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Adventure Game Studio: OSS software for creating adventure games

adventuregamestudio.co.uk

71–80 of 95 posts

Re: Adventure Game Studio: OSS software for creating adventure games

#71
post #4

Among other things, this got me dabbling with software development. It had an awesome C++ like scripting language. It also used to have a button with a text like "make a game" where you would click what you wanted in the form of checkboxes and when you pressed the submit button it would tell you something like, it's not that easy, is it? Wonder how easier it may be now. :P Shoutout to classic community games like - C…

Hurray for Cirque De Zale. Both creators are now very active on Youtube. Yahtzee has split from The Escapist to create an independent journalism website Second Wind, and Rebecca streams video games as Rebecca's Pixel Quest. A few more favorites: The recent Shards of God, a science fantasy murder mystery https://hvavra.itch.io/shards-of-god Duty and Beyond - a sprawling rabbit-hole adventure with a minimalistic low-re…

Forgot about Erin Robinson's games, Spooks and Nanobots: https://www.adventuregamestudio.co.uk/play/search/&q=title-o...

Nanbobots was later reimagined as a commercial game with Wadjet Eye.

Re: Adventure Game Studio: OSS software for creating adventure games

#72
post #61

Anybody else fondly remember the earlier Adventure Construction Set from the 1980s? It was similar, though more crude, software but for creating tile based adventure games. I remember breathlessly waiting for it to arrive in the mail one summer when I was a young teen, and then my brother and I spending countless hours creating games for each other to play. https://en.wikipedia.org/wiki/Adventure_Construction_Set

And the racing destruction set, and the pinball construction set. Heady days …

...and don't forget S.E.U.C.K.

Re: Adventure Game Studio: OSS software for creating adventure games

#73
post #4

Among other things, this got me dabbling with software development. It had an awesome C++ like scripting language. It also used to have a button with a text like "make a game" where you would click what you wanted in the form of checkboxes and when you pressed the submit button it would tell you something like, it's not that easy, is it? Wonder how easier it may be now. :P Shoutout to classic community games like - C…

Hurray for Cirque De Zale. Both creators are now very active on Youtube. Yahtzee has split from The Escapist to create an independent journalism website Second Wind, and Rebecca streams video games as Rebecca's Pixel Quest. A few more favorites: The recent Shards of God, a science fantasy murder mystery https://hvavra.itch.io/shards-of-god Duty and Beyond - a sprawling rabbit-hole adventure with a minimalistic low-re…

Big fan of Chandler's art, though "Old Skies" kept the characters on the same plane, never moving away from "camera" POV. So the whole game felt very flat to me. Hopefully his future works will scale the characters.

Re: Adventure Game Studio: OSS software for creating adventure games

#74
post #69
post #33

AGS is cool but I wish they'd make a version for macos. You need to use wine to run it

They did. [0] > This port was initially done by Edward Rudd for providing Gemini Rue in a Humble Bundle when the AGS backend was Allegro 4. Currently, it uses SDL2. [0] https://github.com/adventuregamestudio/ags/tree/master/OSX

Oh nice!

Re: Adventure Game Studio: OSS software for creating adventure games

#75
post #29

I have never tried AGS, but I cut my game making teeth on Klick and Play and RPG maker back in the day. I think I was intimidated by the amount of art and the level of story telling needed to craft an adventure game. I wish there was a mac version of this, since I refuse to go near windows at this point.

RPG Maker XP (and later VX) were such a big part of my childhood! I never finished the game I was trying to make, but it is earliest I can remember being very deep into the creative process.

Re: Adventure Game Studio: OSS software for creating adventure games

#76

I'm building a modern platform for kids to hand draw their own games: https://breaka.club/blog/why-were-building-clubs-for-kids Currently supports RPG mechanics, with digital card game support coming soon. Plan is to keep expanding what's offered. Bits and pieces are already open source with more to come: https://github.com/BreakaClub and https://github.com/godotjs/godotjs/

Hi! I've been following your work on GodotJS for a while now. Really cool stuff man, thanks for all the improvements you landed in GodotJS!

I think most of the people using Godot are not aware how powerful and ergonomic GodotJS actually is. All the intellisense and completion suggestions goodness when using GodotJS is a godsent.

Can you tell us a bit more about how making breaka club with GodotJS has been going for you?

