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General and Everything Else => Everything-Else => Topic started by: eagle on November 09, 2010, 08:05:16 PM

Title: agigames.com
Post by: eagle on November 09, 2010, 08:05:16 PM
Hi, all.

I'm not sure where to post this besides sciprogramming.com, and in this forum.

I've noticed that agigames.com is now down, as of today or so.  Anybody know what's going on with that?  When you load the webpage now, it just says "This Account Has Been Suspended," with no further explanation.

I'm very sad to see that website go, as it was a great resource for AGI game fans.

Anybody know anything about that?  ???

Thanks.

Eagle
Title: Re: agigames.com
Post by: gumby on November 09, 2010, 09:47:40 PM
Yeah, I noticed that too - I haven't been over there in months & yesterday I got the itch, and got the same message.  Hopefully it'll be back...
Title: Re: agigames.com
Post by: MusicallyInspired on November 09, 2010, 11:09:17 PM
Heh. How ironic. The same thing happened to SCICommunity.com way back and we had to stay at AGIgames.com lol.

But seriously, yeah I hope it comes back. Great site for AGI stuff. And a LOT of valuable archived SCI stuff as well.
Title: Re: agigames.com
Post by: Collector on November 10, 2010, 12:13:46 AM
If it ever comes back, it might be a good idea to try to archive some of the SCI stuff.
Title: Re: agigames.com
Post by: Cloudee1 on November 13, 2010, 04:34:38 PM
I opened up an agiboard a couple of days ago just so it was there and as of today agigames still isn't back up yet. I don't have anyway to contact any of those guys to see what's up  so  I don't know anything either. If they want to come over to our house to play, that's cool. If the site comes back up, that's cooler, I enjoy calling the agi guys our sisters.
Title: Re: agigames.com
Post by: Collector on November 13, 2010, 04:48:55 PM
The ScummVM board opened up a "Sierra Games" forum. I guess that the idea is for scummvm.org to be the heir apparent of agigames/MegaTokyo for fan games, completely ignoring this site. Yes, ScummVM supports AGI and SCI games now, but I'm not sure that I like that. Some of the ScummVM team don't seem to have the respect for the Sierra games that I would like someone picking up the torch to have. The undithering debate shows that. The pure LucasArts fans seem to have a distaste for the Sierra games.
Title: Re: agigames.com
Post by: MusicallyInspired on November 13, 2010, 05:38:26 PM
I agree. I don't understand why this site never gets any love.
Title: Re: agigames.com
Post by: Collector on November 14, 2010, 01:21:40 PM
I would have to look it up to be sure which one it was, but on the scummvm.org board, one of the ScummVM devs was dismissive of fan games using SCI as primitive and was puzzled as to why anyone would want to waste their time with developing in SCI. Then they turn around and add an SCI fan game forum to their board.
Title: Re: agigames.com
Post by: gumby on November 14, 2010, 04:09:48 PM
Perhaps they figure if they can attract the AGI/SCI fans to their site that maybe they can be converted to Scumm?  Couldn't be, could it?  That seems awfully insidious...
Title: Re: agigames.com
Post by: Cloudee1 on November 14, 2010, 08:27:47 PM
It would make more sense to join ags forums than it does scummvms. At least they share an interest in making games. As for playing them, there's hundreds of sierra games sites. We're here because we are more interested in making them. As for why this site gets no love, in the beginning some mega tokyoans saw it is "choosing sides" which it was never meant to be, and now if for no other reason, the  term unreliable comes to mind. Either way though, this site will stick around for a while just so I have a place to go to for help. Anybody and everybody is welcome to join me.
Title: Re: agigames.com
Post by: Collector on November 14, 2010, 10:37:42 PM
It would make more sense to join ags forums than it does scummvms. At least they share an interest in making games. As for playing them, there's hundreds of sierra games sites. We're here because we are more interested in making them. As for why this site gets no love, in the beginning some mega tokyoans saw it is "choosing sides" which it was never meant to be, and now if for no other reason, the  term unreliable comes to mind. Either way though, this site will stick around for a while just so I have a place to go to for help. Anybody and everybody is welcome to join me.
I would prefer that the AGI community would merge here, where it seem more natural or fitting. As far as the split, I always saw it as the two diverged when the original Mega Tokyo folded and the two communities did what they had to do to keep them alive. That and when Brian left the scene Companion was developed to fill the void.

