My Challenge to this area

Chris H.'s Ultima / ACS-style game development system!

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Ice Cream Jonsey
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My Challenge to this area

Post by Ice Cream Jonsey » Wed Jul 09, 2014 7:57 pm

My challenge to the ACK community is: FINISH YOUR GAMES.

For years we've seen people come in, discuss a work in progress and then that's it. FINISH YOUR GAME. I want to play a bunch of ACK games, and I can't stand parody and honestly, the only completed ACK game I know of is the "Dude, Where's My Avatar" one.

If there is a cache of completed ACK games out there, then cool, I want to know where it is. But in the meantime, let's go people. Let's get these games finished.

Coffee is for closers.
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Post by joebonk » Thu Jul 10, 2014 3:01 am

Such a great plea. I am with you ICJ. At the very least, and perhaps just for us newbies, when new findings come into play, it can revolutionize game development. For instance, multiple tile sets. I can not even image why a game developer would chose not to use this patch option. In which every town can have a different appearance with terrain.

What I am trying to say, if poorly, is that, for newbies, when new tactics, or further understanding of options, come into play, ACK can obtain an orbit status. Allowing far more reaching potential then (my projects) could imagine. Most of my earlier games will be completely started over with the patch inclusion.

Your question, ICJ, or resolve, is of utmost importance, however. Let's do this. It's not rocket science. This does bring up a question: If a project is on hold, why do we release a partial game? Is it so fellow ACK users can learn or use from the experience?

I have many unfinished projects that are last on my list. But made some good tile sets for it. Should I post it so that others may use them? Should people even post anything unfinished?

I have made games that I can not continue due to a problematic event or even an ACK bug. But what if it can never be resolved? Should I even bother contributing anything from it? Or forget about it?

At least we learn from it. Game makers afford their time to it, and we patiently await some results, if any. ACK needs some release and now. If anybody doubts, ACK is just wonderful, no matter what your skill level is. ACK makes games fast and ready to play at any part of development. The only hurdle you will ever encounter is how large do you want it to be?

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Post by ishtenos » Thu Jul 10, 2014 10:23 pm

ACK has proven to time and time again that my worst enemy in game development is myself. ICJ's call is a legit one, I came up with my first idea for an ACK adventure about two years ago (the Wasteland inspired "Charred") and since I've done some planning, graphics, and mapping, but nowhere near a completed project.

Been tapping at it again these past few weeks, but it's time to buckle down, make this happen, and stop letting myself get in the way.

I accept your challenge.
~Ishtenos
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Post by Ice Cream Jonsey » Fri Jul 11, 2014 7:27 am

Excellent, all of you! And I will play these finished games. I love the ACS/ACK model.
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Post by rld » Fri Jul 11, 2014 2:18 pm

joebonk wrote: I have made games that I can not continue due to a problematic event or even an ACK bug. But what if it can never be resolved? Should I even bother contributing anything from it? Or forget about it?
From what I have gathered, there are more than a few of these game-halting bugs. We need to get these bugs red-flagged, front and center, so we can trace them down and resolve them one way or another. If someone has put time and effort into ACK development, that shouldn't be scrapped because of some quirk or rough edge in the ACK engine.

So, let's have a list. Who's got a bug that is preventing a game (or a feature needed for your game to work as you envisioned) from being completed? Post them here, and hopefully we can work towards getting more of these games into a finished state.

elvist

Post by elvist » Fri Jul 11, 2014 5:58 pm

I'm in the process of finishing my third. I've shared the previous 2, and while they are not parodies they are reimaginings of early ultima games, so I realize that might not be your cup of tea.

I do have a bug that admiral ackgurgh is helping me with at present on my latest one and then it should be done, and while my previous two might have bugs present due to my not having a wide pool of play testers (or any ) they are complete from beginning to end... Even if they are incredibly difficult at low levels .

Cheers

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Post by Ice Cream Jonsey » Fri Jul 11, 2014 9:50 pm

elvist wrote:I'm in the process of finishing my third. I've shared the previous 2, and while they are not parodies they are reimaginings of early ultima games, so I realize that might not be your cup of tea.

I do have a bug that admiral ackgurgh is helping me with at present on my latest one and then it should be done, and while my previous two might have bugs present due to my not having a wide pool of play testers (or any ) they are complete from beginning to end... Even if they are incredibly difficult at low levels .

Cheers
Elvist, I commend you for finishing your games. I'll try them out if they are parodies. Shoot, why not?

