Author Topic: so... wha?  (Read 5717 times)

0 Members and 1 Guest are viewing this topic.

Kon-Tiki

  • Guest
Re:so... wha?
« Reply #15 on: September 28, 2003, 09:04:21 AM »
Seems like Nagi's getting more and more ahead of the other interpreters. Just a quick question about this new menu: will that Dos-box be running visibly behind it?

Offline Nick Sonneveld

Re:so... wha?
« Reply #16 on: September 28, 2003, 10:30:41 AM »
re dosbox:
nah.. i was just trying to make it look all techy :)

re better than other interpreters:
the cool thing is that it'll hopefully support NAGI, Sarien and the original sierra interpreter.

It'll start out just supporting NAGI but I'll add in the others a bit later.

- Nick
Nick Sonneveld  |  AGI Dev  |  NAGI

Offline Chad Goulding

Re:so... wha?
« Reply #17 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

Kon-Tiki

  • Guest
Re:so... wha?
« Reply #18 on: September 28, 2003, 01:28:40 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

Offline Chad Goulding

Re:so... wha?
« Reply #19 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.

Offline Zonkie

Re:so... wha?
« Reply #20 on: October 02, 2003, 10:32:12 AM »
The NixelSoft projects are still on a big hold. I now go to school in Norway which makes communication with my friend a bit difficult... I only find little time to actually work on the games, I hope we can continue to work on the games sometime soon, but at the moment I'm very busy here. That's also why I haven't been around for a while. But I haven't forgotten about AGI yet and our projects (Holden's Quest, Freddie) will be finished... eventually  ;) ...
Actually, reading all these posts has got me really motivated to start programming again... but it'll be a while before we have anything new  :) .

Until then,
Zonkie


SMF 2.0.19 | SMF © 2021, Simple Machines
Simple Audio Video Embedder

Page created in 0.044 seconds with 16 queries.