Making a MIDI by Petteri

Hello. Music is one of the most difficult things in adventuregame developering. Well, it’s not if you can compose, but I bet it’s easier to learn making art than learn making music. Or something. Anyway, I’ve been making music over three or four years now. My first track was of course horrible and it was made in Anvil Studio. I tried several trackers but they were too hard for me (at those times). Then one day my friend said he got a copy of FruityLoops 3. We started learning it and it was pretty cool, and all simple tunes we made sounded good. Much later, after I joined AGS forums and was inspired by m0ds’ music, I wanted to make midis again. I had the newest version of Anvil Studio, but it was annoying to use. I knew, that it was possible to open midis in FL Studio 4 (updated version of FruityLoops 3), but I couldn’t hear any sound. Until one day, when I found out the secret…

Note: This tutorial tells you how I make midis in FruityLoops/FL Studio. There are some basic things about making music, so if you have some other program you may find this tutorial helpful. Remember, I have never played any instrument and don’t know any music theory, I’ve just learned these programs by my own. I’m not professional, but I know that my music sounds like… music. Also, FL helped me to learn other programs, like trackers as well.

Setting up the program:
Okay, so you may have encountered the same problem as me with FruityLoops/FL Studio. In the program, select Options, and make sure you have Enable MIDI Output selected. Then, select Options again and click MIDI Settings. In the Output port mapping, you should see all the possible devices you can use. As my soundcard is SoundBlaster 128 PCI, I have MIDI Mapper, SB AudioPCI 128 MIDI Synth and SB AudioPCI 128 MIDI Out. I haven’t found out what’s the difference between these devices though, they all sounds the same. Anyway, select the device you want to use and set the port number to 0. Some people may have encountered a problem that the selected device is already in use (or something like that), so if you get an error message, close the program, then open it again and try to set the port again. Now you should have all set up for composing midis.

Starting the composing:

Interface in FruityLoops/FL Studio is very simple. Under the menu in the upper left corner there’s a box. If you move mouse cursor over a button, this box shows what happens when you press the button. Next to the menu there’s song controls. At the left side of the play-button there’s two smaller buttons: PAT & SONG. When I make midis, I use only one pattern and compose all the stuff to it. (And this tutorial also shows how to compose using only one pattern) Okay, so let’s start. First select Channels-menu —> Add one —> MIDI Out. New window, Channel settings – MIDI Out, pops on the screen. Now you should have two (or possibly more) channel buttons on the screen, like this:

While composing midi, you need only those MIDI Out channels, so you can delete all the “non-MIDI Outs” by right clicking them and selecting Delete Channel. Okay, but now, back to MIDI Out channel settings window.

Select the instrument by clicking the black button which reads (none). I’ll select Electric Piano 1. Now, right click MIDI Out channel button and select Piano roll. Piano roll window should pop on the screen. Now you can start the actual composing. Select Draw tool from the upper left corner of the Piano roll window and put a chord (or note, or whatever they’re called) on the grid. You can make the chord longer or shorter by moving the cursor on the right side of the chord so that the cursor changes to an arrow. While holding the left mouse button down and moving the mouse to the left or right you can now make the chord longer or shorter. Right click on the chord will delete it. You can also move the chord: hold the left mouse button down when cursor is over the chord, and just move it. Now add couple more chords and you can listen the tune you just made! (Notice: Composing melody is something you have to learn by yourself. As I will say later, good way to practise is trying to start with some simple and known melody. This will give you some pointers how to move on and create your own melodies.)


My melody 🙂

But you may think that it sounds pretty boring if you loop that short melody all the time. So, let’s make another melody. But first, you may want to repeat this melody couple of times. Select the Select tool and select the melody you just made. Now copy it by pressing Ctrl+C and scroll the piano roll window so that it looks like this:

Duh! Too hard to explain!

