Archive for May, 2012

Following Penumbra series (Overture, Black Plague, Requiem) and Amnesia :The Dark Descent, Frictional Games announced Amnesia: A Machine for Pigs, made in collaboration with Dear Esther’s developers. We can also find on their blog an article that gives advices for creating an efficient adventure/horror game.

Space Quest Collection (episodes 1 to 6) is available at Steam today at 2,49 euros (75 percent discount). On mac using Crossover may require to launch the setup application first (see here) to switch the video mode before launching the game. We can also copy files from Crossover to Dosbox or ScummVM.

UPDATE : Space Quest 3 is very slow (music and display) from Steam (uses Dosbox 0.61). By switching the default surface display mode (dosbox.conf  file in /Users/<username>/Library/Application Support/CrossOver Games/Bottles/Steam/drive_c/Program Files/Steam/SteamApps/common/Space Quest Collection/dosbox-0.63) to opengl (ok after using Return key) or ddraw display is faster.

However performances are far more greater using boxer, also based on Dosbox (copy sq3 folder from SteamApps/common/Space Quest Collection to the Boxer window). It can also emulate MT32 for music and sounds (requires installing the MT32 rom files in Boxer audio preferences and replacing SNDBLAST.DRV by MT32.DRV in game’s RESOURCE.CFG file).

A 1.1 update to Direct2CP is available :

– fixed state problem in EMZenView (was in canplay state when switching song – should be buffering state) that prevented play.

– added deferred mode in DCMasterDetailView (createDeferredForEndpoint) : if true numberOfRows returns 0 immediately( without calling the synch remote method). It is reset to false when calling setCriteria, setSortDescriptorsStr or reset.

Emotuned application (free music platform for composers, see here) now uses press (350 KB for the application .sj) and the new deffered mode for the master detail views (that is only one request is sent initially, for the main store tab – no requests for empty table views from other tabs). Performance is now related to the hosting provider.

Building Cappuccino from source requires both root admin account activation (and .profile creation) and installation of gcc tools (not installed by default by Xcode). Moreover we don’t need installing git or another tool as we can download a generated “zipball” archive of latest main source tree.

The Cappuccino reference page for installation can be found here.

Simply follow these steps :

– activate the root account :

– launch Xcode, and in Preferences, Downloads, Components, install Command line tools (185 MB)

– download the zipball archive from  and unzip it to Users/youruser/cappuccino

– from the cappuccino folder in terminal, type  ./

enter yes for all

it creates a narwhal folder in Users/youruser.

– as it says it couldn’t export variables (there isn’t a .profile yet), open terminal, and from your user’s root folder (that is Users/youruser) enter : touch .profile

it creates an hidden .profile file (that can be displayed from terminal using ls -a)

– type pico .profile and add the previous variables (replacing youruser by your user name)  :
export PATH="/Users/youruser/narwhal/bin:$PATH"
export CAPP_BUILD="/Users/youruser/Documents/cappuccino/Build"

save the file (Ctrl-X and y)

Note you could also have created the .profile file before command, then the script would have added these export to it automatically.

– logout from terminal and log in (for the new profile variables to be used)

– from the cappuccino folder in terminal, type  jake

Once completed, there is now AppKit, Foundation and Objective-J builds in cappuccino/Build/Release. Just copy  these to your application to replace the older.

To compress an application type  jake deploy from the application folder. A new Build folder is created in the application folder, and then move Browser.environment folder from Build/Release/NewApplication to the root application folder (also add here the generated Info.plist from NewApplication). Previous .j files can now be deleted (except Main.j).


Creators of Space Quest series (Two Guys From Andromeda) present SpaceVenture, a similar adventure game project, based on donations from users. In first 5 days (over 35 planned days) the project still received 150 000$ (mostly 15$ to 500$ per backer) on the required 500 000$.

Contributors will have access to preview versions (based on HTML5). The final game however will be a standalone application (no browser required) that will work on all systems.

A Sci-fi adventure from Scott Murphy and Mark Crowe working happily together as a team once again.
Hilarious death sequences
Tons of the fresh (and moldy) pop-culture references
Fun and unique humor
Art design and direction by Mark
Dialog that will make you blow nostril Tang, written by Scott along with Mark
Narration of all this by Gary Owens and the voice acting of other characters by the above mentioned quality industry voice talent.
Game music that will hopefully give you chills and wedge in your main orb for the rest of your natural Earth life and make you wish you lived inside your computer!
A game that you will feel comfortable playing with your children, but with some entertainment that will safely appeal only to the adult psyche

I still composed a music inspired from Monolith Burger theme (Space Quest 3) and also mastered Roland D-20 versions of the original musics (using game sounds converted from MT32 and edited for the D20).