@ Gumby, ScummVM does not convert AGI or SCI games to Scumm, it merely incorporates a new interpreter or engine into the ScummVM program. It merged Sarien into its project for AGI support and FreeSCI for the SCI support. Only tradition keeps the name, as it has support for so many more games than the LucasArts games that it really should have a less specific game engine name.
Title: Re: agigames.com
Post by: MusicallyInspired on November 14, 2010, 11:37:21 PM
I think Gumby meant that they wanted to convert AGI/SCI fans into SCUMM fans.
Title: Re: agigames.com
Post by: gumby on November 15, 2010, 12:11:53 PM
I think Gumby meant that they wanted to convert AGI/SCI fans into SCUMM fans.
Correct.
Title: Re: agigames.com
Post by: Collector on November 15, 2010, 01:59:09 PM
I see that, now that I reread your post. That's what I get for just skimming through posts.
Title: Re: agigames.com
Post by: gumby on November 15, 2010, 03:27:13 PM
I see that, now that I reread your post. That's what I get for just skimming through posts.
Sadly, I have the same problem constantly...
Title: Re: agigames.com
Post by: gumby on December 03, 2010, 02:46:13 PM
Ouch.  Now I don't even get the 'Account has been suspended'.  Looks like the domain is no longer parked.
Title: Re: agigames.com
Post by: MusicallyInspired on December 03, 2010, 05:40:21 PM
Unless someone has it backed up, it's probably gone by now.
Title: Re: agigames.com
Post by: Collector on April 02, 2011, 10:23:29 PM
Anymore news here?
Title: Re: agigames.com
Post by: gumby on April 03, 2011, 09:11:21 AM
I haven't heard any more news from Raf.  The domain registration expired on March 24 - I hope that he got it transferred, but somehow I doubt it.
Title: Re: agigames.com
Post by: robingravel on April 03, 2011, 11:38:46 AM
I just checked http://www.agigames.com/

It works.  It became something else.
Title: Re: agigames.com
Post by: Collector on April 03, 2011, 01:16:50 PM
That is just a parked domain.
Title: Re: agigames.com
Post by: gumby on April 25, 2011, 01:57:57 PM
Here is the latest from Raf:

Quote
Hey,
 
 I've tried to contact Chris a few months ago, but he never replied.
 Right now, we're thinking of redoing the whole site (and grab the domain
 as soon as it comes free), but it'll also mean we'll need that database.
 Right now, we're mainly looking for features the site needs that 1. the
 old community members that're still active might need (or which would
 reactivate inactive members) and 2. will appeal to new people to come
 over, play AGI games and make some themselves. If you got any
 suggestions, I'd love to hear them!
 
 Thanks,
 
 Raf


Anyone have any ideas they would like me to pass along?
Title: Re: agigames.com
Post by: Cloudee1 on April 25, 2011, 03:56:13 PM
Tell him to get an account here at sciprogramming... I'd like to chat with him about keeping our communites linked together. I've always seen us as sister communities
Title: Re: agigames.com
Post by: gumby on April 25, 2011, 08:58:00 PM
Done.
Title: Re: agigames.com
Post by: Raf on April 26, 2011, 02:26:12 AM
Registered.

Just for the record, the domain's parked by Chris' hosting. They seem to want to sell it to the highest bidder (0 bidders so far), which will stop tomorrow. Gotta make sure I grab the domain as soon as it comes free, so we're capable of getting back into business.

The database (including forum posts) are probably lost. Sucks donkeynuts, as it was a treasure trove of AGI and SCI info. I believe Chris's last personal backup was about a year ago. If I can ever get in touch with him, and he can get to the machine this backup's on, we might get it back, but I wouldn't get my hopes up. It seems 'bout time to make a fresh start. Linking both AGI and SCI together does seem like a good idea (it always felt weird having the two split up)

Title: Re: agigames.com
Post by: Collector on April 26, 2011, 03:06:12 PM
Even a year old backup would contain most of the important things.
Title: Re: agigames.com
Post by: Raf on April 26, 2011, 03:57:49 PM
It would contain the stuff we'd like the most (both SCI and AGI guys), cause most of the interesting stuff's at least 5 years old. I hope that sooner or later, Chris'll get to the machine it's on and can send us the backup.