I don’t know how to explain this, but I’ll try: As in the picture, your melody ends there and then comes the empty space where you’re about to paste the copied melody. If you now press Ctrl+V you can paste the copied melody to the empty space. Did you understand? If not, then you just have to practice it by your own, because I can’t explain it better 😛

Now, make another melody so that your tune doesn’t sound so boring. This was hard for me for a long time. Almost every tune I made sounded boring, because there was only one melody. So, I’ll say that this takes much practising. And it’s not enough that you put up a new melody, it has to sound good when it comes after the first melody! Then again, if you haven’t made much music earlier, it may be good to start with simpler melody, so if you can’t come up with good sounding new melody, forget it for now and move forward.

Tip: Good thing for practising is trying to compose some known melody. First it can be something very simple, then you can alternate it a bit and so on. Okay, but let’s move forward. Let’s make a new MIDI Channel.

I’ll select Fretless Bass. When placing basses, I use lower chords, somewhere around C3. Now you should come up with a new melody (again!). You can try alternating the original melody, but remember: whole new melody sounds better. I’ve also noticed that making bassline using shorter chords makes tune sound faster. You may want also to lower bass’ volume so that it doesn’t take over the main melody. You can change channel’s volume with those small knobs at the left side of the channel buttons.

Let’s add drums. Make a new MIDI channel, but don’t select any instrument. In the MIDI Out window, change the channel number to 10. Channel 10 is drums-channel. In FL-Studio 4, when you close the piano roll and open drums-channel’s piano roll, you should see every drum’s name at the left side of the piano roll. If you have FruityLoops, Acoustic Bass Drum is B2 and other drums are higher than that. Anyway, find Bass drum and add a chord. Piano roll’s grid is very helpful for placing the drums. Pretty basic drum line goes like this:


Bass, hihat, snare, hihat, bass, hihat…

You can also add some Crash cymbals and toms, but don’t add them too much. Also, some congas and bongos may work well with basic drums.

So, this is how my midi looks at the moment:

1. Electric Piano 1, 2. Fretless Bass, 3. Drums

But it still needs something… Okay, let’s add more instruments. How about… String ensembles? Sounds good, I’ll add String Ensemble 2. Of course, you can add whatever you want, like flutes or violins… but I’ll add this. If made right, strings may affect tunes atmosphere very much. I still have some troubles with them, because FL Studio 4 lacks placing multiple notes, so I can’t tell much more about them. Other thing is that I don’t know how multiple notes should be placed in order to get them sound good with my tunes, so it’s almost trial and error for me when placing multiple notes. String Ensembles are a good example how multiple notes can affect to the sound. If you want to try FL Studio’s multiple note system, try this:
Right click piano roll’s draw-tool. You get a menu showing lots of numbers and letters (:P). Mostly used are from Major to augsus4. After selecting your chords, just put them in piano roll as you have made earlier. When you want to add only one chord at time again, select (none) from the multiple chords-menu.

Then I’ll add some clarinet sounds. Clarinet can give your tune a nice cartoony feel. There’s one thing I’m going to teach now. Place a chord where do you want it to be. Then, press Alt-button and keep it down while left click the chord with mouse. You should get a Note properties window:

In this window, you can change note’s start time more accurately as well as note’s duration. I can’t really tell much more about this, but practising and studying other tunes should make this easier. Although I can give you some pointers in a form of a picture:

Now I’ll keep some break from composing this tune, because it’s easier to spot the mistakes after having some break.

*On the next morning*

After listening this tune, it still sounds a bit boring, so I’m gonna add more instruments. I’m also going to try to do some panning. Panning gives you kind of stereo effect, but I’m still practising it. If you want to try it though, you can set channel’s pan with the knob next to the channel volume knob.