- Are you using Godot as kind of a rendering frontend while your TypeScript code is rather self-contained and only interacts sparingly with the APIs exposed via GodotJS or is everything deeply intertwined? I'm curious because I'm still looking for a good GDScript replacement. I really dislike GDScript so much :(

- How has performance been? I'd imagine V8 with JIT be a lot faster than GDScript and probably within 2-3x of C#? But I guess one wouldn't be able to use V8 JIT on consoles or iOS? I wonder if the performance hit would be tolerable.

- Do you still have high-performance code you write with e.g. godot-cpp and if so, how's easy is it to make those things interact?

- I saw that there have been thoughts about migrating GodotJS to a GDExtension but it's not easy it seems? Would be a great long-term goal imo because not having to use a custom engine build and instead just plug in a GDExtension would be pretty convenient.

- I assume that one cannot use stuff like the node file system API or such things and one has to restrict themselves to JavaScript/TypeScript code that would also run in the browser?

Sorry for the flood of questions, no need to answer them all. Still curious about all of those things :)

Re: Adventure Game Studio: OSS software for creating adventure games

#77
post #13
post #10

I think that Wadjet Eye Games studio still uses AGS for their games, and most (all?) of the games published by them seems to use AGS as well. I highly recommend checking their catalogue. While the first installements of Blackwell series didn't age that well I still think they are a quite nice starting point – they are short and memorable.

Yes they still do, and fun fact, SummVM has integrated support for AGS a few releases back, so one of my favourite titles from Wadjet Eye Games, Unavowed, works great on a ton of different OSes/platforms. https://wiki.scummvm.org/index.php?title=AGS/Games I've played it on OpenBSD before! https://pobsd.chocolatines.org/2953591878

The developer commentary in Unavowed also explains some of the technical challenges they had with using AGS.

Re: Adventure Game Studio: OSS software for creating adventure games

#78
post #64

If you want to create an adventure game but your visual skills are lacking, I recommend looking into text adventures! There are great tools for making them these days: - Inform 7 has annoying syntax but an amazing IDE; - Inform 6 is somewhat object oriented, has a good Emacs mode and decades of tools; - Dialog takes the evaluation model of Inform 7 and dresses it in sensible syntax but it is a bit niche so tools are…

Funny, I just started playing The Wise-Woman’s Dog yesterday—it really is excellent!

I’d also secondly endorse Dialog. It’s a really intuitive way to think about the game world as a whole without having to worry about Inform 7’s AppleScript-esque syntax. It’s also grown quite a bit since the community started their own fork: https://github.com/Dialog-IF/dialog

Re: Adventure Game Studio: OSS software for creating adventure games

#79
post #64

If you want to create an adventure game but your visual skills are lacking, I recommend looking into text adventures! There are great tools for making them these days: - Inform 7 has annoying syntax but an amazing IDE; - Inform 6 is somewhat object oriented, has a good Emacs mode and decades of tools; - Dialog takes the evaluation model of Inform 7 and dresses it in sensible syntax but it is a bit niche so tools are…

Personally I really enjoy the syntax of Inform 7, but tastes vary and I certainly understand not liking it.

TADS 3 is another option if you prefer a more object-oriented, ALGOL-ish syntax with equivalent power.

The IFComp has run for decades now. If you are interested in good adventures, running through the highly-rated games from over the years is a good idea.

The IFComp website is at https://ifcomp.org/

Re: Adventure Game Studio: OSS software for creating adventure games

#80

Anybody else fondly remember the earlier Adventure Construction Set from the 1980s? It was similar, though more crude, software but for creating tile based adventure games. I remember breathlessly waiting for it to arrive in the mail one summer when I was a young teen, and then my brother and I spending countless hours creating games for each other to play. https://en.wikipedia.org/wiki/Adventure_Construction_Set

Also Eamon for Apple ][, I played with that a lot! And wrote my own in FORTH too. https://en.wikipedia.org/wiki/Eamon_(video_game) Good god, 280 Eamon Adventures, last released October 2023, I have a lot of catching up to do: https://en.wikipedia.org/wiki/List_of_Eamon_adventures Same dragon title screen illustration as Odyssey: The Compleat Apventure! https://en.wikipedia.org/wiki/Odyssey:_The_Compleat_Apventur... A…

Those links really bring back the memories! I messed around with Akalabeth, Eamon, and Adventure Construction set all three back in the day.
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