I am going to check the sticky threads in this base to see if there is a ACK game repository. If not I shall... I shall return to this thread.

(There should be a site where you can get every finished ACK game in the world. If there isn't, I need to make one.)
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Post by ishtenos » Sun Jul 13, 2014 8:47 am

rld wrote: So, let's have a list. Who's got a bug that is preventing a game (or a feature needed for your game to work as you envisioned) from being completed? Post them here, and hopefully we can work towards getting more of these games into a finished state.
The main bug that I've caught a few times now is one that will randomly prevent ranged attacks from working. Switching to melee, and then back, gets around it but it does disrupt the flow of gameplay. Granted, on the two projects that I've seen it happen on, neither was using your MegaPatch.

It happened in my original Charred project (consistently, about every 3rd fresh game would bring it out), and then it happened in an instance of Super Adventure King. The latter only happened once, and I was able to reverse it by going to a previous back up. I'll keep an eye on it to see if I can replicate the circumstances.
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elvist

Post by elvist » Sun Jul 13, 2014 10:29 am

Oops. I just realized after all this time that the link in the stickied thread about finished games actually links to a thread where I introduced myself and discussed them with rld and Garth, but doesn't have the game links.

Here are the links, and I'll try to find a more appropriate place to post these (posting here because, you mentioned coming back here if you couldn't find them).

http://www.pnxdigital.com/ULTIMAEX.zip

http://www.pnxdigital.com/ULTIMA2.zip

These are just zips of the game folder and are not compiled into standalone apps.

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Post by ishtenos » Sun Jul 20, 2014 7:34 am

elvist wrote:I'm in the process of finishing my third. I've shared the previous 2, and while they are not parodies they are reimaginings of early ultima games, so I realize that might not be your cup of tea.

I do have a bug that admiral ackgurgh is helping me with at present on my latest one and then it should be done, and while my previous two might have bugs present due to my not having a wide pool of play testers (or any ) they are complete from beginning to end... Even if they are incredibly difficult at low levels .

Cheers
Currently playing your Ultima 2 reimagining. You weren't kidding about the difficulty, it's quite the challenge. But then that fits, the early Ultima games weren't exactly forgiving. No bugs that I've caught so far.

Thanks for getting these out there!
~Ishtenos
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elvist

Post by elvist » Wed Jul 30, 2014 1:09 am

@ishtenos

No problem, I'm glad you're enjoying it.

The difficulty is high at low levels, but I always played Ultima by simply running to the first town I could find and selling some of my starting gear to get the best weapon and any armor I could afford and just wandering a bit until I got a few levels under me. I guess I just transferred that strategy here and made it the de facto strategy for starting these things. Hopefully you'll be able to level a bit quickly and really be able to explore it more.

Thanks for the feedback, I'm thrilled that they're getting played.

Cheers,
elvist

P.s. These do use the v8 mega patch for fixing the touch macro, but nothing further so if you don't have it it should still be playable.

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Post by joebonk » Tue Aug 12, 2014 6:25 pm

rld wrote: From what I have gathered, there are more than a few of these game-halting bugs. We need to get these bugs red-flagged, front and center, so we can trace them down and resolve them one way or another. If someone has put time and effort into ACK development, that shouldn't be scrapped because of some quirk or rough edge in the ACK engine.

So, let's have a list. Who's got a bug that is preventing a game (or a feature needed for your game to work as you envisioned) from being completed? Post them here, and hopefully we can work towards getting more of these games into a finished state.
My biggest irk is that presently ACK can't have enemies firing lasers, or when the tile effect is set to line. This is also for a tile spread. My space program is on hold because this is a must for enemies and enemy space ships not firing lasers. What is happening is a change to ACK that messed this up. I think the change happened after U4Part2. If I can append the data from the changed files, I may be able to resuscitate that function. But I do not know which file and where.
Then other bigger problem was that in my space program, you can walk around your ship while it is journeying to a new galactic location. An hourly macro will keep track of when you arrive. And this means ships have maps. But when an enemy arrives during the flight, you are switched to a map of stars and your ship vehicle is turned on. And an enemy ship appears on opposite side of room map.
But when the change of map happens ACK crashes. At the top is an error os some kind detailing what line of code (I believe). It's been awhile since I ran this and would have to do it again to get a screen shot.
But it may be something that elvist said. My star tiles have light source on and enemies can't navigate that. Also the enemy is W spawned on them. Maybe the game does that familiar enemies move a space before you do something, and since this map change arrived from a macro being run, this could cause the crash since an enemy can't move on a tile with light source on. I would have to turn them off to see.