So, now I’ve added more instruments (xylophone, brass section and acoustic guitar). I guess this is finished now, you can listen it here: (included in Ezine archive)
This is how it looks in FL Studio:

Not bad I think. Although it could have been better, I kinda rushed it in the start. But I guess it will do as a tutorial tune, it doesn’t need to be so brilliant. I feel I’m getting better all the time. Also, this tune would be better as a main theme, ’cause I actually composed it to sound like that. Now, here’s some tips which may be helpful:
– Study other people’s works. I’m doing this all the time. I like Trapezoid’s and m0ds’ works, so my music may sound a bit similar to their’s.
– Listen how instruments sounds. It’s recommended that you try how it sounds when it’s higher or lower note. Learn when you should and shouldn’t use some instrument. For example, trombones, trumpets, horns etc. may give you cartoony feel, but also add dramatic effect. Strings gives atmosphere. Drums can be used for making tune sound faster, or slower.
– Study different styles. Listen music in Sam ‘n’ Max, King’s Quest, DOTT, Monkey Island, Gabriel Knight… they all have their own style.
– When making a cutscene for example, timing may be the key. So, if you haven’t scripted your cutscene yet, don’t rush to make music for it. You can try to compose the melody, but finish your tune after you’ve finished the cutscene so you know when the melody should change etc.
– Try making remixes of other peoples work. It’s a good way to learn to compose. However, when making remix, don’t just copy the chords, add them one by one.
– Try different effects and background sounds. Listen to that tutorial tune for example. Without clarinets and brass sections it would be pretty boring. I also added acoustic guitar and xylophone to make main melody to sound a bit different.
– Select your tunes so that they fit in to the scene. You don’t want to use a fast and rocking tune on a calm lake, but a gentle tune with flutes for example may be exactly what you’ve been looking for.
– Practise.
– Practise some more.
– And still practise!

That’s it! I hope it was helpful. Now go do something productive… like your own music!

Advertisements

“Who wants to live forever?” Review by Alexander Cline

Admittedly, it is hard to find an aspect of this game I didn’t like. The concept – an interactive movie with romantic and philisophical plot elements and hand-drawn backgrounds, is reasonably well realized, and there seems to be very little problems with the design dialog and puzzles. However, this could be argued against by saying there aren’t many puzzles for there to be problems with – the entire game, even when played slowly, takes less than twenty minutes to complete.

But by stretching this time out you get to see many great features of this game. Like Petteri A’s excellent midi music score, which provides almost half an hour of music that perfectly complements both the pace and the events in the story. Or the reasonably-well implemented sound effects, which help with the many cut-scenes. And, of course, there are the beautiful backgrounds, reminiscent of the children’s book illustrations by Quentin Blake or Antoine de Saint Exupery.

None of these seem to be flawed in any way, and while they are not perfect they add greatly to the atmosphere of the game. And the GUI is pretty good, also, with close-ups on objects and characters that an anime game would be proud of. It also pretty well made notebook that looks kind of useful. The problem is that it’s too useful. It’s necessary to use almost all of it to complete the game, which leaves no time for extra depth. While you can say a game’s length has no effect on its quality, you could also say that a game that is of the same quality but one tenth of the size of The Best Game Ever!TM is ten times worse.

wwtlf.gif

 And almost everyone will agree that longer games generally develop characters better. While some people may be drawn to his portrayed courage and restraint, there is, to be honest, no reason why we should feel anything for this game’s character, Andrew Barksdale. He is obsessed with his wife, who we have never met, and with his book, which we have never read. He pretty much solves the puzzles himself, and only narrates his story irregularly – and therefore it is difficult to associate with him.

We have no control over what he says, either. Not only does this limit the interaction within the game, and make it extremely linear, but it also allows less dialog, and therefore less depth. The three alternate endings, while well-done, add no more depth to the story, just three different chains of events. Even the most exciting ones don’t make much sense, considering very little reference has been made to them during the rest of the game.

Also, to further criticize the character, he seems to ‘stand out’ from the world around him – his art style is different (and much worse, to be honest), and he only possesses a meagre two walk cycles. The lack of animation would be also criticized, were it not for the excellent cutscene styles in the latter part of the game. That said, this is not by any means a bad game – it succeeds in its aim of telling a relatively interesting short story, through an interactive movie, and should be commended for that.

Name: Who wants to live forever?

Creator: You know who!

