Author Topic: WinAGI is Back  (Read 565 times)

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Offline MusicallyInspired

Re: WinAGI is Back
« Reply #30 on: April 13, 2017, 06:14:41 PM »
Obviously Back to the Future is high on my list of great time travel stories, but really it was kind of the movie that got me into time travel stuff to begin with. I owe it all to BTTF. My favourite TV episode would probably be Star Trek Voyager's Relativity or TNG's Cause and Effect or even Time Squared. Window of Opportunity was a great episode though lol.

Sorry, don't mean to hijack the thread.
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Offline Collector

Re: WinAGI is Back
« Reply #31 on: April 13, 2017, 08:51:46 PM »
Well for TNG there is also Yesterday's Enterprise, which is also somewhat important to the series' overall story arc.
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Offline MusicallyInspired

Re: WinAGI is Back
« Reply #32 on: April 13, 2017, 09:41:43 PM »
Yeah but it's not so much about time travel as it is alternate reality. Which is cool too. The season 6 Worf episode Parallels is another great one.

And now we have officially hijacked the thread. Slightly on topic, I've always wanted to take a Star Trek episode and make it into an adventure game somehow. I started making frameworks for such things with making an AGI sprite for Data, giving the SCI0 template game's Ego every Star Trek uniform I could think of, and making that 8-bit Enterprise D bridge for SCI1.1. I wish I could actually finish this stuff. I'm just not as talented as an actual artist so it only comes in spurts of inspiration and motivation. Same with Heir To The Empire SCI with my Thrawn sprites (even though I'm convincing myself that is just an art exercise and not an actual game). It's actually nice that AGI seems to be going through a bit of a resurgence because AGI art is much easier to make and I've never tried an AGI game before. I skipped right over it because I was more interested in seeing SCI get off the ground. So I missed that whole magical AGI fangame scene.
« Last Edit: April 13, 2017, 09:44:39 PM by MusicallyInspired »
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Offline Collector

Re: WinAGI is Back
« Reply #33 on: April 14, 2017, 10:35:20 AM »
It's actually nice that AGI seems to be going through a bit of a resurgence because AGI art is much easier to make and I've never tried an AGI game before.
With modern AGI IDEs we could have something to entice potential users. AGI might be a good stepping stone to SCI.

I skipped right over it because I was more interested in seeing SCI get off the ground. So I missed that whole magical AGI fangame scene.
I did the same.
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Offline Nicktatorship

Re: WinAGI is Back
« Reply #34 on: April 14, 2017, 06:43:52 PM »
I was around for some of early AGI, somewhere between the AGDS stuff being found by the community but before Peter Kelly released a version of AGI Studio. Not sure how long I was working on The Lost Planet before doing any kind of release (there may have been a weird 0.01b version as I first made anything). For me AGI came at a time where I was trying to create an adventure game in Allegro and some C variant, but this was a way to actually make something with a feel similar to what I'd grown up with.

I knew SCI was being researched but making games with it didn't seem imminent at the time. After some taste of a SCUMM-ish interface thanks to AGI Mouse, and then the difference that 256 colours brought, I foolishly decided to throw in with AGS, which was a lot more work for a solo non-artist. I thought about going back to AGI a few times, but found all of my backups of what I'd been working on in AGI were gone. Strangely I *do* still have my AGS backups for The Lost Planet which was never much more some screens and an interface, so, very strange turn of events in total.

I did go through periods of nostalgia, where I would search around, but could rarely find more than broken mirrors, especially after the "Ultimate AGI/SCI" site moved and became less a thing. It was a few years back that I did find a playthrough of TLP on YouTube, and a running copy on archive.org, but it was never the complicated mess of a solution I remembered best, and only this past week found *that*, setting right a bit of memory.

Still deciding if I'm "back" but tools and such are definitely familiar. While I know I could try SCI instead, it does feel like i've got unfinished business with the state of my past AGI gamey stuff.

---
Nick/Tarison/Nicktatorship
Aka "The Lost Planet" person

Offline pabuslem

Re: WinAGI is Back
« Reply #35 on: April 17, 2017, 09:30:52 AM »
Definitely nostalgia for me, but I love nostalgia. Everything I spend time on these days seems to be nostalgic.

