Thanks for the long explanation on scripting.
[You're wondering what's best: animated or scripted movement]
So which takes less memory, animated or scripted?
I think most movement could be scripted.
You don't have to script all the movement. A few animations here and there don't make much of a difference.
I just meant that it's probably best to do a combination of scripting and animating.
Things like birds flying across the screen, some leaves blowing in the wind, and a few animals a forest scene, and so on.
"Realtime" movement gives gives us a sense of speed and power.
And static, animated, movement, gives things a sense of "aliveness".
So with different kinds of movement you get a different result.
But a combination:
A bird flying across the screen, flapping its wings.
An animated bee swarm chasing the player...
When animation and scripting works together, you get a much better result.
As to your question about memory usage:
Small animations like frogs, grass, leaves, animals, etc... I don't think that should be a problem.
Maybe it's best to keep the number of animations and their sizes down a bit.
But it's not easy to say exactly how much of something will use in memory,
so I really think you should try it for yourself to see how it works.
The question is, also, who you're making the game for. Should people with a few years old computers be able to play it, or just the new kids on the block with the "big monster machines"?
And how fast and powerful is your computer?
Think about this too: the game should still look good a few years from now.
So you need to find the right balance.
A tree branch could be scripted to move a small distance and then back again in a repeating pattern, suggesting a swaying movement. You would have to script all the branches of a tree I guess. That would be a lot of scripts running. I don’t know how much memory this would take compared to a animation.
Clouds could be scripted to move across the sky from one side of the screen to the other. Go off screen and then reappear on the other side.
Yes, exactly. I did something like that, but not with clouds.
You can also randomize the "y position" and the speed of the clouds. Or the birds. Or the trains. Or the...
Put this in the cloud script:
var cloud_1;
while(true)
{ this.X=this.X-1;
Sleep(8);
if(this.Y<0)
{this.Y=830;
cloud_1=Random(10, 340);
//This means that the y coordinate will be randomized between 10 and 340 each new cycle.
this.Y=cloud_1;
}
}
Waves on water, I am not sure about. I have read that AdventureMaker has a way of moving pixels in a wave pattern, that is used for water movement. I don’t know if WME has anything like this.
I tried Adventure Maker one time in the past, when I was researching what game engines there was.
And yes, it is quite easy to work with - as long as you keep things simple. But ultimately, I found it was just too limiting for me. I couldn't make even 1/1000 of my game in foreseeable way with it. You only had a few global values to work with, and it was almost impossible to make complicated puzzles and game systems.
So for simpler games, like slideshows and interactive stories, I say it is fine.
But if you want to make games like Myst and Monkey Island, I think that WME - or some similar engine (sacrilege!) - is much better.
A windmill could use a rotating script.
I think you should try and add a few animations to a scene, and do some scripting, etc, to see how much memory is being used.
After all, the best way to get a sense of things, is to try it for yourself.
Just import some animations of various sizes and and frames, and make a scene out of them.
A flag could use a repeating movement script.
I don't really think you have to worry about a few small animations.
Just do a combination of scripted and animated movement, and you'll be fine.
A candle could use a repeating movement script, but it would be more complicated than the others.
You mean the flame? A small flame shouldn't be a real problem.
It's probably a lot of big animations that's the problem.
It seems to me that most objects could be scripted.
But if it's small animations, they don't take up so much memory. Right?
I have been tying to think of a way to run a test/learn, Winter Mute and AdventureMaker, and I think I have it. I plan to open a game and screen grab a complete level. I then will have images to load into Winter Mute and AdventureMaker. I also can practice makeing scrips.
Kori
If you want to make complex puzzles, lots of interactive (and scripted) plotlines, and a sophisticated game system -- verb bars, lots of NPC's, lots of interactive dialogue, things carrying over from one scene to another, etc...
and if you want to do it all in a flexible and advanced Adventure game engine... I definitely think that WME is your right choice.
But if you just want to make a few animations, a few simple puzzles, and tell a straight story with not a lot of interaction, then Adventure Maker might be what you're looking for.
Quoting from the Adventure Maker homepage:
Adventure Maker is a FREE innovative toolkit to create point-and-click games and multimedia software in minutes, without any scripting or programming. Its concept is very simple: you import your pictures, you add some hotspots to link them to one another, and you are done! It is particularly suitable for the creation of first-person and third-person adventure games, educational software, presentations, and interactive visits. The Free Edition allows creating compiled redistributable files for Windows, and stand-alone games for portable gaming systems. It provides Load/Save-game functions, inventory items, conversations, full-screen transitions, water/smoke effects, multi-channel sounds, animations, and more. The Full Edition can create stand-alone executables for Windows, and supports 360-degree panoramas, multiple-CD distributions, easy-to-learn scripting, custom plugins, Flash movies (SWF), over 30 file types (OGG, XviD, DivX, mp3...), and much more.
It sounds great if you want to make simple, graphic story games.
And Adventure Maker along with WME is also one of the few adventure game engines that supports 1st person games.
But for games with a lot of complex puzzles, that is heavy on interaction, like the Lucasarts classics, Riven, and such, WME is much better in my opinion.