Download link

Overall score:

60%

Bestowers of Eternity Review

Introduction. As the year of 2004 nears its end, there are more and more good games released. “Bestowers of eternity” part I is one of the really good games.

            Plot. The plot is fantastic. From the moment you start the game, it grabs you and does not let you go until you finish this game. Rosangela Blackwell is a young but unsuccessful writer whose parents have passed away long ago. Her family’s history absorbs her into the adventure of and for her life. I may say more, but I do not want to spoil the fun for you.

            Graphics. Overall very good. The backgrounds are nicely detailed and while they cannot be compared to art in games such as FoY or Tierra’s releases, it is quite pleasant to watch. There is also quite a large number of animations, which makes the game look really professionally made.boe.gif

            Sound. Decent. The tunes, while well composed and memorable, are too few and too often looped. The sound effects are also nothing special. It is a pity, for it may have built an even stronger atmosphere.

            Puzzles. As in BtS, BoE’s puzzles have both pros and cons. One point for is that they involve researching, reading through documents and interrogating people. On the on other hand, at the beginning they are a bit too adventuresque – judging from the first 5 minutes of gameplay, the last thing I expected would have been the grim atmosphere of the game onwards. At the end of the day, the puzzles are not bad, but not that good either.

            Miscellaneous. The interface of the game is very stylish; whenever a new day starts a screen with the mathematical symbol for eternity and a soared phrase appears, which is one of the most original things I have seen in an amateur adventure game for a while.

Conclusion. The only bad thing I can think of is that it ends at the point where you ask yourself “What’s gonna happen next?”. I am most certainly looking forward to the second and final part. For those of you who have not played this great game so far, I recommend it to you.

Name: Bestowers of eternity

Creator: Dave Gilbert

Download link

Overall score:

85%

By the Sword: Conspiracy Preview

Introduction. By the Sword: Conspiracy is going to be the second commercial adventure game made with AGS. It is sci-fi themed, set in 2197. The demo was released last month, so here are my opinions based on it.

            Plot. Lieutenant Ron Ganon is a young and prosperous astronaut, and after saving one of his crew is hibernated till returning to Earth. However, he gets woken up to see that all of the ship’s crew is dead. Put simply, he has to uncover the mystery.

            Graphics. Pre rendered 3D and poser-made characters. Nothing special compared to commercial titles, but still very good measured up to the AGS scene. In the demo there seemed to be some glitches with them, but I am sure that they will be fixed in the final release now that AGS supports 32 bit color. On the scales, the graphics add much to the game’s atmosphere.

            Sound. Here the demo should have done better. There were only two(!) music tracks and no sound effects. Of course, in the final release of BtS, there will be much more music, but I cannot judge what will it be since the demo does not feature almost any.

            Puzzl

bts.gifes. There are some pros and cons of the puzzles.  One point for is that they include selection of difficulty level at the beginning – the higher you choose it to be, the harder the puzzles are and the more things you see. Another good thing is that the puzzles are various and innovative. On the contrary, though,they are too adventuresque and distract you from the plot.  Another point against is that you need to remember too much codes. For example, you have to recall a number that a character said in the intro at the middle of the chapter, which is approximately 3 hours later, and type it in a parser box, which practically leaves the player in a dead end.

            Miscellaneous. The game will be released somewhere in 2004. It will cost around $10, which is a reasonable price. There is a downloadable demo ready, which includes chapter one of six. The preview is based on the first release of the demo, and that’s why I will not mention the bugs, I take that they have been fixed in the second release on prima vista. The game will be fairly long, considering that it took me about 5 hours to finish chapter one, so in my opinion that game would be worth its money.

 
Note: the playable demo is available here and is 18MB large.

“Monkey Island 1,5: The Secret of Mêlée Island” preview

 As you have read in the prologue, in this issue we reveal “the secret project”. And, as you have seen the cover and screenshots, it will be tremendous.

            The plot, though, remains a secret. All we know is that it will be concentrated on Mêlée Island and will take place between the first and the second games.

