#adventuregamestudio — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #adventuregamestudio, aggregated by home.social.
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June has given way to July, and with it, a new MAGS, during which someone or something is... Missing.
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May has given way to June, and with it, a new MAGS, during which there'll be... Plumbing?
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A new Fortnightly Writing Competition has begun, and this one is about... "Space Travel".
Have at it! ✍️
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March has given way to April, and with it, a new MAGS, during which it is time for a trip to the... Library!
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Ah, new MAGS (Monthly Adventure Game Studio) competition, and this time the focus is on... “Brainrot”.
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November has given way to December, and with it, a new MAGS, during which it is time to... Finish Your MAGS Game!
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New month, new MAGS competition, and this one's all about "Your Favourite Vehicle"!
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New month, new MAGS (Monthly Adventure Game Studio) competition!
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August has given way to September, and with it, a new MAGS, featuring not just any old way... but The Broad-Way!
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July has given way to August, and with it, a new MAGS, featuring... Borders and Boundaries? Huh. Interesting.
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June has given way to July, and with it, a brand new MAGS. Hope you're ready for the "Big Event"!
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This time, MAGS is all about the "Home Country" of each participant.
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Ring ring. Ring ring. Pick up already! There's a phone in your MAGS game this month, and... wait. There's going to be a phone in your MAGS game this month. It hasn't happened yet. But it will. Oh, it will.
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2D Point and click game "Old Skies" was released recently. It has a native Linux version, is available DRM free at GOG & was made using the FOSS Adventure Game Studio engine. It has a 10% discount until 04/29/25. www.gog.com/en/game/old_... #gaming #linuxgaming #drmfree #gog #adventuregamestudio
Old Skies - Deluxe Edition -
2D Point and click game "Old Skies" was released recently. It has a native Linux version, is available DRM free at GOG & was made using the FOSS Adventure Game Studio engine. It has a 10% discount until 04/29/25. www.gog.com/en/game/old_... #gaming #linuxgaming #drmfree #gog #adventuregamestudio
Old Skies - Deluxe Edition -
It's time to "Frame" something (or someone) for MAGS April
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A new month means a new MAGS, and this time the theme is all about the awesomeness of inclusivity: “LGBTQ” 🏳️🌈
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12 months means 12 MAGS games to vote on! Well, 11 this time, because... uh, stuff happened.
Anyway, please partake in the fun of picking the best MAGS submission of 2024?
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It's time to find that "Missing Body Part" for MAGS February...
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A new year is upon us and it is time to break some rules for the January edition of MAGS, that ever-increasingly popular Adventure Game Studio-centric game jam! In fact, break ALL the rules while you're at it! Let's get nuts!
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Time to fire up Adventure Game Studio, because December's MAGS competition/game jam has begun!
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Make a Splash With MAGS November's "Body of Water" Theme
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MAGS October Wants You to "Finish Your MAGS Game"
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I will wait and see if their is any interest in me sharing any of this before I share more images.
But it was called oath of crows.
you played as tarn and solved seven adventure game style puzzles with 7 crows to try to get them to help him save his dying mother.
it had an anbiguos ending with the line "to will to dream to dare... to remain silent."
#AdventureGame #AdventureGameStudio #PixelArt #PixelAnimation
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MAGS September Goes a Little "Alien"
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Today I’m starting to clean up and open sourcing some of my work on controller-based UX for #AdventureGameStudio. I will reveal more details in the next few days.
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MAGS August asks Participants to "Time Warp"
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Hope it's warm outside, because MAGS July is all about "Nature"
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Panzer strider lead character Thomas update,
Dithering is the way to go for detail and nuance.
But gradient washes with the right colors are quite neat.
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Room two is done I apologize if this is spam but I think some people will dig it so going to tag this one
#PixelArt #GameDev #IndieGame #Asprite #Surreal #AdventureGameStudio #AdventureGame
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So Am getting closer to finishing the first room. thought I would share an image of my progress luckily the floor layout and the characters repeat so even though it has taken two weeks to get started I am hoping that I can do one every room every three days after this.
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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.
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A peculiarity about #AGS that seems very different to #Godot or #Unity is this need for flat images. It seems awfully restrictive. There's the workaround of after-the-fact creating 'walk behind' areas. I'd prepared all the art as unique objects to layer & build a scene - changing my mind in engine, creatively, as I wish. AGS seems to have a 'once and forever' law. It even threatens to ruin all work on paths and regions if you simply swap out said background art. #AdventureGameStudio
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"Finish Your MAGS Game" for MAGS April
In case you're unfamiliar with the monthly Adventure Game Studio competition/game jam, MAGS, simply put, it's... well... exactly that.
Hmm... what else? Ah yes, screenshots are from games that came to be during last month's MAGS 🧐
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CW: 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. 🙏
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The demo for the sequel to #PerfectTides is now available on Steam! I was part of the testing team, and it’s beautiful.
#VideoGames #IndieGames #gamedev #AdventureGameStudio #PointAndClick
https://store.steampowered.com/app/2088810/Perfect_Tides_Station_to_Station/
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Polishing our point n click adventure #TheFunnyBoneyard
Try the demo: https://zorpek.itch.io/boneyard-demo/
#indiegame #dev #game #animation #cartoons #adventure #adventuregame #videogames #development #comedy #writing made with @aseprite #adventuregamestudio
co-creator @perrysimm -
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
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Never too late to start contributing to #AdventureGameStudio #AGS. My first fix to the engine has been merged!
https://github.com/adventuregamestudio/ags/pull/2252
This isn’t my first contribution. I contributed the game and setup app icons for AGS 2.x back when it was closed-source.
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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 😅
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Noticias: ¡Shards of God ya está disponible!
@hnzvavra @PacoDiago @MaximGSound #Adventure #AdventureGameStudio #AGS #CAAD #indiedev #PointAndClick
https://caad.club/shards-of-god-ya-esta-disponible -
Let's hear it for the groovy winners of the 22nd annual AGS Awards!
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Hey, #AdventureGameStudio community! I've created a forum thread with some known AGS'ers on it, to help find people on #Mastodon. If you're an AGS #gamedev, and want to add yourself to the list, feel free to respond here:
https://www.adventuregamestudio.co.uk/forums/index.php?topic=60473
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i've been working on a #1980s time machine art exhibit featuring #macintosh #hypercard for the past year
unfortunately it wasn't possible to build this experience in completely in hypercard with mac-native tools... i had to improvise.
.. so i built an entire operating system and application suite in #adventuregamestudio
this is the "software" part of the time machine exhibit. the hardware part will be displaying this on a real Macintosh Plus