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Messages - DaveGilbert

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31
Chit Chat! / Re: To Dave and WEG crew.
« on: March 25, 2017, 04:43:41 PM »
Thank you so much! Not much I can say in return except that it's fans like you that motivate me to keep making these games in the first place.  8)

32
Chit Chat! / Re: Selling games made with Adventure Game Studio
« on: March 11, 2017, 07:11:34 AM »
The best way to avoid this is to not use any of the default fonts that come bundles with AGS! That said, Chris Jones is very familiar with my work and if I inadvertently violated his copyright I imagine he would have said something by now.

33
Technobabylon / Re: Technobabylon 2!
« on: February 14, 2017, 02:56:46 PM »
Curious about Johnny Hurricane. He hasn't shared much of it with me yet, but I'd love to work with James again.

34
Technobabylon / Re: Technobabylon 2!
« on: February 13, 2017, 01:30:04 PM »
As far as I know, it's not "in production" so much as "James experimented with a few ideas that he might use." If he's full-tilt on another project, it's news to me. :) Rest assured I'd publish it if he wanted me to.

35
The Blackwell series / Re: No upper case characters possible on Macbook
« on: January 31, 2017, 09:39:58 AM »
It should be designed to be non case sensitive. I will check.

36
Technobabylon / Re: Technobabylon for ipad/mac
« on: January 25, 2017, 02:36:32 PM »
Great! That's the main reason why it's not such a huge priority. I'd put wineskin versions on Steam if they would let me. Or at least, that's what they told me before they opened the floodgates with Greenlight. Their quality control now is so lax they might not even notice if I slipped it on.

37
Technobabylon / Re: Technobabylon for ipad/mac
« on: January 25, 2017, 02:06:50 PM »
iOS is taking priority, I'm afraid. She's almost done with Shardlight on iOS.

Fortunately, the kinks have been worked out of the native mac port so now it's just a matter of building all the games in the Mac engine. Course each one still needs to be tested so it's not a quick and easy process. When Shardlight iOS is done, the Mac ports will be next. Followed by Technobabylon on iOS!

38
Gemini Rue / Re: Error when taking the elevator.
« on: January 24, 2017, 10:40:30 AM »
Could I ask if this bug repeats itself?  I.e., you reload the autosave, perform the same actions, and you get the same bug? And which elevator are you referring to? The one on Center 7 or the one in Hibiscus Highrise?

39
Chit Chat! / Re: About the resolution of the games.
« on: January 23, 2017, 10:56:18 AM »
Welll we're been working on the game for a year, so it's a BIT too late to change our mind now! Here's an example of what it looks like:


40
Gemini Rue / Re: Unusual graphical glitch in Gemini Rue
« on: January 13, 2017, 10:22:06 AM »
Hey. If you like, you can be an early guinea pig. I've managed to get the rain working and the game compiles just fine. I haven't TESTED it at all beyond that though. I have about 3 games to get through before that. If you'd like to try it out now, email me (dave@wadjeteyegames.com) and I'll send you the build!

41
Gemini Rue / Re: Unusual graphical glitch in Gemini Rue
« on: January 12, 2017, 09:20:52 AM »
Yep!

42
Gemini Rue / Re: Unusual graphical glitch in Gemini Rue
« on: January 10, 2017, 01:19:33 PM »
Hi. I'm Dave. I run Wadjet Eye. :)

Nope. Not an HD remaster. I'm just recompiling the game in the latest version of the Adventure Game Studio engine, which Gemini Rue was created in. The latest version fixes a LOT of graphical and resolution issues with modern monitors. When Gemini Rue was created, a native 16 bit game in 320 x 200 resolution was not a big deal, but it's a REALLY big deal now and most modern monitors don't know how to handle it. The newest AGS engine handles these things better, so I figured it was time to finally recompile the game.

However, that also means that old function calls no longer work and have to be re-written. So I need to work on doing that. I'm going through all our old games in order. I'm going through the Blackwell games at the moment, and when I'm done with those I'm going to do Gemini Rue.

43
Chit Chat! / Re: Kathy Rain
« on: January 10, 2017, 10:57:31 AM »
I did the VO directing for this game and spoke to Joel a lot about the plot. And even now, I'm STILL not sure what entirely was going on! :)

44
Chit Chat! / Re: What if?
« on: January 10, 2017, 10:56:45 AM »
If your talents lie in design, then the important thing is to MAKE GAMES so you build on those skills. You can get by without art skill by trying to find a style that works for you, or make a game that doesn't rely on graphics like an Inform or Twine text adventure. Or go the old fashioned route and design a pen-and-paper role playing game. Invite a bunch of friends over and test it out!

45
Gemini Rue / Re: Unusual graphical glitch in Gemini Rue
« on: January 08, 2017, 07:46:59 PM »
The core issue with Gemini Rue is that it is a native 16 bit game, which most modern monitors can't handle properly. The good news is that I'm recompiling all our old games with the latest version of the AGS engine, which SHOULD take take of a lot of these issues.

The bad news is that the current AGS engine renders the game like THIS:



This... might take a while.  :'(

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