            The graphics are very similar to the first two Monkey Island games. The sprites and animations also. On the whole they are one of the best I’ve seen in an amateur adventure game.

            The sound will keep the original atmosphere from the famous series. The Caribbean tunes will live on again.

            The game will be out really soon. The only thing left at this point is scripting. Alas, the game will not be as long as the other monkey islands. As I’ve heard, it will be as long as Mêlée Island in the first one of the saga.

            Now I leave you to the creators of this game, Farlander, N3tgraph and Barcik.

           mi1.gif

Ezine: Tell us a bit more about yourselves – where you live, what you like

doing…

 

Juan “Farlander” Ayala: I´m from Benidorm, Spain… I am studying for finishing the two remaining subjects of my degree in Tourism.

 

Boris – “Barcik”: I live in Rishon LeZion, Israel. My major fields are computers and physics, and I intend to follow that line in the future (if the army doesn’t interfere).

 

Jan “N3tgraph” Kuipers: I live in a tiny village in Holland called Hantum, I’m studying for programmer but things aren’t going that well so we’ll see what my profession will be eventually :P. My main hobbie is making music and listening to it.

 

Ez: Who does what in this project?

J: I am the author of storyline, ripping and making some of the art, including the original animations. Scotch helped me in some backgrounds and in some characters.

 

B: I am the programmer in this project. Everything besides Proskrito’s basic LEC template in this game is scripted by me, including all interactions, dialog etc. Besides, I have helped Nacho in co-writing the story, providing critism where it was needed. As I need to script the whole thing I occasionally come across parts I think can be improved. So I tell my opinion to Nacho, and if he agrees with me then we redo it.

 

N: I’m originally part of the team for the music and the sounds, but I once helped Farlander with some dialogs and so he crowned me to Dialog Maker and Editor. I also help with the storyline from time to time, by adding jokes which is kind of logical when making dialogs 😛

 

J: We´ve all collaborated in the jokes!

 

Ez: Which was the first adventure game you played and at what age?

 

J: Indiana Jones and the last crusade… I maybe was 12 or 13…

 

N: The first Adventure game I played was Larry 1, when I was about 9 or 10 I think, I didn’t understand much of it that time, due my bad English. But I did learn a shit load of English thanks to cartoon network and mainly adventure games. The first adventure game I played AND understood must have been the Day of the Tentacle.

 

B: As far as I remember, Leisure Suit Larry 1 was the first one for me as well. As for the age, I don’t remember.

 

Ez: Which adventure games are your favourite and why(both commercial and

freeware)?

 mi2.gif

J: Same question as in mittens! Well… It was forbidden to say Monkey Island… Now it´s not, so… Day of the Tentacle. Hehe…

 

The graphics and the plot, jumping from the past to future and all that… Amazing. As for freeware… Pleurghburg… Need to say more? 😛

 

B: Grim Fandango is my all time favourite. This is a true master-piece of gaming, as close to inch-perfect as one get. Great characters, amazing humour, lovely story and some wonderful puzzles.

As for a freeware adventure, I agree with both my partners here. Pleurghburg is my favourite, for it’s neat puzzles and great atmosphere.

 

N: Hmmm, tough call, since I like a LOT of adventure games. I think the best adventure game would be Monkey Island 2, because being a pirate is very cool! Yarr! But MI2 would be very closely followed by Day of the Tentacle and I also loved full throttle and Sam and max and the Larry series. Freeware games, hmm, Pleurghburgh was very very good and probably the most successful free-adventure game. But I’m really looking forward to Indiana Jones and the Fountain of Youth.

 

Ez: Why exactly a “Monkey Island” fangame?

J: Well… It is what almost all the newbies want! But I PMed Barcik and explained him the storyline. It seems he liked it! I think that many people feel that there is a gap between “The secret” and “The revenge”, I really wanted to fill that.

 

N: Well I don’t think I can add much to that, since it’s Farlanders Idea, what I can say is that many many forums have people who discuss  ending theories, which is rather annoying I think… Because it always ends in fights :P. This game answers most unclear questions I think.

