Adventure Game Studio (AGS) Tutorial – Episode 2

I should be playing games now instead of dicking around with this, I know. But there were some grievous oversights in the previous episode 1 parts that I felt needed correcting — notably that you couldn’t actually see what code I was writing because of the dumbass facecam.

So I start out by showing you how that was supposed to look, then move swiftly into making a simple dialogue tree. Aaaaand fuck it up tremendously. I hope you enjoy.


Adventure Game Studio (AGS) Tutorial – Episode 1

Due to popular demand, I now present my overly rambling, incoherent tutorial on how to get started using Adventure Game Studio.

I split the first episode into three parts because it ran amazingly long, and I figure if anyone actually wants to follow this, they would probably prefer it being in more easily digestible-sized chunks.

So here’s all parts together in one post for your viewing pleasure!

Download the OCS Machine (the plot generator device) used in the first episode here:


Episode 32: Genesis of an Exodus

This blog post is a day late, and there’s a reason for that. I almost had to delay the entire episode for a day because I was missing a critical part of the show. I had the entire episode edited except for that bit, and it stayed in this 90% finished state for most of Wetness Day — right until the day was almost over.

So I scrambled to put the rest of it together, and was done with two minutes to spare until midnight. But I figured that was okay, since midnight my time is still middle-of-the-day-ish on U.S. soil, so it would technically still come out on a Wednesday.

Another thing you might notice is the noticeably poorer audio quality whenever I speak. I had recorded the entire episode and didn’t discover until I listened back to it that there was an annoyingly loud hiss underneath the entire thing. I gated it as best I could, but it is sadly a bit noticeable when you listen with headphones. I know I should’ve been professional and re-recorded it, but I was already fretting about not making it in time, and I decided I couldn’t be arsed. My apologies.

Anyway! Time to bring the thunder! In this episode, we have:

  • More crowdfunding tips from Serena Nelson!
  • Another trip down memory lane with Dr. Jess Morrissette — did you know how hard it was to find Space Quest games in the late 90’s/early 00’s?
  • A word in edgewise from Pete Toleman, his narrator, and — for the first time — his producer.
  • An interview with Agustín Cordes of Senscape, creator of Scratches, Serena and the upcoming Asylum.

Special thanks to my good friend Haje Jan Kamps for being “Special Norwegian Consultant” on this show. I asked him for help with a suitably silly-sounding black metal band name in Norwegian (“Fjørfjølsfimbul”), and also to suggest a real place in Norway that’s absurdly remote. Do go look up Nuvsvåg on Google Maps — it’s every bit as weird as the episode makes it out to be.

Listen to the episode here:

Or download it here. And, of course, subscribe on iTunes, Android, and whatever ungodly instrument of destruction Stitcher Radio is.

You can also watch it on YouTube, if that gets your juices flowing:

Here’s the full, unedited interview with Agustín Cordes over on Mixcloud — do check it out; there’s a ton more good stuff in there that I had to edit out of the episode. Yes, about Space Quest as well. We talked a lot about Space Quest.

And, of course, what episode would be complete without Pete Toleman’s uncensored, NSFW rant? Even his announcer, Joe Cassara, drops an F-bomb this time!

Well, tune in next Wetness Day for more shenanigans!


Battle of the U.I.s, Pt. 2: Verb coin vs. single-click

In this, the 2nd instalment of my little blog series on adventure game interfaces, we take a look at two of my least favorite interfaces. The kind that’s either cumbersome or simply treats you like an idiot.

That’s right, synchronize your Swatches, ‘cos it’s bitching time.

Continue reading “Battle of the U.I.s, Pt. 2: Verb coin vs. single-click”


Anna’s Quest – Part 7

It’s been so long since I’ve played Anna’s Quest, I’m not even sure what I’m doing at this point. But thankfully the game is nice enough to remind me. So we actually do get stuff done — we meet the nice Weisse Frauen of the lake, their captive ghost Hans, and return the blacksmith to his son…daughter…whatever — and I get a phone call in the middle of recording! Breaking new ground on SQHPlays.