Lance, but what's not to love about nostalgia? I think all of us spend time on nostalgic stuff to some degree.

I've been a gamer since I was about six or seven, on the Atari console. I'm 40 now and I'm the father of a six year old boy and a toddler, so I don't have too much spare time for gaming, but, man, I love it.

Unlike many of you who have a background in engineering, computer science and programming, I'm a freaking journalist, which means that what most of you can do in 10 minutes takes me 3 hours or more. I'm also a Chilean, so my mother language is Spanish. My name is Patricio Abusleme.

But since I love this, I try to fight my limitations and overcome my lack of technical skills. In 2013, I build a gaming computer, quite an enjoyable experience for me. I enjoy games like shooters and what they call "action/adventure" games nowadays, like the "Assassin's Creed" saga and the "Batman: Arkham" games. Oh, I also love RPGs, like the "Dragon Age", "Mass Effect" and "The Witcher" sagas.

I became a big fan of Sierra and LucasArts' adventure games in the mid eighties and early nineties, but I came to the AGI fan scene a little late, around 2005, when many people were already migrating to AGS. Last night I played the demo of a game called "Kathy Rain" and I found it quite decent. Back in the day, I also translated "Conquest of Camelot" into Spanish and collaborated with two guys from Argentina to translate the VGA remake of "Quest for Glory I" into Spanish.

When I found the AGI tools, I became particularly interested in the coding of the games. Three or four years ago I managed to program a 3 room "game" as kind of a greeting card to my wife as a birthday gift (I actually completed it about two months after her birthday) and I can't believe I don't have a copy of it. I had it on a flash drive that I seem to have misplaced.

Anyway, I'm trying to learn some programming basics through courses on Internet now. I'd still like to make an AGI game someday. Fooling around with AGI Studio and WinAGI, I've found that I can manage sprites fairly well. Of course, I might need more help and dedication to make the rooms, music and coding.
 

Offline lance.ewing

Re: WinAGI is Back
« Reply #36 on: April 17, 2017, 03:22:33 PM »
Lance, but what's not to love about nostalgia? I think all of us spend time on nostalgic stuff to some degree.

Totally agree.

I've been a gamer since I was about six or seven, on the Atari console. I'm 40 now and I'm the father of a six year old boy and a toddler, so I don't have too much spare time for gaming, but, man, I love it.

I've been an adventure gamer since about the age of 11, originally on the VIC 20. I'm nearly 42 and the father of two girls aged 14 and 10. When the toddler grows up I'm guessing you'll find a bit more time. That is how it is with me. The girls keep themselves busy a lot of the time.

Unlike many of you who have a background in engineering, computer science and programming, I'm a freaking journalist, which means that what most of you can do in 10 minutes takes me 3 hours or more. I'm also a Chilean, so my mother language is Spanish. My name is Patricio Abusleme.

It takes me a long time as well. Perhaps not the coding, but an AGI picture can take me many hours, and I wrote the picture editor I'm using! , so I should really be able to make it easier for myself.

But since I love this, I try to fight my limitations and overcome my lack of technical skills. In 2013, I build a gaming computer, quite an enjoyable experience for me. I enjoy games like shooters and what they call "action/adventure" games nowadays, like the "Assassin's Creed" saga and the "Batman: Arkham" games. Oh, I also love RPGs, like the "Dragon Age", "Mass Effect" and "The Witcher" sagas.

I built what would probably be classed a gaming machine a few years ago. I don't play a lot of games though, and certainly not games that require the kind of power I'd put in to the machine. Graphics adventures are about the maximum demand its going to get.

I became a big fan of Sierra and LucasArts' adventure games in the mid eighties and early nineties, but I came to the AGI fan scene a little late, around 2005, when many people were already migrating to AGS. Last night I played the demo of a game called "Kathy Rain" and I found it quite decent. Back in the day, I also translated "Conquest of Camelot" into Spanish and collaborated with two guys from Argentina to translate the VGA remake of "Quest for Glory I" into Spanish.

