Love your point and click adventures? A Golden Wake is one you might have missed from all the way back in 2014, and it's still being upgraded. Developed by Grundislav Games who also created the 2018's Lamplight City and the upcoming Rosewater.
Set in the 1920s, a "bygone era of glitz, glamour, and promise" in the Coral Gables, Florida you follow Alfie Banks as they try to strike it rich with the real estate market booming. However, they have the mob on their back, the Great Depression on the horizon, and the Sunshine State’s idyllic waterfront only a hurricane away from total devastation.
It had a bit of a surprise update using the very latest version of Adventure Game Studio (3.5.0) along with these changes:
- Autosave feature added when player accesses the map screen.
- The airshow puzzle has been reconfigured to be less timer-dependent.
- Minor graphical tweaks to backgrounds and character portraits.
- Proper sprite scaling.
- Native support for Mac and Linux.
- Cross-platform Cloud saves between Mac, Linux and Windows.
What's interesting, is that back in 2014 it did release with Linux support. However, the developer noted to us on Twitter that was actually using a "wrapper", which was most likely something based on the Wine compatibility layer whereas now they're supplying an actual Linux build. Nice.
You can see the original trailer below:
Direct Link
It's always nice to see developers go back and upgrade their older titles, showing how much they care about their past games. Not always possible of course but nice when it happens.
Our contributor Flesk took a look at the game at the original release and they "massively enjoyed the story".
It was extremely tedious, combined with the fact that quite a few games were paired to specific AGS versions that simply wouldn't work properly on anything but their build. Often these builds were customized to a degree, either their steam integration or some effect/plugin/etc they added; Especially when you consider those games would work perfect in Wine/Steam Proton out of the box. Strangely, some Wadjet Eye games had native linux builds at like Humblebundle (which I knew because I owned them) that never appeared on Steam.
Nice that they did this. For a little while I was helping with the AGS engine for Luxtorpeda, but more or less stopped working on it at the time due to struggling with making the build environment work properly on my machine.
I offer a Wadjet Eye game (of their choice) for the person who makes all Wadjet Eye games work with such an environment (usable from within Steam after manual download).
Last edited by Eike on 17 November 2020 at 8:50 am UTC
Nice that they did this. For a little while I was helping with the AGS engine for Luxtorpeda, but more or less stopped working on it at the time due to struggling with making the build environment work properly on my machine.
I offer a Wadjet Eye game (of their choice) for the person who makes all Wadjet Eye games work with such an environment.
The last build I did worked for all the Wadjet eye games I owned at the time, which wasn't all of them. Luxtorpeda's build process was changing quite frequently at the time so I have my doubts it even still works under whatever the current builds are.
I build it using a Debian Stretch chroot, which should make it fairly usable on all recent Linux systems. The binary has rpath set, so that it'll find the libraries in the lib directory automatically. You still need to supply the X libraries, since distributing those doesn't necessarily work too well. They should all already be there, usually, except maybe libXxf86vm. Its Debian/Ubuntu package is libxxf86vm1, on Gentoo it's x11-libs/libXxf86vm.
This should be able to run basically all those Wadjet Eye games on Linux, even those that never got a proper Linux release, once you install them on Linux. At least I used to run all the games that were out a year? two years? ago with this. Or rather, with ags 3.4.1, which hopefully shouldn't make a difference.
Btw, in case anybody needs it, here's a Linux amd64 build of ags 3.5.0.27, including libraries: https://drmccoy.de/zeugs/ags-3.5.0.27-linux-amd64.tar.gz
I build it using a Debian Stretch chroot, which should make it fairly usable on all recent Linux systems. The binary has rpath set, so that it'll find the libraries in the lib directory automatically. You still need to supply the X libraries, since distributing those doesn't necessarily work too well. They should all already be there, usually, except maybe libXxf86vm. Its Debian/Ubuntu package is libxxf86vm1, on Gentoo it's x11-libs/libXxf86vm.
This should be able to run basically all those Wadjet Eye games on Linux, even those that never got a proper Linux release, once you install them on Linux. At least I used to run all the games that were out a year? two years? ago with this. Or rather, with ags 3.4.1, which hopefully shouldn't make a difference.
So the Technobabylon works fine with Proton but i suppose this helps to reach even better performance if i got it right what Luxtorpeda / AGS is.
So the Technobabylon works fine with Proton but i suppose this helps to reach even better performance if i got it right what Luxtorpeda / AGS is.
Last time i tried, cpu use was way lower whith proton than with the native ags.
Last edited by kokoko3k on 17 November 2020 at 1:28 pm UTC
Btw, in case anybody needs it, here's a Linux amd64 build of ags 3.5.0.27, including libraries: https://drmccoy.de/zeugs/ags-3.5.0.27-linux-amd64.tar.gz
I build it using a Debian Stretch chroot, which should make it fairly usable on all recent Linux systems. The binary has rpath set, so that it'll find the libraries in the lib directory automatically. You still need to supply the X libraries, since distributing those doesn't necessarily work too well. They should all already be there, usually, except maybe libXxf86vm. Its Debian/Ubuntu package is libxxf86vm1, on Gentoo it's x11-libs/libXxf86vm.
This should be able to run basically all those Wadjet Eye games on Linux, even those that never got a proper Linux release, once you install them on Linux. At least I used to run all the games that were out a year? two years? ago with this. Or rather, with ags 3.4.1, which hopefully shouldn't make a difference.
I'd certainly be curious if that works with the steam versions of their games, including the older ones; The problems varied that I would run into, such as steam achievements (I extended an AGS plugin that simply stubbed all of them out, games either refuse to start or crash if I recall, I haven't worked on it in quite some time), or things like the rain in Gemini Rue were buggy in different versions of AGS. The creator/main guy for luxtorpeda didn't care for packaging a pre-compiled AGS (which honestly is the right call, it's not a good way to do it), but considering I couldn't get the current build system for luxtorpeda working with the steam runtime environment locally on Mint at the time, there just didn't seem to be a lot of reason to do it when the games had zero issues running via Proton.
It's been a while though, and my memory is pretty bad, so...
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