Until then, though, we can't stand still. Gotta blow some life into the scene again. I think Klownstein's release of his Hobbit game (that one was new to me, just found out 'bout it today! :o ) will help.

I've talked to an AGS user who didn't grow up with AGI, to hear how they see these things. His response comes down to this:

1. They don't understand AGI games. They think they're too hard and don't appreciate the death scenes.
2. They seem to think AGI can do one type of game, and one type of game only, while AGS is flexible enough to do a myriad of types.
3. With AGS, they got the freedom to use whatever graphics tool they want.

1 and 2're easy enough to fix (2 especially since there's AGI Tetris and the likes). 3 might be trickier. It's great to see that Lance turned Picedit into Java, so we can run it on any platform, but it doesn't take the problem away. The Joker (one of the guys behind Enclosure) once taught me a great way of doing this, though. I think Klownstein does the same. It comes down to making a very rough outline in Picedit (to get the pixels right), export it as BMP, edit it in whatever tool you want, then turning it into a pic resource with Vector. Inbetween, you can finish it up with the views editor. It might still be a bit of a clunky way of doing things, but it helps on point 3 a bit.

Patrick's suggested trying to take AGI to portable devices and the web. Sarien's well on its way for the web part, and I believe they got a tablet version of the interpreter out, too, so that should help as well.

That's the ideas (or outlines, more like) we got at the moment. I've been also toying around with the idea of making collaboration groups possible, to share documents and discussions in a closed part (so only the dev. team can access it so as not to spoil things for others), but I guess AGI's too small a group of people for that.

It'd be interesting to hear your ideas and opinions, and any suggestions as to how we can link AGI and SCI back together!
Title: Re: agigames.com
Post by: Patrick on April 26, 2011, 05:13:03 PM
If I had to assess the situation- I would say that (minus a very few active members) the AGI community was already 'dead'.  I conjecture that this is mostly because the target audience has either grown up or moved on. So this leaves us with the question- how do we either 'shift' the target audience- or how do we 'respark' the interest of the old community?

Honestly- as one of these people who has kinda 'moved on'- I would say that one of the biggest factors was the global shift from desktop --> web (Web 2.0). This paradigm is documented- it's nothing that I am making up. The majority of Internet users don't even own a desktop anymore. We are flooded with this concept of 'netbooks' and stripped down OSes that aren't conducive to creating AGI games anymore.

It would be super awesome if we could harness 'the cloud' to remove the woes of desktop development/game distribution. Have you guys seen Sarien.net? (http://sarien.net/source) It would be ridiculous if we could incorporate this into the core development of AGI gaming (Export to web feature?). Who knows- it may even save us.

Just some thoughts-
Patrick
Title: Re: agigames.com
Post by: Cloudee1 on April 26, 2011, 05:25:30 PM
That's just it, as far as creating adventure games, ags is the way to go for most people. To those few of us, creating Sierra adventure games was the big draw and yeah Patrick, I feel old. As for attracting new members... Almost going to have to take some sort of hype. Whether that comes in a form of new kick ass games, sarien like web development or something else that I don't know about.

Title: Re: agigames.com
Post by: Patrick on April 26, 2011, 05:27:30 PM
It's a lot to take in and think about right now. Ultimately- if it isn't pulled off correctly- it won't succeed.

Patrick
Title: Re: agigames.com
Post by: Raf on April 26, 2011, 05:37:20 PM
I just showed Klownstein's Gourd of Beans to that same AGS guy. After getting it to work (had to explain him that template.com is the interpreter, and when he got an not enough memory error, to use Nagi), he played it and said he had to reconcider 'bout AGI.

What we need most, is some great games (we already got plenty of them. That AGS guy was already commenting on how many in the AGI list looked great. Didn't show him the SCI list yet), and various ways of letting people know it actually exists.

