When did you make (or tried to make) your first AGI game?

Eero R When did you make (or tried to make) your first AGI game?
My first project was splitscreen 2-player cops and robbers game. It was a cool project, but I didn't finish it, mainly because I got bored (and problem, when one player went to another room, then animations for the other player were canceled, which I couldn't pass). Anyway it was a good idea and I maybe try to remake it, now in SCI.
AGI1122 The first game I really worked on was V. I had mostly just did test stuff before then to learn AGI.
Oliver Like I sayd: Ed Ward: Live another day. Eigen helped me with that game a lot.
Zonkie Well, we are still working on our first AGI try called Freddy I... we are recently redrawing some of the graphics because they were really bad in the beginning, by the time we are finished we will probably think those graphics are really bad and redraw them again... That's the problems when projects don't get finished quickly ::)
Eigen My first game in AGI was Al Pond 1: Al lives forever. (Crappy graphic). After that came Ed Ward (Co-programmer). Oliver maybe you should finish it?



-Eigen
Oliver Maybe. I have thought about it. I still remember a little of the story. But one thing: You weren't the co-programmer in Ed Ward you just helped me (a lot).
You were the Co-programmer in Lefty but not in Ed Ward. :P
Eigen Ok, I wasn't! Anyway, does anyone has a Ed Ward demo somewhere? Or is it lost forever?



-Eigen
Oliver Lost forever :-
Eigen Don't give up yet! No point to panic, there may be a demo somewere........................OK panic now!!!!!



-Eigen
Oliver hehe...help!.....hmm....no point of this "panic" I'll just sit here and try to rememember the story
smartguy240 PQAGI...started about a year ago...droped it...picked it up...repeat steps 2-3 as nessecary ;)

Progress lately -1%
rwfromxenon Mine was a Red Dwarf game :D
06dude Is it just me or are finished and ???complete fanmade AGI games an endangered species?
SGreenslade
06dude wrote:

Is it just me or are finished and ???complete fanmade AGI games an endangered species?


Well, professional agi games are an extinct species, so I dunno. I generally assume fans who make agi games do so to relive the gaming hype that existed in the late 80's and early 90's. You know the era, where all the great computer games were made, not like those crappy 3d games they make today that require insanely steep requirements on computer processors, memory and video cards and don't have much replay value once you beat it. Well, okay, there were some crappy games during the time period I mentioned above, but they weren't far off from being masterpieces. All games from that time were pioneers in one way or another and set standards for a lot of games today. Well it's enough to make one nostalgic. I know I am and that's why I'm here.

Anyways...I'm starting to sound like grandpa on the simpsons or any show that had some old fart starting sentences with, "When I was your age..." or something like that. As far as I know, in my spare time, I'm still struggling with ideas for my first agi game. I think my problem is that I'm getting visions of grandeur and I'm getting a little over my head with ideas that are a bit too far fetched to attempt a first game. I need an idea or lead that'll make something of good quality but isn't too difficult to pull off, any ideas?
failrate Uh... I started Voodoo Girl a little over a year ago and finished it in December of 2002... so, sometimes games get finished...


However, I originally created a much shorter, cruder demo as a rough draft. It only had five screens, a few sprites (views), and there wasn't much to do... however, it encapsulated the basic mission.

For those of y'all who are having trouble pulling through, make a rough draft. Write down a story on paper... make it fit on a single side of a single piece of paper. This is your "focus". Refer to it constantly and you will find your work much more... um... focussed.
SGreenslade I don't have trouble thinking up a storyline, picturing backgrounds, creating characters or thinking up triggers that will advance the plot of the game. If it wasn't for the fact that you may get bored because of the total absence of interactivity, I'd make a agi movie.

No, what I need help on is tips on how to integrate items mostly to the game. Any tips on doing the same with non-essential, miscellaneous characters and triggers would be appreciated just as well. I think it was you, Andrew, that made a suggestion on cutting space with removing unecessary rooms. I think I can manage that, but I haven't been thinking much on how to do it yet. On the plus side, I won't be doing anything as remotely confusing as the rooms in URI Quest.
rwfromxenon
SGreenslade wrote:

I don't have trouble thinking up a storyline, picturing backgrounds, creating characters or thinking up triggers that will advance the plot of the game.

Wow. You're born lucky. :D
SGreenslade
Allyb wrote:

Wow. You're born lucky. :D


Nah, just an overactive imagination...and maybe good writing skills.
06dude
I don't have trouble thinking up a storyline, picturing backgrounds, creating characters or thinking up triggers that will advance the plot of the game.


My game went along real smoothly at first (Agent 06 vs. the Super Nazi) and I certainly didn't have any problem coming up with a story, I pretty much enjoy drawing the crappy backgrounds (I borrow half of them from Spacequest 2 anyway), and the characters are real fun to come up with (I have a Nazi guard that looks like an AGI version of that big blonde thug in the old Wolfenstein game).

Unfortunately, the problem for me is that after the first fourteen rooms of learning the tediously boring logic code system, using the editor got really freaking boring! I spend half of my time working on it by sticking words into the Words.tok thing, and then I spend the rest planting messages into the text like if(said("look","chair")) { and whatnot.

I guess I don't have the willpower to make myself do it, and so this poor bastard of an AGI game is taking forever. Any tips on how to make the logic job lots of fun and entertainment? ???
Eigen Drawing pictures takes the most of the time. Coding is rather simple task. Maybe next time I'll get someone else to draw the pics. Thinking out the story isn't difficult either.



