FroggyMe6581 Posted June 5, 2012 Report Share Posted June 5, 2012 Thanks s_d for those beautiful sounds that soothed my ears! Akril, you might consider having Geir Tjelta's "A New Beginning" playing softly in the background during the game play. It not only would add a beautiful nostalgic feeling, but it's all the more pertinent, as this is TTGFA's "new beginning." http://archive.org/details/mtk096 Quote Link to comment Share on other sites More sharing options...
s_d Posted June 5, 2012 Report Share Posted June 5, 2012 OK, folks, I got AGS compiling & linking on the latest Ubuntu release. The cause of my linking problem is apparently a place where AGS wants to override the way Allegro opens packfiles ( pack_fopen() ). I've found a workaround, but I'm fairly certain that it will not work (but it does get me past the linker error). I've questions now; anyone have insight into why AGS needs to do it differently, and other than bero (whom I've just asked about this), are there any other AGS engine hackers here? Thanks! Edit: Bero gave me some advice; he knew all about this problem and had another patch, elsewhere, to deal specifically with it. Major thanks to bero! Quote Link to comment Share on other sites More sharing options...
s_d Posted June 5, 2012 Report Share Posted June 5, 2012 Lastly, I'm close to having Linux builds (I think), and I'm going to test it out on Troels' first whack at the minigame that he posted earlier (since he included sources in the zip archive) as a test. Assuming that I can compile AGS & libraries, and I do not have AGS Editor (because it's .NET, apparently, or at least I can see it's written in c# from the sources), how do I build an AGS game with a working port of AGS? It appears that in Linux, the game compiles as the actual "ags" binary... so it looks like I build the engine and the game basically all at once or some such. Edit: Got it all figured out. Once the "ags" binary is built and working, I just pass it the the Windows executable as a parameter, while running in the same directory as the game asset files. Wrap that part up in a nice little script, and it's ready for installation; just looking into other installer options while bero hunts down his installer code (thinking perhaps mojosetup if I can learn it quickly). Quote Link to comment Share on other sites More sharing options...
Popular Post Akril Posted June 6, 2012 Popular Post Report Share Posted June 6, 2012 Thanks for the musical assistance, guys! At long last, I can finally say with confidence that we have reached the beta-testing stage! As much as I'd love to release this game right now, I don't want to really want to release a bug- and mistake-ridden product either. So if you're up to it, play the game and see if there are any mistakes I might have overlooked: Pledge Quest (beta version) (And just so it doesn't seem like I'm ignoring anyone, your podcast theme felt perfect for the end credits, MI. As for the intro, I found a good match in a really unlikely place: a collection of old MIDIs that Trapezoid posted to the AGS forums a year or so ago. The rest of the music in the game is unused music from SQ6 [that may have been used in the demo].) Chrono, Troels Pleimert, MusicallyInspired and 2 others 5 Quote Link to comment Share on other sites More sharing options...
nockgeneer Posted June 6, 2012 Report Share Posted June 6, 2012 Found some bugs and have some input. First, that was awesome dudes. :-D Windows 7 Pro x64 If you click the talk icon on the solar system mobile the game crashes with this message: An internal error has occurred. Please note down the following information. If the problem persists, post the details on the AGS technical forums. (ACI version 3.21.1115) Error: prepare_script: error -18 (no such function in script) trying to run 'hMobile_Talk' (Room 2) The tongue and nose icon messages are switched around for the computer. The tongue and eye icons don't do anything on the chair or drawer at least some of the time (didn't test too extensively) It's not too clear how to get out of inventory with your item or that there's an inventory at all. Maybe a permanent 'grab bar' of sorts would be a good indicator and a normal X or OK on the same line as the rest of the buttons. Otherwise I must say that the humour is spot-on and the puzzles were good. I definitely had fun! Quote Link to comment Share on other sites More sharing options...
pcj Posted June 6, 2012 Report Share Posted June 6, 2012 Nice work! It says "my MusicallyInspired" instead of "by MusicallyInspired" in the credits. Quote Link to comment Share on other sites More sharing options...
Troels Pleimert Posted June 6, 2012 Report Share Posted June 6, 2012 OhmygodohmygodohmygodwhyamIatworkrightnow ... Quote Link to comment Share on other sites More sharing options...
Decaffeinated Jedi Posted June 6, 2012 Author Report Share Posted June 6, 2012 Wow -- amazing work, Akril! Jess Quote Link to comment Share on other sites More sharing options...
s_d Posted June 6, 2012 Report Share Posted June 6, 2012 Can't wait to try it! I'm stuck in a conference room with my co-workers all around me. Watching me type my posts... it's quite creepy, really. :P Quote Link to comment Share on other sites More sharing options...
s_d Posted June 6, 2012 Report Share Posted June 6, 2012 Ok, loaded but didn't play (everyone was looking up at the projector ;) ) ... looks awesome Akril, I'm so impressed with your work. Also, the preliminary Linux port looks good, but I can't test audio right now (also need to set up the MIDI soft synth on my laptop). I'll do installer work instead... because that just looks like code for the most part and will help me blend in nicely with my co-workers... Not to denigrate Linux (which I love), but is anyone considering an OS X port? It would be really great to put Akril's game out there for the widest audience, considering that we're under a week now. But, man... her amazing effort has got to draw some press, especially geek press. If it doesn't, then I really don't know what will... Quote Link to comment Share on other sites More sharing options...
