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Messages - thedaemon

#1
Completed Game Announcements / Re: Gobyworld
Mon 17/04/2023 18:53:14
The walkable areas are kind of weird. I can walk on the bed side table. Haven't finished the game yet, seems cool so far.  8-)
#2
AGS Games in Production / Re: Goblin's Journey
Sat 15/04/2023 03:50:24
So ready for this, goblins are the best and this looks great.  :-D
#3
Nice ones so far!  :grin: I'm working on the background blitz, and just noticed this one, since characters are more up my alley I'll try this too if I can finish my background in time.  ???
#4
I just saw this, let me start working on something.
#5
I'm testing Popochiu now. So far it looks promising and familiar to AGS, 1.9 is out and considered stable vs Escoria which is still in Alpha.

Quote from: eri0o on Tue 14/06/2022 12:20:18Just a heads up, there's a new interesting in development adventure tool for godot:

https://github.com/mapedorr/popochiu
https://mapedorr.itch.io/popochiu

I could not understand how to use but I like that they added Points as some thing to have in rooms, I really miss being able to create points in the room editor and name them in AGS - it's a simple thing, I know, but it's really useful when scripting movements and such...
#6
I just picked it up and am enjoying it so far, 45 minutes in. I'm playing on normal mode and see what happens. It's got me thinking what will be different next play through already!
#8
Quote from: Joseph DiPerla on Wed 06/06/2018 00:48:32
Instead we are simply recreating the engine basics.
Which is simply a port. hehe

I tried the Adventure Game Creator for Unity, but came back to Love2D and AGS. They are just much easier to get going for me.
#9
To be that guy. Bulbasaur = many plants come in the form of bulbs. See here: https://en.wikipedia.org/wiki/Bulb A -saur suffix is used here to mean a dinosaur, which is to say an extinct reptile. So there we have it.

Now for something completely different.
#10
The Rumpus Room / Re: Flippin' BT
Wed 06/06/2018 00:37:09
I googled it for us. British Telecommunications is what I think they are talking about.
#11
AGS Games in Production / Re: Tardigrades
Fri 01/06/2018 15:39:04
The sun spots are a nice detail. Really looking forward to this game! Keep up the amazing work.
#12
The Rumpus Room / Re: What's on TV?
Thu 31/05/2018 21:28:08
I'd say yes, Poirot! His eyes are pretty distinct.
#13
I am on mastodon.art  :=

I am enjoying it. I started using it ever since Twitter had been working hard at making itself useless. Stuff like a non linear timeline..
#14
Engine Development / Re: AGS engine Linux port
Wed 30/05/2018 02:11:51
I did spend a good 30 minutes trying to fix it. It was not running the extension installations. It also worked half way with sudo and the other half with my user. I think it conflicts with user permissions because the files are installed with root? I'll try again later.
#15
Critics' Lounge / thedaemon's pixel art dump
Wed 30/05/2018 00:49:23
Some stuff I am working on. I guess it will be an art dump thread. Crits and comments welcome.
WIP straight ahead animated walkcycle

Self portrait

Failed wife's self portrait. I got carried away with style.

sketching out a cyberpunk character

I am horrible at environments. Recolor in progress. Sand is new colors.
#16
Critics' Lounge / Re: Pixel Art Critique
Wed 30/05/2018 00:38:28
I can suggest cleaning up some of the stray pixels. You may not be aware of the pixel cluster technique. Basically don't have any stray pixels. You can find some tutorials https://lospec.com/pixel-art-tutorials/tags/clusters.  I hope this helps. Good improvements btw!
#17
Engine Development / Re: AGS engine Linux port
Tue 29/05/2018 21:23:38
Thanks again for your timely reply. Above and beyond :)
I don't have the skill to port to another language at this time.. but subscribed to the thread.
I will continue to run via Wine. So far 3.41 has ran flawlessly this way!
#18
Engine Development / Re: AGS engine Linux port
Tue 29/05/2018 19:52:42
Thank you for your reply. I will look into maintaining a Debian package.

From my understanding of your reply, and lack of access to Linux right now(I will check in a few hours), there is no native build of the Editor for Linux, just an export package for the editor to build for Linux?
#19
Engine Development / Re: AGS engine Linux port
Tue 29/05/2018 17:38:53
I tried the Snap you built but was unable to get it to run, after reading the code I found out it was just using Wine and was pointless for me to use since I already am using AGS with Wine. I was hoping it was the native Linux port.

Why is there not a pre-built Linux build? Why do I have to compile it myself? Just curious, I will try to compile and share a package with others since there isn't a package. Cheers.
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