-Eigen
Eero R I agree with Eigen... ;D
SGreenslade That's all nice and everything, but I'm still waiting for tips here...
Oliver I agree with Eigen..... ;D
Eigen I agree with Eero and Oliver about them agreeing with me... 8)



-Eigen
Eero R Now even my topics are worthless spam... :-\
smartguy240 Welcome to Mega Tokyo...best get used to it ;)
Eero R
Patrick wrote:

Welcome to Mega Tokyo...best get used to it ;)

Damn, do you think I am newbie or what? >:( I thought you were my friend... :'(

;D
smartguy240 no...i was saying it in a whole different context...mor alont the lines of sarcastic humpor
06dude
the lines of sarcastic humpor



Definition of sarcastic humpor: Someone who fakes sexual activity due to lack of enthusiasm

Sorry, that just happened to pop into my mind... :P
mr-t lol
smartguy240 oh hehe...i meant humor
Eero R
Patrick wrote:

no...i was saying it in a whole different context...mor alont the lines of sarcastic humpor

Me too. Did you happen to see ;D?
Oliver So you get angry very easily Eero? :o
Eero R Yes, you little... >:(
Alright, just kidding... ;D
Oliver
SGreenslade No really...help me out here...before the admnistrator or a moderator locks up this topic.
turkeys for sale SARCASTIC HUMPOR! HAAAAAAAA HA HA HA HA :D
rwfromxenon
SARCASTIC HUMPOR! HAAAAAAAA HA HA HA HA



....Nut ::)
failrate Well, SGreenslade, that all depends on what your primary goal for your game would be. VG was predominately just me playing around with a bunch of different things. I tried to experiment with what would be possible to do in AGI. The story and characters all kind of just brewed in my head as I went along. Ultimately, I guess my goal was just to make a complete game... of whatever kind... As a result, I would say that I have made one of the most chaotic AGI games out there. The next time I make a game, I want it to fit together better, so I'll have to have a different goal than just making up a bunch of weird crap.

So, identify your main goal:

Do you want to push the limits of AGI?
Do you want to tell a story?
Do you have a number of very clever puzzles you've created?
....
Do you N et cetera blah blah blah....


You get the idea. Hope that helps.
rwfromxenon
failrate wrote:

I would say that I have made one of the most chaotic AGI games out there. The next time I make a game, I want it to fit together better, so I'll have to have a different goal than just making up a bunch of weird crap.

It is also one of the best! ;)
SGreenslade Thanks Andrew. :)
Shantzy I haven't been here in aaaages. :o
It was probably about 2 years since I gave up AGI after following it like an adict from the very beginning.

My first and only game demo I created was with my friend Spectre and with programming aid of Jeremy Tartaglia. The game we planned to make was "Lawman for hire" and the demo is still up on some peoples webpages.

The project came to a halt because we simply couldn't make up a good enough story to make the graphic justice. The graphics of the first demo had a major facelift and every scene looked much better, complete with a lot of animations. The second demo was never released. We wanted to have a playable demo version, but we never got there. I can with almost full certainity say that we won't continue on Lawman. Maybe if we'd get a good storywriter.

Thinking about taking up AGI again sometime. Perhaps in the summer, but maybe it would be better to jump on a project that has a story writer, since the only thing we are really good at is making nice graphix.
SGreenslade I'm interested in the offer, but I'm not sure I have the time...well not right now at least.
Wilco23 I'm working on my first game ever, right now! (How's that for a newbie?!) I'm just doing something simple so that I can practise utilising the capabilities of SCI Studio - then I might focus on something bigger and better.
I'm glad we've got this website, nobody I know likes to talk about creating computer games (let alone old SCI games!)
Joker Our first AGI-game was Hank's Quest: Victim of Society. ;D

It wasn't ment for publishing, but we decided to do so anyway.

SGreenslade> I think the "fun"-part of programming is the reward you get, when you (finally) get an animation/action to work right! Also, adding (somewhat crazy) replies does it for me, personally.

BTW: Watch out for our next project. Coming soon! (VERY soon!) ;D
Oliver
Wilco wrote:

I'm glad we've got this website, nobody I know likes to talk about creating computer games (let alone old SCI games!)


:o No one I know (besides Eigen of course) even knows AGI (same with SCI). Maybe if we all "die" then it's the end of AGI and SCI? :o
Eero R In Estonia, I know only about 5 people knowing about AGI and SCI...
rwfromxenon I've only known one person here in the UK :o
Zonkie I guess there are some people in Germany that know about AGI, but I know only very few people here who actually program or design games in AGI... maybe two or three :-\ .
Oliver Well btw I even wouldn't be here if Eigen wouldn't started making a game. I probably would be one of the people who don't know AGI/SCI/AGS/Qbasic/and on and on and on.. ;)

So thank you Eigen! ::)
Eigen
Oliver wrote:

and on and on and on.. ;)


that's a great song! (Blink 182 - Aliens Exsist)

And thank you!

-Eigen
SGreenslade
Joker wrote:


SGreenslade> I think the "fun"-part of programming is the reward you get, when you (finally) get an animation/action to work right! Also, adding (somewhat crazy) replies does it for me, personally.


Well personally I think that's what does it for me too, but I have to get started first.
Tarison When? The first half of 1998. My first test with AGI was a little thing called Medi-Evil (long before the game of the same name ever came out), though I never released it.

The first version of The Lost Planet (the super-beta) was compiled by/for May 29, 1998. I had been looking into AGI from late '97, though.