMax's really cool looking game:









-Hofmeier's demo of his upcoming game:










Note: Some images contain download links(Have fun)

Wednesday, February 11, 2009

AGS Award results

Here's the full list of winners, or download the ceremony ZIP or self-extractor.

Lifetime Achievement Award
ProgZMax

Best Innovation
Colourwise, by bicilotti

Category Best Game Created with AGS
A Second Face - The Eye of Geltz is watching us, by Le Woltaire

Category Best Gameplay
Nanobots, by The Ivy

Category Best Original Story
A Second Face - The Eye of Geltz is watching us, by Le Woltaire

Category Best Dialogue Writing
Ben Jordan: Paranormal Investigator Case 7 - The Cardinal Sins, by Grundislav

Category Best Puzzles
Nanobots, by The Ivy

Category Best Player Character
Limey Lizard from Limey Lizard: Waste Wizard! by ProgZMax

Category Best Non-Player Character
"Magic Smiling Cat" from Little Girl in Underland, by The Ivy

Category Best Background Art
A Second Face - The Eye of Geltz is watching us, by Le Woltaire

Category Best Character Art
Once Upon A Crime, by Ghost

Category Best Animation
Quest for Glory II VGA: Trial By Fire, by AGDI

Category Best Programming in an Adventure
Nanobots, by The Ivy, programming by Vince XII

Category Best Sound Effects
Ben Jordan: Paranormal Investigator Case 7 - The Cardinal Sins, by Grundislav

Category Best Music
Ben Jordan: Paranormal Investigator Case 7 - The Cardinal Sins, by Grundislav, Music by Pete Gresser

Category Best Tutorial or Documentation
ColourWise, by bicilotti

Category Best Short Game
Beauties And Beasts, by MashPotato

Category Best Demo
Dust to Water (DEMO), by Le Woltaire

Category Best Non-Adventure Game Created with AGS
ColourWise, by bicilotti

Category Best Programming in a Non-Adventure
ColourWise, by bicilotti

Category Best Voice Work
Ben Jordan: Paranormal Investigator Case 7 - The Cardinal Sins, by Grundislav