These are public posts tagged with #adventuregamestudio. You can interact with them if you have an account anywhere in the fediverse.
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.
https://www.gog.com/en/game/rosewater
#linuxgaming #drmfree #gog #rosewatergame #adventuregamestudio
It's been several years since Harley Leger left New…
GOG.com"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.
Beer! is a collection of frantic minigames where you…
GOG.comsometimes 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.
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.
New dev log and good news for our videogame. 2024 will also have great things! #TheFunnyBoneyard https://zorpek.itch.io/boneyard-demo/devlog/658367/yes-were-open
#dev #game #animation #cartoons #adventure #adventuregame #videogames #development #comedy #writing made with @aseprite #adventuregamestudio
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
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
https://itch.io/jam/107-adventure-game-challenge/rate/2278585
#adventuregame #pointandclick #SoloGameDev #solodev #indiedev #gamejam
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
Someone from the #AdventureGameStudio community turned Steamed Hams into a LucasArts-styled adventure game, and it’s great.
A "Job Search Simulation" Game.
codeberg.org