To let people know AGI exists -- and to let them see what's made with it, instead of sticking within their prejudices -- I can use the Hare. I could also ask some people (mainly AGDI and Phoenix Online) if they don't mind mentioning some of our games. If AGI and SCI games get regular mentions by those two, it should help as well.

Allowing people to have a taste online (I'm thinking using that Sarien online as a try-before-you-download kind of thing) might help as well.
Title: Re: agigames.com
Post by: gumby on April 26, 2011, 09:47:45 PM
I know that the main reason that I began developing in SCI (haven't tried AGI) was all about the nostalgia for the Sierra games.  That's tough to overcome - it is an aging community, and the number of people interesting in making games & who remember the AGI/SCI platforms must be shrinking quite rapidly.

So what sets AGI/SCI games (playing & developing) apart from the other engines?  I don't know anything about the other engines firsthand, but it seems that the other engines are 'more modern'.  Flashy games come out of them, and frankly that's a bit daunting when considering approaching them.  The relatively limited graphics was another reason I was drawn to begin developing in SCI.

Another reason is the parser.  Yeah, I know... I'm probably in the minority here, but I appreciate the 'text-based' approach.  In fact, given the choice between playing a text adventure & a graphical one, I probably would take the text-based one more often than not.  So I suppose I'm at the other end of the spectrum, interested in games that are even more antiquated (at least in age of the genre) than typical AGI/SCI.

So what else sets our communities apart from the other choices out there?  I think if we can adequately highlight the reasons to develop (and play) these engines, I think more people will come.

Title: Re: agigames.com
Post by: Scavenger on April 27, 2011, 01:17:48 PM
So what sets AGI/SCI games (playing & developing) apart from the other engines?  I don't know anything about the other engines firsthand, but it seems that the other engines are 'more modern'. 

I've had first hand experience with a number of other engines, and I've been following this community for quite some time now. I primarily use AGS, but sometimes I like to use other engines, depending on what the project requires. I'm growing to like SCI, and though I'm still an outsider I may be able to lend a fresh perspective.

SCI in particular stands up quite well for a couple of reasons:

- Native MT-32 & Adlib support. It is one of the only engines ever to support these wonderful synths (the other being SCUMM, and we all know how well ScummC/ScummGen is coming along). While some people might argue that General MIDI is probably more widespread and accepted, these two are the voices of adventure games. If we have a game that showcases this, like Space Quest III did many years ago, people might take notice - showing that beautiful synth music isn't a lost art. Something that stretches SCI to it's very limit artwise and soundwise. Something that stops people in their tracks and say "That engine made THAT!?". I've noticed, when I've been looking for videos of AGI games, people are annoyed at how rudimentary the sound is. If we show them it's more than just bleepy bloop, they'll come around.

- Script based object generation. Something that AGS lacks that older engines like SCI doesn't is the scripting language. Prop, animation and actor creation in SCI is more flexible and scalable than AGS ever could be (since AGS has a hard limit on most things and stuff is static rather than dynamic). You could potentially procedurally create rooms (with some difficulty) in SCI where in AGS you could not. SCI is a very sophisticated scripting language.

- Ultimate portability. While ScummVM support is still patchy for fangames, the basework is there. Anything that runs ScummVM (or even runs the original SCI/AGI games), can run new games made with it. AGS recently (as in, today) became open source, so we might lose a little ground there, but it would take ages for anything to be done with it. SCI is already complete.

- Low memory footprint. As with the portability, SCI and AGI games are tiny. They're miniscule. They don't require beefy computers in order to run - they just require an engine that's 50kb in size. AGS games require a lot more processing power than zippy ole SCI, meaning that SCI games can be run on even the most stripped down netbook or phone, so long as the interpreter can run on it. I also love that even some of the biggest games can't even break 10mb. A fully voiced game might not even exceed a single CD's worth.