I've never played Kathy Rain but I've been thinking about getting it on my phone for a while now.

When I found the AGI tools, I became particularly interested in the coding of the games. Three or four years ago I managed to program a 3 room "game" as kind of a greeting card to my wife as a birthday gift (I actually completed it about two months after her birthday) and I can't believe I don't have a copy of it. I had it on a flash drive that I seem to have misplaced.

Yeah, it's so sad to lose AGI creations like that, as I described in a post to another thread earlier today.

Anyway, I'm trying to learn some programming basics through courses on Internet now. I'd still like to make an AGI game someday. Fooling around with AGI Studio and WinAGI, I've found that I can manage sprites fairly well. Of course, I might need more help and dedication to make the rooms, music and coding.

Something that has been simmering away in the depths of my mind for a while is a way of programming AGI Logics using something similar to the Scratch programming blocks. Actually what I had in mind was an online visual programming environment like Scratch that was very, very similar to AGI in what blocks it provided and the main goal would be to support an export to AGI feature. I was thinking that this would be the best chance of creating some interest in AGI again. Things like Scratch, Snap, Hopscotch and Tynker are quite popular for kids and are now included in a lot of school computer science lessons. Wouldn't it be great for an animated adventure game visual programming web site that has an AGI based design to reach that kind of popularity? If it was done right, it could well be possible. People seem to have a thirst at the moment for visual programming tools that target children.

Offline lance.ewing

Re: WinAGI is Back
« Reply #37 on: April 17, 2017, 03:55:28 PM »
I did go through periods of nostalgia, where I would search around, but could rarely find more than broken mirrors, especially after the "Ultimate AGI/SCI" site moved and became less a thing. It was a few years back that I did find a playthrough of TLP on YouTube, and a running copy on archive.org, but it was never the complicated mess of a solution I remembered best, and only this past week found *that*, setting right a bit of memory.

A couple of months back I discovered that The Ruby Cast demo was on archive.org as well. Amazing what turns up on there, and great to know now that The Ruby Cast is preserved in that form.

Still deciding if I'm "back" but tools and such are definitely familiar. While I know I could try SCI instead, it does feel like i've got unfinished business with the state of my past AGI gamey stuff.

Well I guess you are "back" whenever you post a message on here. That's kind of how I view it. I got lost in a bit of VIC 20 nostalgia at the start of last year. I spent literally 6 months staring at a microscopic photo of the silicon layers of the video chip used in the VIC 20 and was trying to reverse engineer the schematic. Made quite a bit of progress while I was at it, perhaps covering about a sixth of the surface. I guess I was away from the AGI community over that time but made another return in the second half of last year.

The Ruby Cast is certainly unfinished business for me. I will eventually focus enough to continue working on that.

Offline Nicktatorship

Re: WinAGI is Back
« Reply #38 on: April 17, 2017, 08:17:39 PM »
A couple of months back I discovered that The Ruby Cast demo was on archive.org as well. Amazing what turns up on there, and great to know now that The Ruby Cast is preserved in that form.

Isn't it cool? Totally unexpected, too.

Well I guess you are "back" whenever you post a message on here. That's kind of how I view it. I got lost in a bit of VIC 20 nostalgia at the start of last year. I spent literally 6 months staring at a microscopic photo of the silicon layers of the video chip used in the VIC 20 and was trying to reverse engineer the schematic. Made quite a bit of progress while I was at it, perhaps covering about a sixth of the surface. I guess I was away from the AGI community over that time but made another return in the second half of last year.

The Ruby Cast is certainly unfinished business for me. I will eventually focus enough to continue working on that.

Yeah, I suppose I am. Spent a bit of time over the weekend trying to retrace original ideas, plan how a 'remastered/restored' version of The Lost Planet might fit into the wider setting/story (that's changed a bit since I originally did the game), plotting out required rooms, how the game might differ, etc etc. I guess that's kind of telling.

That'd be great to see The Ruby Cast continue - I remember it somewhat (though haven't retouched it since), and given it was around before AGI Studio, it's one of those little hallmarks of what it was like back then.
---
Nick/Tarison/Nicktatorship
Aka "The Lost Planet" person


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