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I think we're at 'let's finish this' numbers! It's been about a year and half? I think... My hand hurts. Also my brain.

#Adventuregamestudio #AGS #Pointandclick #games #indiegames

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To give you an idea of how much I'm revamping this, I'm learning how to use a MOD Tracker to port the menu's theme! Now I've just gotta bug the AGS devs about their broken looping MOD file support... #AdventureGameStudio #GameDev #IndieDev #SoloDev

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MAGS January is all about “Brainrot” game jamming New month, new MAGS (Monthly Adventure Game Studio) competition!

Ah, new MAGS (Monthly Adventure Game Studio) competition, and this time the focus is on... “Brainrot”.

#MAGS #AdventureGameStudio #gamejam

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MALLICIOUS by jfrisby, Bani Gala Games Available for Linux

MALLICIOUS is out!! (MAGS jam version).. We might have a bunch of issues to fix, I've been pretty feverish and it's probably gotten weirder. #gamedev #pixelart #adventuregamestudio
jfrisby.itch.io/mallicious

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We have a title & title screen! MALLICIOUS is coming soon. (before christmas... er, maybe.). #mags #adventuregamestudio #pixelart

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Version 2 of the Sequence Break Proof of Concept is now available! Hello World! It may have been all quiet on the itch.io front for a while, but that doesn't mean I haven't been chipping away at Sequence Break. If anything, I've laid the groundwork for the rest of th...

A brand new build of Sequence Break is now available to play! Continue the descent with a new area that'll leave you wanting more!
slightly-sleepy-studios.itch.io/sequence-bre...
#GameDev #IndieDev #SoloDev #AdventureGameStudio

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A screenshot from a Work-in-progress build of Sequence Break. In it, the familiar lounge appears to have some slight alterations from the last time Hellbound One has seen it. The room is filled with red mist, as an exit door is shown to be wide open. Hellbound responds to the situation thusly: "...they're here..."

A screenshot from a Work-in-progress build of Sequence Break. In it, the familiar lounge appears to have some slight alterations from the last time Hellbound One has seen it. The room is filled with red mist, as an exit door is shown to be wide open. Hellbound responds to the situation thusly: "...they're here..."

A new build of Sequence Break is finally coming soon! I don't like to drum up hype, but I have a feeling this is going to leave you wanting more... Stay tuned.

#IndieDev #SoloDev #GameDev #AdventureGameStudio

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A screen grab of a bash terminal, altered to remove potentially identifying information about my code. The window shows me running a git commit command with the following comment: ""Refactor PersisitentStatTracker to save and load to disk only as needed. AKA: Spend way too much time refactoring code that only just so happened to work right becasue it wasn't programmed correctly to begin with, so now it should work right like it should have from the beginning. This change breaks the FULL GAME RESET room, so it's been modified to close the game instead [sic] of calling RestartGame, and risking more stale persistent states."

A screen grab of a bash terminal, altered to remove potentially identifying information about my code. The window shows me running a git commit command with the following comment: ""Refactor PersisitentStatTracker to save and load to disk only as needed. AKA: Spend way too much time refactoring code that only just so happened to work right becasue it wasn't programmed correctly to begin with, so now it should work right like it should have from the beginning. This change breaks the FULL GAME RESET room, so it's been modified to close the game instead [sic] of calling RestartGame, and risking more stale persistent states."

It's been one of those days...
#IndieDev #SoloDev #GameDev #AdventureGameStudio

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A screenshot of a work-in-progress build of Sequence Break. The game screen shows the game’s logo with handwritten text that reads “Visuals not ready yet…” sitting next to a smiley face, written with a colon and close parenthesis, as if writing a text message with that emoticon. Sitting on top of the image is a portrait of a character with text above him: he says “NOW I see it. NOW I know what’s going on.”

A screenshot of a work-in-progress build of Sequence Break. The game screen shows the game’s logo with handwritten text that reads “Visuals not ready yet…” sitting next to a smiley face, written with a colon and close parenthesis, as if writing a text message with that emoticon. Sitting on top of the image is a portrait of a character with text above him: he says “NOW I see it. NOW I know what’s going on.”

Do you, good sir? Do you REALLY see what’s going on?

A still from a work-in-progress version of my game - gotta remember to put in a technical blooper reel at some point!

#GameDev #IndieDev #SoloDev #AdventureGameStudio

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death screen sketch for thanksgiving #RiseofPigMan #wip #adventuregamestudio

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Here's something I should have done a while ago - implement a sound test!

