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Technical forum / Re:Scripting...
« on: February 20, 2003, 07:08:00 PM »
Hey..
I'm actually pretty new to AGS (Adventure Game Studio, for those who don't know, take a look at www.agsforums.com), but I have been trying it out for a while now, and I must agree with Mnemonic that the two engines are very different.
I wouldn't say you could make a game in AGS without any scripting. The scripting language is however a very cute and simple one, so I guess that's a plus. However, Chris Jones who is the maker of AGS, has cut a few corners when it comes to usability: there is no "new room"-feature, and you can quite easily overwrite your rooms by mistake. When creating a "blank" game in AGS, the engine by default adds a bundle of default sprites (horrible ones, too), as well as a default character, etc., all of which can't be deleted. The reason is so newbies don't accidentally mess up their game beyond repair, but to me, it is merely a source of frustration. Still, if you can live with those little quirks, AGS is an easy tool for creating point-and-click adventures.
The most important difference between AGS and WME, I think, is the design, and the 3d capabilities of WME. If you want to create point-and-click adventures with the retro look and feel of Monkey Island I & II, or text parser based systems like Leisure Suit Larry I, AGS already has the corresponding GUI's. There is something to be said for that.
With that said, I still like WME better after only seeing 5 minutes worth of it, and I'm a HUGE Monkey Island fan. But that WME interface is just SOOO beautiful! Great Job Mnemonic!
Scarpia
I'm actually pretty new to AGS (Adventure Game Studio, for those who don't know, take a look at www.agsforums.com), but I have been trying it out for a while now, and I must agree with Mnemonic that the two engines are very different.
I wouldn't say you could make a game in AGS without any scripting. The scripting language is however a very cute and simple one, so I guess that's a plus. However, Chris Jones who is the maker of AGS, has cut a few corners when it comes to usability: there is no "new room"-feature, and you can quite easily overwrite your rooms by mistake. When creating a "blank" game in AGS, the engine by default adds a bundle of default sprites (horrible ones, too), as well as a default character, etc., all of which can't be deleted. The reason is so newbies don't accidentally mess up their game beyond repair, but to me, it is merely a source of frustration. Still, if you can live with those little quirks, AGS is an easy tool for creating point-and-click adventures.
The most important difference between AGS and WME, I think, is the design, and the 3d capabilities of WME. If you want to create point-and-click adventures with the retro look and feel of Monkey Island I & II, or text parser based systems like Leisure Suit Larry I, AGS already has the corresponding GUI's. There is something to be said for that.
With that said, I still like WME better after only seeing 5 minutes worth of it, and I'm a HUGE Monkey Island fan. But that WME interface is just SOOO beautiful! Great Job Mnemonic!
Scarpia