However, this is tempered by the drawbacks of the engine, which stop people from even considering AGI/SCI as a platform, drawbacks we cannot ignore:

- Lack of later version support. SCI1 & 2 is where SCI had the stuff most of the people nowadays grew up with: voice acting, native mouse support, VGA graphics with full motion cutscenes, and for some people, SVGA. Sure, EGA is all well and good, and I'm a big fan of it myself, but when most people think Adventure Game, they think of VGA graphics. SCI looked like it was going to boom once SCI Studio VGA was announced, but since it was stillborn, I've noticed the whole shebang become more abandoned. If only there was some way of finishing what was started! SCI Companion is so good as a program, I just wish it supported SCI1&2. And I bet a lot of other people do, too (since our current generation of hobbyists grew up with them). This is what kept me from the program for so long. I'd come and browse the websites that dealt with it, waiting for that one update that would say "We can make SCI1 games now, woo!" and then I would make a game with it. That day never came. It makes me quite sad, really. You'd probably get loads more people if SCI Companion compiled for the later engines, but those same people would probably be needed to do it. Since there's noone really working on it, people will think that SCI is basically done with. I don't want that to happen. As stuck in the past as we are, I think by expanding the amount of past we're stuck in, we could potentially gather a whole new audience! AGS's 8bit support is dire compared to a real VGA engine. We could sneak in there.

- The documentation is pretty scattered. AGS is what I'd call the benchmark for help files. Nailhead AGI's logic documentation is also pretty good, but SCI's documentation is confusing and spread over several sites, with some links leading absolutely nowhere (the tutorials section on the site has a few, with dead images to boot). It needs some cleaning up and clarifying, especially the script tutorials, which are the most important part. The Sierrahelp wiki strangely renders all text in code blocks really really unreadably tiny, too (on Firefox). It's gotta all be cleaned up, put in one place, and for best effect, bundled with SCI companion in a chm file.

- The games have no exposure! I'm sure there are plenty of great games in the AGI and SCI lists, but on this website, they have a half-size screenshot and no description. Just a title and a download. I'd like to see games get their own page, with a full sized screenshot (It's only 320x200, no harm done) and a quick review of the game, showing us what the game is all about, i.e a synopsis.

You could also make youtube videos of your favorite parts of the new games, since everyone loves to see games move, and innovation is hard to get across in a screenshot! Game walkthroughs (to show off AGI/SCI's powerful programming!), video tutorials, and networking with other game communities (AGS is a particularily nice one, and another community grow out of it  - DAGE, which focuses on Telltale style games) could increase the amount of people who come here - showing the world that SCI is waking from dormancy into full bloom, rather than dying a slow death. Bring the community's work forth for the new generation. I'd love to see videos of Gourd of the Beans and AGI Combat on Youtube! Making people try games out firsthand is the best way, but letting people see the power of the engine secondhand is still a good way to go! Once I'm done with making my game, I'd love to help with this.

Before we go on about cloud computing, web based design programs, and hype, we have to focus on the foundations. Does AGI/SCI have what people want in a game engine? How to we communicate what we can do, and what we can do in the future, to our potential audiences?

I'm sorry for typing such a long post. x3 I'm not very good at brevity. To cut everything short, while I love this engine  and want to make games for it, SCI would be the perfect engine for me if it supported SCI1&2, right now it is good but not featured enough for me to want to use it all the time (especially for my other projects), and I feel this is what is holding back a lot of people (since there are lots of artists who want to show off their pixel art, and EGA art is... niche, at best. Double-wide EGA art doubly so). It supports many things I'd want in my games (especially the capability for sound). SCI and AGI suffer from a lack of exposure and need channels of interest more in line with today's audience (videos, full size screenshots, reviews), and better documentation.