Pro Tip - if your game relies heavily on an audio soundscape, MAKE A SOUND TEST! It'll be easier than going to each trigger point manually, believe me!
#IndieDev #SoloDev #AdventureGameStudio

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Chatted with @threeohfour.bsky.social about this game a year ago, and he’s working on some mad sorcery with #AdventureGameStudio

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Revisiting Sierra’s King’s Quest Series: Part 4 – The Perils of Rosella Retold King's Quest 4 pushes the series into the future with the introduction of Sierra's SCI egnine. Unfortunately, everything else takes a backseat while they show it off.

Revisiting Sierra's King's Quest Series in 2025. Part 4 - The Perils of Rosella.

#steamdeck #kingsquest #kingsquest4 #perilsofrosella #sierra #adventuregames #pointandclick #retrogames #retro #retrogaming #ags #adventuregamestudio #remake #retold #daventry #kq4

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A terminal window, showing the partial output of my current code base's status. It lists numerous files in red text, indicating that I have modified those files, but that I haven't committed - or made permanent - those changes.

A terminal window, showing the partial output of my current code base's status. It lists numerous files in red text, indicating that I have modified those files, but that I haven't committed - or made permanent - those changes.

Time for the most terrifying part of a pre-release workflow... bug fixes.

The PR, the announcements and even the upload of the game? Easy! Trying to find as many bugs to quash before release as possible? Not so easy.

#IndieDev #GameDev #SoloDev #AdventureGameStudio

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Watch this space: I'm closing in on my next build of Sequence Break! This build will be adding two new areas to the game, turning my "Proof of Survival" into a proper Proof of Concept.

Should be out within the next few days. Stay tuned! #IndieDev #SoloDev #GameDev #AdventureGameStudio

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Congrats on the release, @juliaminamata.bsky.social! We (as @edmundito.com) helped out with making this possible. We helped add character spacing support to #AdventureGameStudio, among other technical details.

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A screenshot of a work-in-progress version of Sequence Break. The main character is looking at himself in the mirror. A portrait image of his face is slapped on top of where his head would be in the actual background image, making his face look cuter than the more gritty take on his visage as intended. He is talking to himself: "That's me... or what's left of me."

A screenshot of a work-in-progress version of Sequence Break. The main character is looking at himself in the mirror. A portrait image of his face is slapped on top of where his head would be in the actual background image, making his face look cuter than the more gritty take on his visage as intended. He is talking to himself: "That's me... or what's left of me."

POV: You're here, but mentally you're somewhere else.

(Unintended bug I stumbled upon during play testing after moving my dev environment - I apparently forgot to check all cutscenes with my new portrait system! This is #art, I don't care!)

#IndieDev #SoloDev #GameDev #AdventureGameStudio

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"You don't have to open the door. Not yet."
-???

Who's that person in the cloak?

#IndieDev #SoloDev #GameDev #AdventureGameStudio

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A security camera angle, looking at a table currently set up as a poker table. The game is Texas Hold-em. The Flop, Turn and River are, respectively, King of Diamonds, 7 of Spades and Jack of Clubs; 7 of Clubs; and Queen of Hearts. The losing two-card hand - a 7 of Hearts and a 7 of Diamonds - results in a four of a kind. The winning two-card hand - tossed on-screen by a hand from the right hand side of the frame - reveals an Ace of Clubs and a 10 of Diamonds, completing a Royal Flush.

A security camera angle, looking at a table currently set up as a poker table. The game is Texas Hold-em. The Flop, Turn and River are, respectively, King of Diamonds, 7 of Spades and Jack of Clubs; 7 of Clubs; and Queen of Hearts. The losing two-card hand - a 7 of Hearts and a 7 of Diamonds - results in a four of a kind. The winning two-card hand - tossed on-screen by a hand from the right hand side of the frame - reveals an Ace of Clubs and a 10 of Diamonds, completing a Royal Flush.

"4-of-a-kind! Read 'em and weep, boys!"
"Not so fast, bub!"
"What is it, doll-face?"
"Royal Flush, dirtbag."
[May or may not have been toned down for BlueSky, heh...]

A Scene from a security camera system, coming to my game in the next build.
#IndieDev #SoloDev #AdventureGameStudio

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This wouldn’t have been possible without a lot of the improvements made to #AdventureGameStudio by all the contributors to make the engine much easier to port to other platforms, and Ryan C. Gordon for sharing the SDL Nintendo Switch port.

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The cat's out of the bag! I've been working on this (through my tiny company @clickpulp.com) for the past year, creating a new port for #AdventureGameStudio for Nintendo Switch, and designing a new controller scheme that feels more natural for gamepads while maintaining the point-and-click gameplay.