But the very most request I would like is to rid the smily face that shows up with a set tile later space. If a transparent character walks onto such a space, a smile face shows up underneath. It doesn't bother me that it changes but why not change to just all black? The smile face just ruins the whole thing.

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Post by rld » Thu Aug 14, 2014 9:52 am

The cone weapon issue (for room maps, at least) and the
bug about creatures not walking over lightsource/opaque
spaces should be fixed in the newest ACK patch; see the
Megapatch 0.9 alpha release thread, and let me know if this
helps. Thanks!

ICJ

Post by ICJ » Thu Aug 14, 2014 12:53 pm

I am making the world's most basic ACK game so that we can finally have a complete game.

You guys are ON NOTICE.

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Post by Garth's Equipment Shop » Tue Nov 04, 2014 4:52 pm

lol

cant wait to check that shit out Rob! Oh hey, if you're still working on it, heres an idea for a quest in it. Help a sad NPC to rebuild his home arcade collection after he was forced to sell them all off! PC then must start with the list of people they were originally sold to and then track them from there to their current owners and then get them back one by one whether by force or persuasion or by doing some favor for the current owner.
Such is sweet Eloquence, that does dispel Envy and Hate, that thirst for human gore ~Blake

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Post by ishtenos » Sat Nov 08, 2014 1:05 am

I think ICJ got hit by the curse of ACK...

Admitting that I won't likely finish the challenge here, still working on my retro RPG on and off, but returned to GameMaker to better match the design to my vision.
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Post by Garth's Equipment Shop » Sun Nov 09, 2014 7:39 am

Understood, I've felt the same way and tried other more powerful game authoring tools myself. Maybe its just me but I found all of them to be more not less time and effort demanding than ACK. I had to take an honest look at my game development history and realize that if I didn't have enough time to invest in finishing a game in something as simple as ACK there was just no way I was going to do it in a newer more feature rich game authoring kit. The more features there are, the more options I have to choose from, the longer it will take me.

I've also realized I need to reign in my visions a bit if I'm going to finish anything. This doesn't mean I am permanently disabling my vision or dream of the ultimate adventure, you can't really stop dreams or visions when you have them. I'm just taking a more realistic approach to inspiration and goal setting.

I must face the fact that I am no Richard Garriott. That if I haven't created my Akalabeth by now it's just not in the cards for me. I'm only like a decade younger than Lord British I think and he had his first full length adventure Akalabeth complete by the time he was 18. So yeah, I must be far more patient with myself and my meager abilities than I would expect the world to be with someone like Mr. Garriott.

Hell, I could get pretty depressed comparing my life to his, he has had so many real life adventures as well, diving to the Titanic, exploring the desert, even freaking space travel for godsake! YEah, I don't even want to go there, dwelling on how much better his life is lol.

I'll just be content that I have a bit of time to myself once in a while with which I can do with whatever I want. And my biggest worry will be how well I am using that time to do what I most want to do, which is make adventures! ;)
Such is sweet Eloquence, that does dispel Envy and Hate, that thirst for human gore ~Blake

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Post by Ice Cream Jonsey » Sun Nov 09, 2014 10:02 am

There were two things that stopped me from even starting on a game.

The first is that I can't figure out how to import graphics. I bought a bunch of sprite sheets from Oryx Designs. I need... some sort of way to bring those graphics in.

http://oryxdesignlab.com/ is the page I got the sheets from.

The second thing is that I got promoted at work and I'm there all the time now and yet still feel behind, haha.

But for real, someone help me get the sprites in and I can whip a little something up.
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Post by Garth's Equipment Shop » Sun Nov 09, 2014 10:20 am

I can do that for ya right now Rob if you don't mind sharing the sprites privately. garthsequipmentshop@gmail.com

Or I can try to walk you through the process step by step either here or via the chat prog of your choice like IRC or Skype or Facebook or whatever. Skype is very useful for helping with computer related stuff due to it's built in support for screen sharing. http://www.skype.com/en/features/screen-sharing/
Such is sweet Eloquence, that does dispel Envy and Hate, that thirst for human gore ~Blake

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Post by Ice Cream Jonsey » Wed Nov 12, 2014 11:08 pm

I'll send you the sprite sheet. If you can get them into ACK (and tell me the process you used) that would be awesome!

Thanks, Garth.
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