 

B: Nacho is holding my family at gun point.

Well, seriously, I agree with Jan and Nacho. There is an unclear gap between the first and second Monkey Island games, and this game provides our shot at what really is there.

 

Ez: What projects was each of you been involved in before this one?

J: Mmm… A Xmas eve tale… The first SCOOBAR project, a mags game. I do concept art for future projects, but nothing else.

 

B: I have initiated A Xmas Eve Tale for December X-MAGS 2002, my first game (I’ve done some plans for another one before, but I shelved it for now). I designed it, and Nacho did all the artwork. It won the 2nd place! Err… out of two that is. Well, at least I can boast with one of the hardest puzzles in AGS history. 😛

 

N: Well, I did make a tune for the XMax eve tale, for the rest I made some random tunes for varioius games, but I didn’t make anything concrete yet, so you can say this one makes me lose my virginity 😉

 

Ez: When did you start working on the project?

J: Eeer… As soon as I become an AGSer, probably in March 2003 or something…

 

B: I started around that period as well, when Nacho approached me with the idea.

 

N: I think I also started during that period, I don’t know really.

 

Ez: How many hours of work per day do you put in it?

J: The trick is to make a little everyday, maybe 1 or 2 fairly unproductive hours, with the #AGS going and all, fighting with that arse Vel XD

 

N: Hmm not that much actually. I’m a very busy lad, but the spare time I do have I spend on AGS and my Music, I think about 4 productive hours a week

 

B: I am very much the reason this game has been progressing in crawling pace so far, but the situation has become much better recently. I am able to make much more time for it nowadays, and it comes up to about 2-3 hours of work every 2nd day.

 mi3.gif

Ez: What is your motivation?

J:  I felt really motivated when after a deep talk with Barcik we reached to a which, in my opinion is, a good storyline. 

 

N: Monkey Island!!! I mean, come on!!

 

B: For this game, of course Monkey Island. We try to follow the original atmosphere as much as possible. For example, we try to put Ron Gilbert-style jokes in the game, so that the game will feel similar to the original.

 

Ez: What will the plot be like?

J: Well… Guybrush, Melêe Island… and Elaine discovering that she´s not actually in love with him.

 

Elaine will purpose as a condition for marrying with Guybrush something that in her opinion is impossible to accomplish, discovering the REAL SECRET of MELÊE ISLAND. Of course, nothing is impossible for Guybrush, and we will be involved into a so much complicated plot with voodoo, time travels, ghosts…

 

N: If I’d tell you that, I’d probably have to kill you!

No, we really like to keep that secret, for the surprise reaction.

 

B: The secret is that *gunshot*.

 

Ez: What encounters will Guybrush have with characters from previous games?

J:  Eeer… previous? Remember there is only one previous game! There will be some “cameos” to historical or fictional characters, such as Jack Sparrow… Let me not reveal more!

 

N: Well, you could say LeChuck plays a role in it

 

B: And some Melee Island citizens!

 

Ez: What will the main features of the game be?

J:  We´re trying to “copy” the original humour of the series, making the jokes as they originally were made… having fun ourselves!

 

N: We want to create the illusion that you are playing a game really made by LucasArts (c), so I’m looking very close to the use of words and dialogs so I can try to copy the great atmosphere that is Monkey Island.

 

B: We are focusing on puzzles mixed with humour, as the original creators did.

 

Ez: Are you not afraid that LucasArts will close your project like they did

to Scurvyliver’s “Fate of monkey island” series?

J: We want to finish a game for pleasure… The distribution is some other story, but one of the chances is to distribute it in secrecy. Of course, we hope that the game will be spread as powder between the community members before having problems.

 

B: Yes, the possibility does bother us, but this is a game we want to make. And besides, how could we be “underground” if we hadn’t done anything illegal? 😛

 

N: I am a bit concerned about that fact yes, but as Farlander said, the most important audience is the AGS community, so I think the spreading of the game will only start when most AGS members downloaded it.