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What a way to end the week - implemented (a very basic form of) New Game+, Swapped out the old panel for my new, multi-purpose main menu, and even got a limited version of my extras menu ready for mid-game access!

Honestly, I'm feeling proud, heh...
#SoloDev #IndieDev #AdventureGameStudio

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Slowly refining my visuals and adding a new menu system so it's not just wall-to-wall Default AGS visuals (Not entirely at least...) and... for the first time, I'm feeling like I'm actually putting together a proper video game!
#IndieDev #SoloDev #AdventureGameStudio

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Going to very great lengths to justify the upside down room. #RiseofPigMan #WIP #Adventuregamestudio

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Any of my fellow #adventuregamestudio #ags users know why hotspots descriptions would be showing up in the action bar (Text at the bottom of the screen) and not inventory items?

It works if I start a new project with the BASS template but not in my current project so I'm not sure what I screwed up

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Following up on yesterday, I've now added my Pocket Communicator, along with full support for tracking files are downloaded and can be shown to the player! With this, my first area of the game is functionally complete! 🎉
#IndieDev #SoloDev #AdventureGameStudio

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A still image of a document's text, as displayed in the game "Sequence Break." It reads: "Personnel Incident Report - January 18th, 2120.
Employee: [REDACTED - PII.]
Employee ID (EID): [REDACTED - SPII.]
[ERROR - INVALID STATUS.]
[ERROR - INVALID PROJECT CODE.]
Security Clearance: Declassified (For Review.)
Issue: Subject was admitted into study GBT-001. [DELETED - MTC SB: PII/SPII.]
Subject underwent standard pre-procedural evaluations.  [DELETED - MTC SB: PII/SPII.]
Subject's [DELETED] via standard sterilization protocol. [UNIDENTIFIED BIOHAZARD] was then introduced [WITHOUT SUPERVISOR AUTHORIZATION.]

A still image of a document's text, as displayed in the game "Sequence Break." It reads: "Personnel Incident Report - January 18th, 2120. Employee: [REDACTED - PII.] Employee ID (EID): [REDACTED - SPII.] [ERROR - INVALID STATUS.] [ERROR - INVALID PROJECT CODE.] Security Clearance: Declassified (For Review.) Issue: Subject was admitted into study GBT-001. [DELETED - MTC SB: PII/SPII.] Subject underwent standard pre-procedural evaluations. [DELETED - MTC SB: PII/SPII.] Subject's [DELETED] via standard sterilization protocol. [UNIDENTIFIED BIOHAZARD] was then introduced [WITHOUT SUPERVISOR AUTHORIZATION.]

This took an embarrassingly long amount of time for me to code in, but I figured out enough ancient simplified AGS script to finally have a working document system... kind of!

Next step will be to add the item that'll show these documents, and add pages! #AdventureGameStudio #IndieDev #SoloDev

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Finally added two new rooms and settled on a room navigation system! Yes, there's placeholder graphics aplenty for now, but I can at least code new rooms before the visuals are ready!

Probably gonna drop VA for now though...

#IndieDev #SoloDev #AdventureGameStudio

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On the plus side,decided to take the time yesterday to add some basic stat tracking and an Extras Menu - hey, if the game is short, might as well add as much replayability as possible, right? #GameDev #SoloDev #AdventureGameStudio

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A screenshot of a ScummVM error message, as rendered by RetroArch. The sides of the image are partially taken up by an overlay representing the Sony PlayStation, its logo, and a set of button and stick iconography reflecting the DualShock controller’s layout. The error message itself reads: “Loading game failed with error: Format version not supported. Game was compiled with 3.6.2.12. Required format version: 3060212, supported 18 - 3060114.The game files may be incomplete, corrupt or from unsupported version of AGS.

A screenshot of a ScummVM error message, as rendered by RetroArch. The sides of the image are partially taken up by an overlay representing the Sony PlayStation, its logo, and a set of button and stick iconography reflecting the DualShock controller’s layout. The error message itself reads: “Loading game failed with error: Format version not supported. Game was compiled with 3.6.2.12. Required format version: 3060212, supported 18 - 3060114.The game files may be incomplete, corrupt or from unsupported version of AGS.

Figured I’d try out the new build of my game in ScummVM, but it looks like they don’t like to support the absolute newest builds of AGS…. Likely by design - still, that means no easy macOS porting ^^’ #GameDev #AdventureGameStudio (ignore the PS1 Overlay - I do speed-running sometimes)

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