I hope to see this community flourish! :3
Title: Re: agigames.com
Post by: Raf on April 27, 2011, 03:26:02 PM
Sounds
The blibs and bloobs of sound can be fixed by showing off The Scorposer's work on AGI / SCI game music. That guy's a genius when it comes to getting the most out of it, and never really seemed to have much trouble making songs within these limitations. Others who made games are no musicians at all and just made random blibs and bloobs til they thought it sounded more or less ok (Failrate did so with Voodoo Girl). That's the stuff we should NOT show off, music-wise ;D

Graphics
Graphically, I think even AGI graphics can be impressive, if done right. That AGS guy I showed the list of games immediately noticed several games that looked great. Stuff like Go West Young Hippy, Caitlyn's Destiny and Enclosure should help big time. When he tried The Gourd of Beans, he had to admit it was on par with the best of AGS games. So basically, we should show off the best graphics both engines got to offer, and it'll blow most people's minds -- even if it's "just" EGA

Engine
For SCI, it's true that alot of people left due to SCI VGA support taking so long and eventually getting abandoned. But still, I believe both AGI and SCI already offer all that people look for in an engine -- except if they want to go 3D or such, obviously. AGI scripting's REALLY easy to get into, even as a non-programmer, so you can focus on making your game instead of coding. Dunno 'bout SCI scripting, but my bet is that, once you know the basics of programming, it should be easy to pick up as well. Basically, people want sit down, start a program up and start making games without going through tutorials or doing low-end coding like defining their objects or such (not that that's even low-end, but you get my point). They also want flexibility, meaning if they decide to make a Zelda-style game, they should be able to do it. If they want to make a racing game, they should be able to do it. If you check all the mini-game arcade sequences in both AGI and SCI out, it should be pretty obvious that that's possible. People just don't realize that, that's all.

Tools
The tools're what's the nasty part. For AGI, you got Picedit that's the big boogieman. It's a great tool if you know how to use it, but people don't want to spend time and effort learning how to use it, especially if they already're able to use, say, Photoshop.

For SCI, the painful part is that SCI Studio crashes all the time. I've tried it, back in the days, and turned back to AGI because I got frustrated with the thing constantly crashing. Couldn't make anything that way.

Main issue
The main problem, I think, is exposure. Alot of people've never heard of the two engines. Those who have heard of it, got plenty of prejudices, but have never actually given the things a try. If we can get more exposure, more people'll be likely to give things a try, and those prejudices'll slowly change. That cloud and web-based stuff is mainly to get exposure and lower the threshhold of trying a game out. If you don't have to download it and can immediately start playing, people'll be more likely to give it a try, right? And once they got a taste of it, they'll download, or look for more games like that.
Title: Re: agigames.com
Post by: Cloudee1 on April 27, 2011, 06:03:22 PM
Time to get back to work on the tutorials section, check
Title: Re: agigames.com
Post by: gumby on April 28, 2011, 08:33:20 AM
- The games have no exposure! I'm sure there are plenty of great games in the AGI and SCI lists, but on this website, they have a half-size screenshot and no description. Just a title and a download. I'd like to see games get their own page, with a full sized screenshot (It's only 320x200, no harm done) and a quick review of the game, showing us what the game is all about, i.e a synopsis.

You could also make youtube videos of your favorite parts of the new games, since everyone loves to see games move, and innovation is hard to get across in a screenshot! Game walkthroughs (to show off AGI/SCI's powerful programming!), video tutorials, and networking with other game communities (AGS is a particularily nice one, and another community grow out of it  - DAGE, which focuses on Telltale style games) could increase the amount of people who come here - showing the world that SCI is waking from dormancy into full bloom, rather than dying a slow death. Bring the community's work forth for the new generation. I'd love to see videos of Gourd of the Beans and AGI Combat on Youtube! Making people try games out firsthand is the best way, but letting people see the power of the engine secondhand is still a good way to go! Once I'm done with making my game, I'd love to help with this.
Putting the idea of 'the cloud' (playing games online, in a browser) aside for now due to level-of-effort, I think these two ideas are the next best things that would help the community take off.

I haven't played hardly any of the games here, mostly because of time commitment reasons.  Other things that hold me back (and I think Lance referred to this recently):  Is the game complete?  How does it rate (maybe 1-5 stars)?  Difficulty rating?  I also like the idea of putting together 'video reviews' or walkthroughs of games - get 'em interested in it enough to download & play. 

There is a lot of work here to be sure & I'd be interested in helping where & when I can.