 

Ez: Why did you keep the project secret for so long?

J: Fear of Lucas´ Lawyers! Hehe.. Nope… I´m tired to see Thrilling threads of BIG PROJECTS!… that are never done. We discovered the secret as soon as we noticed that we were going to finish it.

 

B: Also, we actually wanted to show something when we unveiled it.

 

N: Yeah, we wanted to see some results before the bragging ;). Although the completion of the game is far from done actually.

 

Ez: When it is due to be released?

J: Probably in the Xmas of the 2003. The luck is that Boris is Jewish, and he won´t have holidays during that days, so, he´ll be able to work hard if we´re late! XD

 

B: Hey, there’s Hannukah!

 

N: Hard to tell, I personally hate deadlines, so there ;).

 

Ez: Do you play AGS games often?

J: Eeeer… Look! A three headed monkey!

 

B: I played a decent amount of AGS games, but I haven’t played them recently, and in truth it quite bothers me. Well, I’ll catch up when the awards arrive.

 mi4.gif

N: I have to confess, I didn’t play that much AGS games, the big ones I did play, but the very short ones sometimes annoy me a little bit. It’s okay to create them, I’m working on small things too from time to time, but I think that there shouldn’t be that much in the Short Game list.

 

Ez: Do you consider that some AGS games can be sold as commercial titles in

stores?

J:  There is a big problem… If you make a big game with 150 rooms, with a nice storyline and music… You won´t probably have time to make “Suitable for commercial standards” graphics (I.E. Dark Ages). If you make a game with astonishing graphics.. You won´t probably have time for making it long. (I.E. Norman Cook).

 

There is not enough time to do it alone, we´re amateurs! That´s why I like group projects. But, in my opinion, if we had the resources, there is enough talent in the community, if we work together, to make the BEST MODERN ADVENTURE GAME in the world!

 

N: Heh good question. I think it’s possible to sell your game commercial like, but you can never ask more then 8 euros, because like Farlander said, we can’t cope with all the graphical techniques. You can buy Day of the Tentacle for 10 euros in stores in a city near my house. Try to sell your amateur game for 30 euros. Good luck, I’d say.

 

B: If we were to go commercial, Lucasarts’ would put a contract on us. Also, an adventure game, especially an amateur one, will probably not sell well.

 

Ez: Will adventure games ever be back to the main scene in your opinion?

J: Dark Ages… Indiana Foy… The Secret of Melêe Island, hehe…

 

N: I have to confess, that I don’t think so. Kids want multiplayer and casualities and score and clans. Adventure games don’t have those aspects, and making graphics better doesn’t work, look at FT2.

 

B: I was able to predict where the market would shift, I would be a millionaire. Unfortunately, I can’t.

 

Ez: What are your future projects?

J: I really like to work with Darth Mandarb in a pirates simulator game, but I need to know if some essential arcades can be made with AGS. If not, I´ll start “High School Quest”, a game in a “saved by the bell” atmosphere.

 

N: I want to make a game based on music, and I’ll make all you AGSsers ROCK AND ROLL freaks!!! *plays air guitar

 

B: A secret one.

 

Ez: Do you think that someday you will work as a game designer?

J:  No, honestly not. It should be some strange lucky strike, as happened with Harrison Ford for performing Han Solo in “Star Wars”…

 

Well, If George reads this… I´d really like to fix the disaster your employees have made with the Monkey Island Series.

 

N: Well, I AM studying for programmer, but I’d probably have to move to America, and that I don’t want so probably not, but hell, que sera!

 

B: I sure hope so, but there are plenty of difficulties. One is that according to my plans I will only be out of the army aged 28. L

 

Ez: Anything more you would like to add?

J: No.

 

N: Don’t forget to turn on your radio! And watch the hitlists for my name 😉

 

Yes.

 

Ez: Thanks for your time.

J: You’re welcome.

 

N: No problemo.

 

B: Ditto.