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Messages - Chad Goulding

Pages: 1 [2]
16
Mega Tokyo AGI Archive / Re:so... wha?
« on: September 29, 2003, 12:38:59 PM »
You can look at the code for the fighting in Little Pirate (logic 255), but you'll have to debug it, since it pretty much sucks as it is now.

I've made another battle system code too, but it's not QfG-style. This battle system's Final Fantasy-like. If you're interested, feel free to use it. Sooner or later, I'll make a tutorial for it too, but I guess you'll be able to sort the code out yourself too.

You can find it here

Cool

Thanks Kon-Tiki, I'll take a look at those.

17
Mega Tokyo AGI Archive / Re:so... wha?
« on: September 28, 2003, 12:15:12 PM »
Hello everyone,

The next Time quest demo is still only about half complete. At the moment I only really work on it when I want to (which isn't very often). Although I did finish drawing a new room last week. Hmmm, 5 years and still not finished - perhaps I'm pacing myself too much :)

I've also been doing a fair bit of work on an AGI RPG. Its loosely based on the Quest For Glory games. Trying to cram an SCI type game into the AGI engine is proving to be quite fun. Some of the coding gets pretty hardcore at times - hopefully I won't run out of variables anytime soon. So far I've got a basic forest that you can explore, daytime/nighttime, food rations (and hunger), running/walking, sleeping, and about half of the monster code is written. I haven't yet figured out how the fighting code was done in QFG1 but hopefully the next version of SCI Studio will let me read the code.

Chad

18
Mega Tokyo AGI Archive / Re:How much time?
« on: December 02, 2002, 01:45:54 PM »
I discovered the AGI scene in March 1998 and started working on Time Quest pretty much straight away. I've released two demo versions of the game since then and its now about 50% complete. So, if my calculations are correct its taken me about 4 and a half years to reach the halfway mark. Is that some kind of record? At this rate I shoul be finished by mid 2007. lol

19
Mega Tokyo AGI Archive / Re:I'm not dead.
« on: October 08, 2002, 05:16:47 AM »
I can definitely understand your situation. My work on Time Quest has gone through many 'dry patches'. I've been working on it since 1998 and its not even half complete yet!

I think that a break from working on a game can often be good a thing since it gives you time to reflect on the game as a whole. This can often produce new ideas and details for the game that you wouldn't of thought of had you been working on the game flat out. So, I guess that working in spurts can actually help improve the quality of your game.

Anyway, I'm really looking forward to 'Tonight the Shrieking Corpses Bleed'. Your Tex McPhilip games were ace and I'm sure that TTSCB will be just as good.

20
My favourite fan-made game by far has to be Tex McPhilip 2: Road To Divinity by Magick Poultry. Simply because the game is so incredibly funny. Ok, so the graphics might not be up to the same quality that you'd find in other fan-made games but they're pretty much irrelevant when compared to the superbly written narrative.

The original Tex Mcphilip seemed to concentrate more on being offensive and violent rather than being funny, but the balance was just right in the sequel. I doubt whether a game like this would ever be available in the shops as it'd probably get toned down so much that the humor would be lost.

21
Mega Tokyo AGI Archive / Re: Your favorite AGI/SCI game.
« on: November 13, 2001, 03:14:00 AM »
Hmmm...

my favourite AGI is probably Space Quest 2 since I played it a lot when I was young so there's lots of nostalgia associated with it. However, over the years I've grown to love Police quest too. Lytton just feels like a living town.

Hero's Quest has to be my favourite SCI game. I've completed it so many times.

22
Mega Tokyo AGI Archive / Re: Started a new game
« on: December 12, 2001, 12:23:36 AM »
Cool! If its even half as good as Tex McPhilip 2 it'll be a fantastic game. Really looking forward to it.

Chad

23
Mega Tokyo AGI Archive / Re: i hate defines.txt!!
« on: December 18, 2001, 12:31:24 AM »
I think if you change the defines.txt file you don't have to recompile every logic manually since you can just rebuild all the vol files (which should only take a few seconds). I presume doing that recompiles every logic in the game and saves a *lot* of hassle.

24
Mega Tokyo AGI Archive / Re: Time Quest
« on: January 03, 2002, 12:14:09 AM »
Ok. I've uploaded the Time Quest page to a portland account
Thanks everyone for the helpful comments.
The page is at:

http://chadgoulding.port5.com/

enjoy,

Chad

25
Mega Tokyo AGI Archive / Re: Time Quest
« on: December 11, 2001, 07:16:54 AM »
Yeah, they took it away without even telling me!  ):|
NBCi seem to have completely abandoned giving out free webspace. Can anyone recommend a good place where I can get some free webspace so that I can ressurrect the TQ webpage?

Thx in advance,

Chad

26
Mega Tokyo AGI Archive / Re: Battles
« on: January 21, 2002, 11:58:36 PM »
You could adopt an approach similar to the fighting sequences in Monkey Island. In those, it wasn't how well you fought, it was what you said while you did it. If you insulted your opponent better than he insulted you, then you won.

In MI you chose from a list of things to say, but I don't know how you'd do it with AGI's text parser. You could perhaps limit it to only insulting a particular thing about them (say, their fashion sense).

Just an idea.

27
Mega Tokyo AGI Archive / Re: Quest for Glory
« on: February 21, 2002, 10:58:05 AM »
Quote

I've been thinking about the night'n day stuff.  AGI probably doesn't have enough room for you to design separate pictures for night and day.. but what if you split a pic in half, with one side day, the other night.. and only showed one half depending on the time of day?


I don't think the day/night stuff would be a problem with AGI. In QFG 1 the majority of the rooms were in the forest and I'm pretty certain that they were procedurally generated from a palette of trees and plants. That way, the entire forest compacts really well (and only consists of a handful of rooms). To have a nighttime forest you'd just need an identical palette but with the trees and plants drawn in nighttime blue colours.

Robin has a point though. Changing the palette is a much neater solution (but I personally prefer using the original 'untainted' AGI system).

Speaking of QFG, over the past couple of nights I've been trying to make a fully functioning Character Sheet in AGI (just out of curiosity). So far you can choose a character and allocate extra points to the different skills. A QFG AGI game seems very possible.

28
Mega Tokyo AGI Archive / Re: AGI Developer Site
« on: March 15, 2002, 12:25:07 AM »
Quote
Hows Time Quest going?  have you had time to work on it?


Thanks for asking  :)
I've been adding to it every now and then. At the moment, the next demo is about one third complete. Though, I still haven't fully designed the end of the demo (so thats slowing me down a bit).

Quote
Would it be possible for you to add your game to the Crow's Nest game list?


I'd be happy to but looking at the list of games on the site, aren't they all finished games? Do you know if partially completed games can be added?

Chad

29
Mega Tokyo AGI Archive / Re: AGI Developer Site
« on: March 14, 2002, 09:36:42 AM »
Nick - Wow! Thats a really good site. Nicely formatted pages with loads of useful information. Good job!

- though my opinions are probably biased since you did put a screenshot of my game on the homepage :)

Chad

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