Ambrosia Garden Archive
    • Updated version

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      You should really make an updated version of Avara with better graphics, os x support, etc. It couldn't be that hard, and I would be glad to help.

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      (url="http://"http://wolfire.com/")http://wolfire.com/(/url)

    • Quote

      Originally posted by Wolfire:
      **You should really make an updated version of Avara with better graphics, os x support, etc. It couldn't be that hard, and I would be glad to help.

      **

      From the FAQ:
      **
      Compatibility: Will Avara be carbonized?

      Quote

      Orginally posted by David Dunham:
      I'm afraid not. It's not a matter of simply recompiling or optimizing the old code for OS X. For most of our older products, the compilers just don't exist any longer. That means each game would have to be rewritten from the ground up. Our programmers and developers prefer to dedicate their time and efforts to new projects.

      **

      Not to mention that Ambrosia would need the game developer's permission first, which is sometimes hard to get. But if you are very interested, you should email Andrew, not post here. This forum is more or less dead, and the only reason I looked in here was because I was curious as to what this one post was.
      PS: You made Black Shades?? You should get a good game idea and develop it with Ambrosia!

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    • Quote

      Originally posted by Wolfire:
      better graphics, os x support, etc. It couldn't be that hard, and I would be glad to help.

      Simply changing the original code would be something Juri Munkii would have to do, but I doubt he is interested in doing that.

      Writing a new Avara means writing a FPS game. It's harder than it seems at first. Also, even if you manage to get the FPS together you have to convince both Juri Munkii and Andrew Welch that it is good enough to wear the name "Avara".

      I know that there are supposed to be one, if not two, "avara for OS X" projects worked on by people who are devoted to Avara and wish to be able to continue to play on their OS X machines. I'm not sure where they are at, though.

      'glove

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      Compilers - the ultimate god games.
      (edit) I wish there was a preview feature on this board. (/edit)

    • Juri's fine with updating the OS 9 version. I've talked to him quite a bit about that updated version but he's quite busy.

      Thing is, it's a lot harder to rewrite it from scratch. As to Carbonizing it, I don't know much about what you have to do to make that work.

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      - Krow
      I'd like to be one of those marines that watched a fart with thermal goggles.

    • Darnit, Mechwarrior™ just isnt the same! I wanna see something new come off of Ambrosia™ that comes back to some kinda Avara™-esque game, EVEN IF THEY USe NEW PROGRAMMERS!

      I'm not so worked up about updateing or carbonizing Avara™, mainly due ot the fact that i have 9 and not osX, but anyway, Avara's limits have been reached, stretched, ripped at the seams, patched, ripped again, then sorta held together with duct tape... Avara's just classic meat if u ask me, and yeah i know it's not easy to make a game from the ground up, but there are so many of us (ar at least there seem to be) who want more from ambrosia. I know 10 ppl didn't post those hundreds of levels and files...

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    • Heh, if we could get people with programming experience and the desire together, I would gladly contribute to such a project. (Netcode, database, and scripting would be my strong points)

      One of the things that the big companies forget is sometimes these very simple concepts work great. (BZFlag is an example... one big glorified Battle Zone modification, but the gameplay is good enough to have a good 100-200 players online at any time)

      I remember my big-ass pathetic level attempts. I still like the concepts I was trying out, although I think only one level in my level pack was truly playable online. (Horizons Gamma in the Guide's Net Levs) My modelling skills sucked then too, but hey, I registered! 🙂

      The biggest trick IMHO would be reproducing or replacing the current level engine with something new. It would have to be brought up to date, possibly with some level design tools since AppleWorks is not exactly the greatest way to design maps with textures and possibly complex lighting.

      It would be fairly easy to get a CVS server going to host the code to handle a sizable development group as well. (Sourceforge, or even my personal machine)

      Anyone actually interested in attempting such a feat, honestly? I have been hankering for a project that would be useful to the market at large, and that others would be interested in working on. (Most of my concepts tend to be a little too large scale for a 1-person dev crew)

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