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Topics - bokkers

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AGI Community How To's & Tutorials / Better dialogue in AGI
« on: April 29, 2025, 08:47:02 AM »
Hi folks,

I'm wondering how I can improve the gaming experience for an adventure game I'm working on (V): There's lots of dialogue between player and npcs, and the print command with its black on white text works fine, but compared to how SCUMM presents dialogue, it's not optimum: Colored text on top of the screen, without window popups, character animations while they say something and we can read the text, this must be achievable in AGI somehow.

It's not just about the look, I mainly want the player to be less confused about who's speaking after 2 or 3 AGI print popups.

How can we achieve neater dialogue flow in AGI games? Several aspects and approaches:
1) The display command gives us colored text. Neat! If I do that on an animated screen, how I can I erase it smoothly without breaking the screen?
2) Is there really no way to get the typical AGI text popups to use something different than black on white? Can we at least mess with the red border or something?
3) Can we have a text window pop up (with print.at) simultaneously with a sprite next to it, and then both disappear on key press? That would offer a workaround, where the player at least sees who is speaking at all times.

Need to experiment around with this, but maybe some of you have ideas or experience with character dialogue presentation i thought...
Cheers from the workshop!
b.o.k.

2
Everything-Else / Favorite 80s tv shows
« on: March 31, 2025, 08:03:19 PM »
If someone were to develop more AGI and SCI fan games based on classic 80s tv shows, what would your wishlist be?

I would love to see Airwolf, MacGyver or Miami Vice in a game. The 80s games we got for those didn't deliver the full potential I feel, most of them being silly and simple arcade games. A Sierra style game could make for much more interesting gameplay I think.

3
Howdy folks,
it's been a while... Good news everyone: The V adventure game is back in development. Release is set for december 24 2025. Demo 2 was well recieved back in 2002, so the final game will expand on that, while Los Angeles is going to be restructured to be more realistic and feature more prominent landmarks all over town.

No idea if Ed, Chris and Vonster are still around. Anyone heard from them lately?

Cheers and thanks to everyone for keeping the forum going in 2025!

4
Mega Tokyo AGI Archive / V - Arcade Sequences
« on: September 26, 2004, 12:49:08 PM »
Hi folks,

as I'm working on V again, some feedback from those who played demo 2 would be nice. What is your opinion about the arcade sequences?

Greets,
b.o.k.

5
Mega Tokyo AGI Archive / V Project Update
« on: August 23, 2004, 04:55:24 AM »
Hi folks,

here's a little update about the V project which (contrary to popular belief) is not dead at all.
There wasn't much work on the game for the past twelve months, but some weeks ago I set myself working on it again.
I plan to have the final game ready by summer 2005.
Not only will the final third be added, the stuff that is already there will also be massively reworked and warped up.

The project homepage is located at http://v.brainburst.de I'll update the homepage somewhere around september as I'm moving into a new appartment this month.

If anyone would like to help me out, any help is appreciated ...

Cheers.

6
Mega Tokyo AGI Archive / 256 colour pics
« on: November 17, 2002, 02:22:25 AM »
Hi there,
just discovered the "Savepic"-Tool from Brian's site. I tried it at once but all gives me is a runtime error. It's always the same error no matter if i run savepic with or without a source-picture.
Now that has made me wondering: Is Savepic just a joke? Or was it meant to be really working?
Please help me finding out.

bokkers

7
Mega Tokyo AGI Archive / V - Demo 2 released
« on: November 13, 2002, 12:25:26 PM »
Hi everyone,

we've finally managed to get the second demo of "V" together. It represents 2/3 of the final game and contains lotsa new puzzles as well as plenty of action.
Download it at http://v.brainburst.de and see for yourselves.
Should you run across some bugs or problems, please tell us about them so that we can hunt them down.

Join the Resistance!

bokkers

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Mega Tokyo AGI Archive / The Tales of Boromir - An Experiment
« on: November 11, 2002, 10:13:58 AM »
Hi everybody.
A while ago I thought about making an AGI-game set in the LOTR-universe. For the graphics I prepared photos in Photoshop and then converted them into AGI-screens. As a result the look of it is quite weird. I dont know if it's worth the time to make a game with such a look so I thought I'd ask you to throw a look at it and tell me what you think.
In the demo which you can find at http://www.brainburst.de/boromir.zip you can't do a lot of things except walking around.
What do you say: Is the graphical style OK for an AGI-game?

bokkers

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Mega Tokyo AGI Archive / AGI on Linux-systems
« on: August 22, 2001, 08:00:54 AM »
Hi you 16-color-heads,  ;D
does anybody have experience with running Sierras AGI-games as well as selfmade AGI-games under Linux? I tried LAGII once with a selfmade game but it seemed to check the game-ID and told me 'maybe not an AGI-game'. I've read somewhere that Dosemu in combination with Sarien would give good results, but I havent tried that yet.
Any other suggestions or tricks? My main interest is running a selfmade AGI-game under Linux. Sierras games seem to work fine with LAGII.

10
Mega Tokyo AGI Archive / AGISB
« on: September 03, 2001, 02:13:44 AM »
Hi there!
Does anyone have some experience with AGISB. How do I implement it? What kind of midi-files can I use?
b.o.k.

11
Mega Tokyo AGI Archive / Hi-Res AGI
« on: October 11, 2001, 02:10:24 AM »
Some weeks ago, I discovered someones AGI-webpage which dealt with Hi-Res pictures used in AGI-games. It even had some photos of AGI scenes (something from SQ2 I think) in perfect Hi-Res quality. I also tried to contact the guy that set up the page, but my mail got lost in the digital nirvana.
Does anybody know something about this feature? Does it work at all? Has someone ever used this?
The screenshots I saw looked pretty cool.
bok

12
Mega Tokyo AGI Archive / Extremely dumb question about Sarien
« on: October 23, 2001, 08:26:21 PM »
Hi folks,
I tried to get Sarien working, but I didn't even came past the downloads ;-)
When I looked at the big archive at the Sarien website, all the files seemed to contain uncompiled versions of the program.
When I finally found two files ending with .zip I downloaded them both but then the Sarien.exe tells me "Cygwin.dll not found" and the readme-file talks a lot about compilation...
Now... what does that mean? Am I really too dumb for this one? Where can I get the DLL? Or did I download the wrong version of Sarien again?
Please help me as I'd really love to check out what Sarien's like.
Thanks,
b.o.k.

13
Mega Tokyo AGI Archive / V - Playable Demo
« on: October 01, 2001, 01:30:43 AM »
Hi folks,
there's a playble demo avaible for download from our website http://www.brainburst.de/v
It's the first sequence of the game where you get trapped and have to escape the alien Visitors. This will be the first 30% of the finished game.
If you go and check it out, please leave us some feedback, here or in our guestbook.
Have fun,
b.o.k.

14
Mega Tokyo AGI Archive / "V": Messageboard online
« on: November 20, 2001, 08:53:36 AM »
Hi fellow AGI-heads,
just wanted to inform you that there is now a messageboard about our game "V". You'll find it at
http://pub48.ezboard.com/bvthegraphicadventureboard
bok

15
Great memories of working on that one. It's a shame we never finished it. Maybe one day I'll have another go at it. Story and puzzle design was somewhat flawed though, in hindsight.

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