PublicLewdness

2D Point and click game "Rosewater" was released recently. It has a native Linux version and is available DRM free on GOG. It also has a playable demo. It was made using the FOSS Adventure Game Studio engine.

gog.com/en/game/rosewater

#linuxgaming #drmfree #gog #rosewatergame #adventuregamestudio

Rosewater

It's been several years since Harley Leger left New…

GOG.com
PublicLewdness

"Beer!" is a minigame meant to test your reflexes. It was originally released in 2018 but is now available on the GOG store DRM free. It has a native Linux version.

gog.com/en/game/beer

#linuxgaming #gaming #gog #adventuregamestudio #drmfree

Beer!

Beer! is a collection of frantic minigames where you…

GOG.com
vga256

sometimes i become intractably stuck with a story or gameplay during development, and i have to give it a few weeks or months to breathe

a few years ago i imagined making games as if Cyan had failed with Myst, and went back to making 1-bit first person adventures for the macintosh instead

set on the distant pacific island of Shima no Shima, the adventure begins in a dreary abandoned basement.

#adventureGameStudio #indieGameDev #shimanoShima

May 22, 2024, 16:49 · · · 0 · 0
vga256

written in oral cursive

twelve fucking years of dragging Adventure Game Studio, kicking and screaming, away from being a Sierra/LucasArts game creation tool.

i tried to make you simulate real structs, but you insist that they're too hard to implement. classes? inheritance? basic constructors? forget it! i'm creating everything by hand like it's still 1989!

you made me drag and drop, by hand, 4000 UI buttons in a grid to simulate a 64x64 2d tile map. why? because the engine can't create new objects at runtime.

functions can only use other functions that exist "above" themselves in the project tree. have a function you need that exists in a file underneath the current one? it won't compile!

i'm pissed off now, AGS.

look, I go to you. I stuck up for you. you no help me now?

I say: fuck you ags. I do it myself.

today i'm starting work on a 2d tile-based RPG engine with a drag'n'drop world editor, sprite editor, and runtime scriptable npc behaviours. think ZZT with mouse support and 256 colour sprite graphics.

all in love2D, which has only improved and deepened itself over the past fifteen years. 🙏

#programming #gamedev #adventureGameStudio #zzt

Apr 03, 2024, 16:30 · · · 0 · 0
vga256

the world of Shima no Shima began a few years ago with a single goal: i really wanted to see manga/anime-style rain in a 1-bit game, and i hadn't seen that done before. i had no idea what the story or setting was going to be about at the time beyond that.

i was a bit intimidated by the prospect of coding weather effects by hand in adventure game studio. it took me a few days to come up with something similar to what you'd see in a graphic novel.

the little hypercard "weather control" window on the bottom right is part of my game development tooling. i can set the appropriate weather for each room in-game by dragging each slider, and seeing what it looks like. when i close the window, it saves the weather for that room. the weather changes dynamically during gameplay as well.

#AdventureGames #adventureGameStudio #indiegamedev #hyperCard #anime #manga #shimaNoShima

Jan 11, 2024, 19:08 · · · 0 · 0
Nathan Osborn :godot:

Finally got my submission in for #107AdvChal $107 Adventure Game Challenge.

The Memory Obfuscation of Patrick Sei, MOPS for short. Made in just two weeks using #AdventureGameStudio

itch.io/jam/107-adventure-game

#adventuregame #pointandclick #SoloGameDev #solodev #indiedev #gamejam

Sep 24, 2023, 12:33 · · · 0 · 0
vga256

finally got to that place where emergent gameplay begins appearing

in this #macintosh styled #wildfire simulation that's a spiritual successor to SimEarth, i added a Zippo igniter tool that lets you start uh... prescribed burns >_>

right now the fire spreads according to the prevailing winds at each tile, and the amount of burnable fuel and humidity in the tree stand.

each tree stand grows according to its local rainfall, elevation, terrain type and internal genetic factors. right now i've got half a dozen types of deciduous and coniferous trees modeled, but i'll be adding a lot more :D

who needs #unity when you've got #AdventureGameStudio 😅

Sep 20, 2023, 21:37 · · · 0 · 0
Sean Tilley

Damn, this does not look bad at all. #GameDev

Sean Tilley

Someone from the #AdventureGameStudio community turned Steamed Hams into a LucasArts-styled adventure game, and it’s great.

https://gamejolt.com/games/SteamedHams/673130

DSH Social

social.deadsuperhero.com
Sean Tilley
I've decided to open up the code repo for my small game project, #LinkedOut, built with #AdventureGameStudio.

It doesn't *do* much yet - there's barely even an interview. But, you can keep track of the progress and see how it works.

https://codeberg.org/UnicornSausage/LinkedOut
LinkedOut

A "Job Search Simulation" Game.

codeberg.org
Sean Tilley
Really great presentation by the creator of #AdventureGameStudio, Chris Jones, back in 2011. #GameDev

https://www.youtube.com/watch?v=20pYaVjAV98

The biggest takeaway I get from this is: "some guy played a game once, hacked a thing together in his spare time, released it on the Internet, and gradually fell ass-backwards into creating an engine that thousands of games were made with."

He never ended up actually developing his own game, though. He seems to have made peace with it, but it's kind of interesting to see that he just never got around to do the thing he made the engine for in the first place.
Sean Tilley
@freedcreative that was roughly what I was trying to do, but it's kind of a nightmare to put it together manually in #AdventureGameStudio at the moment.

Part of the problem is that all events currently rely on the room being loaded by the player for things to execute. There's a way to do it at the global level, but the NPC just walks in place. I tried checking states based on movement and position, but maybe further states are required for each loop in the chain.

People on the forum have vaguely alluded to creating a virtual map of some sort, and making the NPC walk through it sequentially, but without further elaboration it's too abstract to mean anything.

Those same people have said this is a nightmare to code.
Sean Tilley
I wish I could find an existing copy of DigiLawyer.

Basically, it was an interactive program I developed in #AdventureGameStudio where you typed things into a prompt, and a fully voice-acted character responded to your questions.

It was super brittle. You could crash the program just by asking nonsequtirs like "how lawyer".