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Messages - jeancallisti

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General Chat / I found the outpost of Atlantis
« on: February 21, 2019, 08:33:57 am »
The first outpost of Atlantis is in Sweden, in Gustavsvik's swimming resort. Who would have guessed?
I was there but unfortunately I had no lamp to melt the dust and pull the spiral design. I'll have to go back.

Retro and other Games / Re: Indiana Jones Video Games (1982-2011)
« on: February 05, 2019, 01:50:32 pm »
Mildly interesting story : my first video game EVER was the one you see from 1:55. By then I did not know that it was a terrible, terrible game.

Indiana Jones and the Seven Cities of Gold News / Re: HAPPY NEW YEAR
« on: January 31, 2019, 05:43:02 pm »
Hello Tycho,
I've seen your game design work, it's interesting.
At the moment all the energy goes to the "Christmas demo". To help with that you'd need to either be able to draw pixel art, or to know how to script AGS. So I don't know if we could benefit of your help. ( ? )

Indiana Jones and the Seven Cities of Gold News / Re: HAPPY NEW YEAR
« on: January 02, 2019, 04:53:32 pm »
Happy new year Selmiak and all!

Also, yes, there will be a short game! ;) I'm working full speed on it, my girlfriend would hate me if she didn't love me! :D

Adventure Games / Re: Fate of Atlantis Poster from BiT Magazine
« on: December 20, 2018, 11:42:29 am »
By the looks from Indy, he doesn’t approve either..  :-\

Haha I never saw that ugly-ass poster so the necroposting was totally worth it :)

Indiana Jones and the Seven Cities of Gold News / Re: Surprise
« on: November 18, 2018, 04:03:01 pm »
So when's the demo 2.0 supposed to be released? Pretty excited about that.
Well when that happens your mind will be blown because I GUARANTEE that you'll have an authentic taste of Fate of Atlantis ;)
But then you'll feel even more hungry waiting for the full game...

Project Discussion / Re: Fighting system : open discussion
« on: August 20, 2018, 10:23:18 pm »
I just had an idea that seemed like a genius idea just right now while I was falling asleep in my bed. I need to write it down now before I forget, but maybe it will sound super stupid tomorrow when I read it again.

Before I explain the idea, I want to write one more time that I think there's definitely something in a combat system that has some sort of parry. I remember I was thrilled when sword-fighting in the old Prince of Persia 2 because having the right timing definitely makes you feel endangered but also empowers you a lot when you hit back. You even feel like you're putting strength in the blow even though that's just a regular blow.

More recent games rediscovered that, for example Nidhogg (2D), or Chivalry (3D).

But all of that is not new. My idea right now is to make the player manage the body balance -- more specifically, how forward is the chest compared to the feet.
- If the chest is too forward (as the result of giving a hard/loaded blow) then if you miss you can fall forward or at least you cannot protect your chest with your other fist so you might get hit.
- If, on the other hand, you're slightly bending backwards, then, I don't know, maybe you can protect yourself better (every hit you receive doesn't make you lose health points) but makes you lose ground and pushes you backwards (until you're stuck against a wall). That makes you lose initiative and, let's say, makes you unable to achieve any combo.

So I'm not saying that the feet should be controlled separately from the chest. First, that'd be stupid, and second, that wouldn't be playable (we have to remember that everything we design has to be tap-compatible). BUT  maybe this balance thing could be semi-automated and a direct result of your moves.

Adventure Games / Re: Indiana Jones and the Return of the Fan Games!
« on: July 10, 2018, 09:08:47 pm »
The guys behind "Tanis" that were thought dead and swallowad by a whale (propbably) actually resurfaced and posted in the AGS forum to say that they're preparing a small Indy game, as some sort of tech demo.

The links at the moment don't make any sense. It's all about the page not looking weird when the browser window is resized.

...Let's see where this takes us.
The whole point is that this design is responsive.

Project Discussion / Re: Recruitments
« on: February 01, 2018, 01:20:44 pm »
Hi Jean!
Sure, we can try :)

I'll do my best and hope my spare time will allow me to produce something in a sensible time...

Should I share my contacts via PM?

Hello again,

sorry for the late answer. I've been thinking about it and the game music is not the priority at the moment. However I have a simple module to program on mind. I'll send you my contact details in PM. It would be great if you implemented it, it would allow us to prototype an important puzzle of the game!

Project Discussion / Re: Recruitments
« on: January 20, 2018, 08:52:55 pm »
How about I share some pointers for a few musical cues?
This way you can produce some melodies to start easy, and then maybe a few tunes.

Keep in mind that we have those two very strict requirements :
- it's video game music. It means: ambiant music. Something that can't be a glorious musical track, but instead something that gives a place a unique atmosphere BUT doesn't get drilled into the player's head after just 10 minutes.
- it's Indiana Jones so it has to sound like John Williams ;)

Project Discussion / Re: Recruitments
« on: January 10, 2018, 04:45:06 pm »
Hello everybody. My first post here.

Hello stickgrinder!

I'll answer your questions and then I'll ask you some.

Mainly, you're asking about the state of the project. My answer will baffle you, but bear with me : It's been several years since the project has started, and yet it's still only less than 20% achieved. Don't run away yet! That's due to its participative nature; people come and go and it causes the overall knowledge and vision to be very volatile. And yet there are good chances that the project gets finished! Have you ever heard of "Indiana Jones and the fountain of Youth"? They started 15 years ago, and yet they're not too far from finishing their game. We're hoping to finish faster than them by trying to harness contributions from more people (it's slower to integrate new assets but each asset gets produced faster).

In the case of our project, it has followed the same chatic road as fan games : At first, there was a vision (rough, movie-style scenario) by a person. Then after several years, he managed to put a demo together. Then the game started scaling up and hit some sort of glass ceiling regarding its tools. Now we're on the verge of overcoming those difficulties and we're in th process of carefully turning the storyline into an actual set of puzzles and locations that make sense from a point n' click perspective.

What is your favorite adventure game? As you can guess we're fans of Fate of Atlantis ;) But we're trying to take the best ideas from more modern games.

Anyways, your contributions (especially music at this stage) are very welcome.

My questions now :
- do you know Adventure Game Studio aka AGS?
- if yes, can you script in AGS?
- when you make music, what's your process? -do you use electronic tools? Like, stuff that turns partitions into MIDI, or do you use an actual keyboard, etc.?
- would you be willing to share your work documents with us? Maybe we culd salvage some of your ideas to make Seven Cities of Gold (7CoG for short) a better game?


Indiana Jones and the Seven Cities of Gold News / Re: Happy new year :-)
« on: January 01, 2018, 09:54:40 pm »
Also, a neat Christmas present for those of you who didn't know about the existence of this:

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