- The documentation is pretty scattered. AGS is what I'd call the benchmark for help files. Nailhead AGI's logic documentation is also pretty good, but SCI's documentation is confusing and spread over several sites, with some links leading absolutely nowhere (the tutorials section on the site has a few, with dead images to boot). It needs some cleaning up and clarifying, especially the script tutorials, which are the most important part. The Sierrahelp wiki strangely renders all text in code blocks really really unreadably tiny, too (on Firefox). It's gotta all be cleaned up, put in one place, and for best effect, bundled with SCI companion in a chm file.

Hey Cloudee, I think Collector rounded up most of the missing images and threw them up on the wiki, you might be able to grab them there.  As to the 'tiny-code' problem on the wiki, yeah Collector is aware of it, but he probably hasn't had time to get back to it (or it dropped off the radar?).
Title: Re: agigames.com
Post by: Cloudee1 on April 28, 2011, 06:03:37 PM
Except for the memory heap images that troflip had, I should have all the images. I just never finished what I had started. The problem is that nothing here seems to be a small job.  ;D

I'll see what I can do about the tutorials, I haven't really ever been happy with them and I'm afraid it means that I will be rewriting a lot of them to make me happy with them, as soon as I finish uploading all the agi games, and then address the tool pages real quick again.  Then the tutorials, I promise, right after I clean up the pnc template game one last time...

I just can't quit working on my game though, arghh
Title: Re: agigames.com
Post by: Raf on April 28, 2011, 06:12:06 PM
Except for the memory heap images that troflip had, I should have all the images. I just never finished what I had started. The problem is that nothing here seems to be a small job.  ;D

I'll see what I can do about the tutorials, I haven't really ever been happy with them and I'm afraid it means that I will be rewriting a lot of them to make me happy with them, as soon as I finish uploading all the agi games, and then address the tool pages real quick again.  Then the tutorials, I promise, right after I clean up the pnc template game one last time...

I just can't quit working on my game though, arghh
Soooooooooooooo, how's your Spongebob game coming along? ;D Or was that somebody else?
Title: Re: agigames.com
Post by: Cloudee1 on April 28, 2011, 09:18:03 PM
No that's me and thank God it's still on the shelf. I did fire it up a couple of weeks ago and what there is looks good, I just remember there being more of it... This moment, I have at least two games ahead of it. Besides everything here, so on the shelf it stays for now.
Title: Re: agigames.com
Post by: robingravel on April 28, 2011, 09:23:28 PM
The best feature with AGS vs AGI and SCI, AGS supports language selections and accents. I mean
Title: Re: agigames.com
Post by: Collector on April 29, 2011, 12:31:20 AM
The best feature with AGS vs AGI and SCI, AGS supports language selections and accents. I mean
Title: Re: agigames.com
Post by: robingravel on April 29, 2011, 08:16:10 AM
The best feature with AGS vs AGI and SCI, AGS supports language selections and accents. I mean
Title: Re: agigames.com
Post by: grokkage on April 30, 2011, 07:24:00 PM
Just a humble suggestion.
I was wondering if you guys would like to set up the AGI community over at reddit.com. (http://www.reddit.com)
I've been using it pretty extensively for the past few years and it's designed for communities such as ours.
I set up a temporary subreddit here (http://www.reddit.com/r/agigames).
Title: Re: agigames.com
Post by: Collector on April 30, 2011, 09:05:46 PM
I'd say to just keep it here until we can get a hold of the database backup. No sense spreading everything further across yet more of the internet. Besides, anything setup would have to have the capability to import the old database, so that probably means SMF, like this board.
Title: Re: agigames.com
Post by: Raf on May 13, 2011, 05:19:07 AM
Damnit. Some Japanese guy actually bought the domain name during the bidding, for $69! I thought that was a fake bid by Chris' host to put pressure on anybody who might be interested. agigames.org and .net are still free, though, so we could switch to those.
Title: Re: agigames.com
Post by: Cloudee1 on May 13, 2011, 06:54:53 AM
You already lost the existing links, something new maybe
Title: Re: agigames.com
Post by: gumby on May 13, 2011, 08:01:09 AM
Agreed.  At this point it's a total start-over, lots more possibilities to explore with domain names (aggames.org or .net would be fine too).
Title: Re: agigames.com
Post by: Raf on May 13, 2011, 08:04:20 AM
FREE
agiprogramming.com
adventuregamedev.com
adventuregamedevelopment.com
adventuregamedeveloping.com
agiadventures.com
agi-adventures.com

ALREADY TAKEN
adventuregames.com
adventurestartshere.com
sierragames.com
agigames.com (d'uuuuuuh)
makecoolstuff.com


Edit: Changed the list a bit
Title: Re: agigames.com
Post by: gumby on May 13, 2011, 10:47:13 AM
How about adventuregameinterpreter.com (probably a bit long - and difficult to spell)?

