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Messages - debikkel

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Mega Tokyo AGI Archive / AGI Studio priority lines help
« on: July 14, 2004, 07:40:41 AM »
Hey again,

Here's another query:

What are the corresponding y-pixel-positions of the horizontal priority lines (lines 0 to 15) in AGI?

I know the SCI ones because I grabbed a SCI Studio image including priority lines, and cropped it to minumum size so I could read the y-pixel-positions in Paint Shop.

However, any idea what the exact ones are for AGI?
Thnx,

Martin


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Mega Tokyo AGI Archive / AGI Studio walking-area help
« on: July 14, 2004, 07:38:53 AM »
Hi guys,

I am trying to export an AGI room walking-area by modifying AGI Studio. It comes a long way but if someone can clear up some of my questions that would be great:

What color means what? Right now I know colors 0 - 3 (or 0 - 4?) are used for drawing the walking lines, but they all mean different things?

It seems these are not closed polygons but I am not sure. The project I need this for only allows for closed polygons to be drawn. Does AGI give any information when one polygon / shape is done drawing and when a new one starts?

Right now things go wrong just a bit, since I am only drawing color 0 (the black lines) into one polygon.

Any information on the subject is more than welcome.
Thanks in advance,

Martin

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Mega Tokyo AGI Archive / Sierra Games (agi/sci) on a Pocket PC
« on: February 13, 2004, 04:29:56 AM »
Hi

Being a fan of classic adventuregames of both Sierra and Lucasarts, I have done quite some research on how to best play these games on the go. I'll give a short list of what I know, so if anybody has any suggestions please post them.

All LucasArts games:
- PocketScumm (need we say more?)

Sierra AGI games:
- Pocket Sarien (very nice, it should have landscape mode though)
- Pocket DOS (this emu supports MCGA and CGA only, so no EGA, therefore it's in B/W,  )
- GBAGI on any GBA emulator (GBA emu's for PPC are still a bit slow, but GBAGI offers an excellent solution to the usual textparser. If GBAGI could be ported to Pocket PC this would be the best one -in my humble opinion-)
- CastCE (Atari ST emulator, this one does a great job as well, has landscape mode, looks great, only the keyboard layout is much too big for proper usage as text-input which becomes quite irritating after a while)

Sierra SCI (ega) games:
- CastCE (as far as I know this is the only one, since pocketDOS doesn't have EGA gfx)

Sierra SCI (vga) games:
- PocketDOS (looks excellent, just like the original games on pc, though somewhat slow...)

Special games:
- King's Quest 1 was also released for the Sega Master System, and can be played with CE/gg and Morphgear

I think if both GBAGI and freeSCI get ported to Pocket PC, it would be superb. Right now there still is no really good way to play Space Quest 3 on the go  

I've heared Linux can be used on some PPC's, well I own a Casio E-125 and HP2210, and there's no Linux for them yet. Besides, I doubt if any of these adventure games would be playable there. Somebody tried?

I know that some early Space Quests and King's Quests were released on the Apple II as well. I tried running KQ1,2 and 3 on the Apple II emulator but they won't run. Anybody any luck with that?

And if you have any tips or good suggestions on how to play AGI and SCI games on a Pocket PC, let us all know! It'd be great to hear your experiences with playing these classics on your PPC, maybe you know things I didn't think of yet.

Regards,

Martin

PS, if you own a Casio (mips processor) -like me-, I just compiled the CastCE source code for MIPS, so finally mips owners can use it too. Download it at goodoldadventures.com/castce

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Mega Tokyo AGI Archive / Re:GOA is now open source.
« on: February 13, 2004, 04:28:21 AM »
yup, what was it again?

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Mega Tokyo AGI Archive / Re:GOA is now open source.
« on: February 06, 2004, 07:00:50 AM »
where's the link again? or mail it to me

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Mega Tokyo AGI Archive / Re:GOA is now open source.
« on: February 06, 2004, 05:52:03 AM »
I just fixed the code a bit. Should work better in Mozilla / Netscape / Firebird and now has IE50 (Windows) support as well.

I'll break up the code in seperate game-packs soon as well next week.

If you've got any plans on using it, let me know. Would be great to hear about new projects.

- Martin

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Mega Tokyo AGI Archive / good old adventures development kit is online
« on: February 12, 2003, 08:32:19 AM »
in case you want to help out making rooms and characters

http://www.goodoldadventures.com

and praise to meelworm for the excellent King's Quest 3 addition!

of course, there's still a whole lotta space quest to be done :)

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Mega Tokyo AGI Archive / Re:AGI multiplayer world now online
« on: January 22, 2003, 03:04:39 AM »
Thanks!

As for your questions: first off, if you read the site itself, all the information is there. But in short, OF COURSE the world allows for SCI gfx (rooms/characters) to be built. Even SCUMM (Lucasarts style). The client was written purely with javascript and DHTML.

Well, hope to see you all around there!

Martin

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Mega Tokyo AGI Archive / AGI multiplayer world now online
« on: January 21, 2003, 02:52:18 PM »
Hi all,

sorry for the long delay, here it finally is. If you've got

- Windows: IE5.0 or higher
- Mac or other non-windows: Mozilla 1.0 or higher

then go to http://www.goodoldadventures.com

It took me 3/4 of a year to complete it this far, hope it can cope with too many users. Have fun exploring the Space Quest 1 and Police Quest 1 world together!

Take care,

Martin

PS. If you like it, tell me! After all this time I really look forward to hearing what you all thing of it. Mail me at home: debikkel@hotmail.com . Thnx

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Mega Tokyo AGI Archive / AGI Massive Multiplayer online
« on: August 22, 2002, 02:52:57 AM »
Hello people, I've seen a lot of talk on this forum about this project, so here's the rundown:

My name is Martin Kool and I am the one who's building this whole multiplayer AGI world. In fact, it's a gaming engine, that runs directly from within your browser (IE5.5, 6 and Mozilla 1 and up, and I'll make it work for IE50 if I find the time). It runs without plugins, java or whatsoever. It's mere script and dhtml. Nothing more nothing less.

The gaming engine does not stop at AGI, for it allows any style you'd like, whether it'd be SCI, SCUMM or Diablo for that matter. No scrolling yet, but I'll implement that once I'll start working on the Lucasarts SCUMM world.

Anyway, some more info can be found here :

http://wiw.org/~jess/subchan/index.php?board=1;action=display;threadid=985

and here:

http://www.spacequest.net

Yes I need(ed) help from people to build rooms, and got a special development kit lying around. But most people who replied couldn't find the time to work on it (which of course can happen), but as always, there hasn't been one of them to have actually contribute a single thing. Except of course for Joey and Nailhead ;)

So, if you want to help out, help Nailhead in his post on this forum to create an export facility in AGI Studio, to port images for usage online by this engine of mine. That would really speed up things, since the engine itself is 99% done. Content, that's what we need.

Well, just hope you are interested in seeing the final result. I want to have it running by the end of 2002, so who knows we'll meet then?

And yes, all the pro's and cons considered of ANY virtual chat-room, this project can rise or fall by its users. But we'll see what happens. It'll be one hell of a demo that's for sure!

-Martin

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