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GAUSS 1.0 is out!


Hi folks!

It’s been a while, we’ve been busy doing awesome things but we’re also sorry for the long silence.

During these months I’ve received a lot of positive feedback by anyone who had the occasion to take a peek into GAUSS, so I’ve decided to finally release it!

Feel free to try it  and leave your feedback!

GAUSS comes with a small demo project based on a room from Monkey Island 2. To see how GAUSS exported this project as an HTML5 game, you can visit this link.

Enough for now! Catch you all very soon!  😀

Background art, first look

Let’s talk about background art! We’re not overstating when we say the very first background for the cell (which you can partly see below) is from 2011.

We know very well how critical background art is in graphic adventures, and that’s why we’ve worked hard before we could find a style that really fitted what we have in mind for S. Cape Escape.

At the time being, we managed to prepare seven environments (or “rooms”). All of them have a strong cartoony component, but we didn’t want to go for an excessively grotesque style. We’ve chosen to adopt a rough stroke that fits the game’s mood just fine.

Below you can see two backgrounds from the game, not definitive.

In the following post we’re going to see in detail their creation process.


What’s GAUSS?
GAUSS is the web engine we’re using to develop the game, and its pompous name is acronym for Graphic Adventure Unified Scripting System, so that it sounds cool.

It was developed by me as my MSc thesis in Computer Science, it took me more than 9 months to be finished and it went through so much trouble and changes I decided to give it a nerdy badass name.

Anyway! GAUSS is divided into several sections, each one delegated to the visual definition of basic game entities: Rooms (including their inner objects), Characters, Scripts, Audio etc.

Here’s how the Rooms section looks like:

Schermata 2015-08-12 alle 13.54.19

In the image, you can see the creation of object “hotspots” by the definition of polygons onto a Canvas.

In fact, like popular engines such as AGS and Visionaire, the GAUSS approach is wysiwyg.

GAUSS is far from complete and that’s the reason why I always refuse to release it to wannabe-testers that seem to be very interested in it: it simply isn’t ready for the public. It does what it’s supposed to do and it does it well, but there are still too much things to be added to make it acceptable for an actual open release: right now, I’m the only one who really knows how to handle its qualities and its flaws. I hope to fix this in the future! In the meantime, I’m adding features as I develop and feel I need them, leaving unnecessary stuff and enhancements for later.

GAUSS has been entirely written in JavaScript, HTML5 and CSS3.

Anyone interested in making graphic adventure games in JavaScript will see detailed posts with code in the next weeks, so come back soon for some true code. 🙂




It’s time for us to reveal what we’ve been up to in the last months: S.Cape Escape, an old-school graphic adventure made by fans for fans.

We’re planning to release a first demo in the near future, so stay tuned!

Meanwhile, we’ll be posting progress here on a regular basis.

Enjoy our teaser trailer and come back soon for details 🙂