My vote would be one of the agiadventures domains - they've got a nice ring to them.
Title: Re: agigames.com
Post by: Cloudee1 on May 13, 2011, 11:22:03 AM
I like agiadventures too, that sucks that agigames.com is to become something or someone elses. Hopefully you'll have better luck updating links than I seem to have. We never seem to get any love. Have you been building at all or still trying to define the scope, MT Blue or something new. I remember years ago at mega-tokyo that one day the colors changed... I can't bring myself to change them here yet.
Title: Re: agigames.com
Post by: Raf on May 13, 2011, 11:40:02 AM
Haven't been building yet (haven't got a clear idea what to make yet) I can start setting up a basic built with a forum, a game DB and a tutorial DB, and we'll see from there.

I like the blue theme from the forum here, because yep, it reminds me of MT. But I was thinking of making the site a bit lighter (theme'd be along the lines of AGI -- with the white background and red border and such), so the forum's theme'd break with that.

I'll set a basic thing up this weekend (hurray for Drupal making this a matter of hours instead of days ;D ), and we'll go from there.

Personally, I prefer agi-adventures.com, btw (it looks less weird than agiadventures.com). I guess I'll register both, though, so it'll be up to visitors' preferences.
Title: Re: agigames.com
Post by: Eigen on March 27, 2012, 05:02:44 AM
I just started thinking, that we have no backup of the AGI/SCI forum from agigames.com, but what about the old mega-tokyo.com forums? Most of the interesting stuff was written there anyway.

http://mega-tokyo.com/blog

Stu was running the forum back in the day, perhaps he has ANY state of the forum database backed up somewhere? I think it might be worth contacting him.
Title: Re: agigames.com
Post by: Collector on March 27, 2012, 12:49:01 PM
I once explored it on the Web Archive, but most of the threads weren't saved.
Title: Re: agigames.com
Post by: MusicallyInspired on March 28, 2012, 02:03:52 AM
I kept hoping someone would back it up. Alas.....and so much gold lost there...
Title: Re: agigames.com
Post by: Cloudee1 on March 29, 2012, 07:29:07 AM
I don't really have a way of contacting anybody. I only ever really talked with people directly in the forums and hardly ever outside of it. I was pondering the other day about a possible site redo. of course I still need to finish the bits and pieces that I've got started (like the last of the agi games, tools, walkthroughs, tutorials, etc.) If only I could find more time
Title: Re: agigames.com
Post by: sact on May 19, 2012, 06:14:19 AM
It seems that agigames.com does not respond, maybe it's free again?
Title: Re: agigames.com
Post by: gumby on May 19, 2012, 09:18:51 AM
Doesn't look like it, here's some of the domain name registration info (it's in reactivation?):

Domain name: AGIGAMES.COM

Administrative Contact:
  
   Reactivation Period (Reactivation-Pending@enom.com)
   +1.4252744500
   Fax: +1.4259744791
   15801 NE 24th Street
   Bellevue, WA 98004
   US
Title: Re: agigames.com
Post by: Raf on October 15, 2012, 04:30:48 AM
Seems like it now redirects to Nick's site. Quick check at the registrar information, and turns out Nick grabbed it :D
Title: Re: agigames.com
Post by: Cloudee1 on October 15, 2012, 12:56:57 PM
Yeah, it's been redirecting there for a bit now. Glad that it points somewhere relevant.
Title: Re: agigames.com
Post by: Collector on October 15, 2012, 02:26:47 PM
I would be just as happy if he got the database and wiki. At least it would still be available.