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Forge's Chapter One has been released on the 16th of December 2013!
Read more in the Winter Update 2013.
1425 Posts in 171 Topics by 158 Members
Latest Member: MattL
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 21 
 on: May 05, 2015, 06:22:36 PM 
Started by abisso - Last post by abisso
Well, most companies and even single authors created their own engines back then, and the thing still went on up until the early nineties at least. Then it became more popular to borrow or buy engines made by others, but still nowadays new engines get created from time to time.

And some bring with them the most important revolutions in gaming history. Scumm, Doom Engine, Unreal Engine, Cryengine are just examples (some are graphical, I know, but the concept is the same).

 22 
 on: May 05, 2015, 07:54:27 AM 
Started by abisso - Last post by selmiak
Ron mentions this Kornis Rift early in the talk.

I never played it (yet), but the cover looks more like Oculus Rift than Koronis Rift!

Interesting that he calls it 'a few weeks' of coding in assembly before starting to code SCUMM. It was a very barebones and basic time back then, no AGS, no SCUMM, no fancy engines, but I guess I would have figured out the need for an engine even faster...

 23 
 on: April 18, 2015, 09:57:32 AM 
Started by abisso - Last post by abisso
Here's another interesting GDC video, from yet another master of adventure games: http://www.gdcvault.com/play/1014732/Classic-Game-Postmortem-MANIAC

Not as interesting as I thought it would be, actually, but still worth watching.

 24 
 on: April 13, 2015, 07:47:28 AM 
Started by Boxlord - Last post by abisso
Are you a pixel-artist, Zeeg? If so, please share a link to some of your work (a PM or an email is fine, if you want to keep it private).

Thanks for getting in touch!

 25 
 on: April 13, 2015, 07:43:15 AM 
Started by GovernorEMarley - Last post by abisso
Thanks for the tip, Guvna! Smiley

When it's really cheap, download legally guys (as you can see, D1sney, we're helping you make some cash)!

 26 
 on: April 13, 2015, 07:39:46 AM 
Started by cuchulainn - Last post by abisso
Agreed. Thanks cuchulainn for the notification (and the nice "lies"!) but let's move the discussion there. I'm closing this topic.

 27 
 on: April 13, 2015, 07:36:56 AM 
Started by workingboy - Last post by abisso
Why, thank you workingboy!

I appreciate you spent some time to share your opinion, and I'm glad it's mostly positive. Anyway, feel free to leave some criticism as well: it will help make the game better.

Oh, and welcome on the boards!

 28 
 on: April 13, 2015, 07:33:19 AM 
Started by cuchulainn - Last post by abisso
Thanks for your offer, cuchulainn.

The sample work is not bad, though it's not exactly pixel-art. I will quote one of my recent replies according to that, which should explain why.

Quote
Pixel-art doesn't just mean using low-res. It's a very specific kind of art, with its strict rules and its distinctive looks. No use of filters is just one of those rules, and many WadjetEye games make abundant use of them, giving that sort of "blurred" effect to backgrounds. Characters are usually in pixel-art, though.
There's a lot of sources you might look into if you're interested in knowing more about Pixel-art. I recommend this link: http://www.pixeljoint.com/forum/forum_posts.asp?TID=11299&PID=139318#139318


However, I'd be interested in seeing more, even non pixel art, sketches and the like. If you have a portfolio, please share a link (not necessarily here, a PM or an email work as well).

 29 
 on: April 11, 2015, 12:12:00 PM 
Started by MPinillos - Last post by abisso
No no, wait, that's a 1,5 years old post you're replying to! There will be translations of Ch.1, it's been settled now, and I honestly hoped you'd be still interested.

So yeah, wait for my call, I'm already 2 months late but the guidelines will be ready, sooner or later.

 30 
 on: April 11, 2015, 12:02:47 PM 
Started by MPinillos - Last post by MPinillos
Oooh, I just writing here to offer mi help to translate chapter 1, but if you recommed us not to translate it, no more to say.

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