Akril Posted June 6, 2012 Report Share Posted June 6, 2012 Okay, I've fixed all the bugs so far. It's not too clear how to get out of inventory with your item or that there's an inventory at all. Maybe a permanent 'grab bar' of sorts would be a good indicator and a normal X or OK on the same line as the rest of the buttons.Would making the "X" red make it more obvious? EDIT: Oh yeah -- thanks, everyone! Quote Link to comment Share on other sites More sharing options...
Tawmis Posted June 6, 2012 Report Share Posted June 6, 2012 It says "my MusicallyInspired" instead of "by MusicallyInspired" in the credits. Poor Brandon. Guy can't catch a break. I got his last name wrong in my first Tawmis Vohaul video. :blink: MusicallyInspired 1 Quote Link to comment Share on other sites More sharing options...
Decaffeinated Jedi Posted June 6, 2012 Author Report Share Posted June 6, 2012 Yep, I think making the "X" red would help clear it up a bit. I love how great the closing scene turned out, by the way. The music and graphics really capture the perfect mood. Jess Quote Link to comment Share on other sites More sharing options...
Troels Pleimert Posted June 6, 2012 Report Share Posted June 6, 2012 I'm stuck. But hey, I found two tiny bugs: * SMell/taste computer responses are switched * Talk to planet mobile crashes game (no such function in script) But mostly, I'm busy picking my jaw off the floor. I can't wait to share this with everyone. Quote Link to comment Share on other sites More sharing options...
mjomble Posted June 6, 2012 Report Share Posted June 6, 2012 Awesome! Let's get this sucker out! :D Suggestion: Let's release it with a walkthrough. The puzzles may not be that hard, but it's possible to get stuck and the last thing we want is for people to get frustrated. Feel free to make fun of them for being cheaters, though :) PS. I found a minor typo - in the click event about Swedish table names, there's a missing quotation mark. Quote Link to comment Share on other sites More sharing options...
Troels Pleimert Posted June 6, 2012 Report Share Posted June 6, 2012 The game names when looking at the computer cracked me up loud. Great one! :) Quote Link to comment Share on other sites More sharing options...
nockgeneer Posted June 6, 2012 Report Share Posted June 6, 2012 Suggestion: Let's release it with a walkthrough. The puzzles may not be that hard, but it's possible to get stuck and the last thing we want is for people to get frustrated. Feel free to make fun of them for being cheaters, though :) I'll work on the html + controls and getting started. Unless someone also has a walkthrough and hintbook they're working on and let me know, I'll then start working on those. (HTML so that they can just click on the tgakick or banner link and for screenshots) Also If I could get the original sprites that would be great so I don't have to do screengrabs. More love: Bea's movements are great, especially in the outro. I laughed lots through the whole thing and having the credit card stuck in the door was genius—perfect TGA humour. Someone get these people hired for SV! Quote Link to comment Share on other sites More sharing options...
Akril Posted June 6, 2012 Report Share Posted June 6, 2012 Well, I've fixed all the bugs that have been reported so far in this thread and added a bit of additional "hinty" dialogue (on the advice of Decaffeinated Jedi). I think I'm just about ready to upload this thing. Quote Link to comment Share on other sites More sharing options...
Akril Posted June 6, 2012 Report Share Posted June 6, 2012 Aaaaaand HERE IT IS! I've also posted a link to the on the AGS forums. Feel free to plug the heck out of this thing! EDIT: Replaced the link with version 1.1 (the smell/taste messages for the desk chair are fixed now). Decaffeinated Jedi 1 Quote Link to comment Share on other sites More sharing options...
pcj Posted June 6, 2012 Report Share Posted June 6, 2012 Mirrored to http://www.spacequest.net/assets/fans/pledgequest1.0.zip Quote Link to comment Share on other sites More sharing options...
nextheory Posted June 6, 2012 Report Share Posted June 6, 2012 Just got to open it and play for a bit (still at work...), looks great Akril!! Good job! Quote Link to comment Share on other sites More sharing options...
s_d Posted June 6, 2012 Report Share Posted June 6, 2012 Anyone have a splash screen for the Linux installer? It would need to be a 292 x 136 x 24 PC bitmap file... Quote Link to comment Share on other sites More sharing options...
Akril Posted June 6, 2012 Report Share Posted June 6, 2012 Just got to open it and play for a bit (still at work...), looks great Akril!! Good job! Thanks, nextheory. Thank you for providing the excellent background art. I felt a little guilty chopping it up to make it fit my less-than-spectacular design, but it definitely improved the overall look of the game. Quote Link to comment Share on other sites More sharing options...
Irishmile Posted June 6, 2012 Report Share Posted June 6, 2012 LOL at the "my MusicallyInspired" .. no need to be so possesive.. I am sure we can ALL share MusicallyInspired. MusicallyInspired 1 Quote Link to comment Share on other sites More sharing options...
MusicallyInspired Posted June 6, 2012 Report Share Posted June 6, 2012 :D Quote Link to comment Share on other sites More sharing options...
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