Adventure Game Studio

Community => Adventure Related Talk & Chat => Topic started by: Meowster on Sun 29/06/2003 23:58:32

Title: AGS and SLUDGE
Post by: Meowster on Sun 29/06/2003 23:58:32
I've been making games for years in RPGmaker, making my own sprites, backgrounds, music etc., and only recently discovered the AGS community. Maybe 7 months ago :) or so

Anyway, I'm going to learn to use AGS or Sludge, and as it's going to take some time to learn it I'd rather know I'm making the right choice. Could somebody, without much prejudice for either engine, please describe the pros and cons of both? Although I'm taking it that most of you here prefer AGS :) You never know. Sometimes the underdog is the champion, or something.
Title: Re:AGS and SLUDGE
Post by: scotch on Mon 30/06/2003 00:22:33
Hey, yeah asking in the ags forum might not be the best idea..
Sludge is nice, although I much prefer AGS, plus AGS is free ._.

I think sludge is faster at high resolutions than AGS, but AGS does have more of a community which means more help when stuck and seems to have more features.

For me I'd use the Wintermute engine if I was to use another one other than AGS, that's fast at high res.. AGS is the best for old school games though.

That's all from an AGS user though, so I'm biased. (although I'm being fair IMO) I did use sludge for a small time before AGS though.
Title: Re:AGS and SLUDGE
Post by: evilspacefart on Mon 30/06/2003 00:39:44
AGS has an IDE (or GUI whatever you want to call it) and SLUDGE is all script based. SLUDGE does have lightmaps though, but lacks a built in inventory system which AGS has.
AGS also supports 256 color, which SLUDGE doesn't. (Many prefer 256 color for filesize). AGS can also do 16bit color like SLUDGE.
In short, it took me only 20 mins after my first downloading of AGS to make my first room and interaction. (you can tell I prefer AGS, but SLUDGE has its merits.)
Oh yeah, there's a large community of seasoned and beginning AGS users.
Good luck in your adventures.
Title: Re:AGS and SLUDGE
Post by: Miez on Mon 30/06/2003 08:58:23
Sludge uses a very irritating walkable area system, based on concave polygons, while AGS uses bitmaps for this. I prefer the bitmap method, personally. The Sludge lightmap system is very sweet however. Also I think AGS supports plugins, while SLudge does not.
In the end great adventures can be made with both, I think. It is not the engine that makes or breaks a game.
Title: Re:AGS and SLUDGE
Post by: Helm on Mon 30/06/2003 11:27:42
What does the lightmap do in sludge?


Oh, and I one of the original playtesters for it.
Title: Re:AGS and SLUDGE
Post by: on Mon 30/06/2003 13:52:04
AGS yay!

SLUDGE boo.

I don't know if you can create commercial games with SLUDGE like Ionias did with AGS, can you? Or do you have to pay someone/the developers?

m0ds
Title: Re:AGS and SLUDGE
Post by: Miez on Mon 30/06/2003 15:31:07
I think (shame on me - I bought SLudge, had great plans with it, and never even read the manual) that Sludge uses bitmaps that tell the ego-sprite (or any other sprite) to assume a different tint or luminosity value. Which makes coloured light and shadow areas very easy to implement. AGS may have this as well - I don't know.
You buy a licence for the Sludge engine and dev. kit and after that I think you're free to do whatever you want it.
I haven't worked with either system enough to be able to make a judgement on which is best :)
Title: Re:AGS and SLUDGE
Post by: aussie on Mon 30/06/2003 17:29:09
AGS rules.

That's all I have to say about that.
Title: Re:AGS and SLUDGE
Post by: Meowster on Mon 30/06/2003 18:30:51
You have to pay for Sludge? If I'd have known that, this post wouldn't even exist.

...Hang on, I HAVE sludge already. And... uh oh. :D :D :D

AGS does sound the better engine and the fact it has a larger community says to me that it is the preferred engine. I did meet a few people with convincing arguments for Sludge but on the whole AGS has more going for it, it would seem.

Thanks spacefart, that was a great answer BTW. Okay AGS it is. I sort of suspected that anyway :) Thanks everybody.

Expect me to ask annoying scripting questions for the next 6 months approx.
Title: Re:AGS and SLUDGE
Post by: EldKatt on Tue 01/07/2003 21:13:25
Quote from: Helm on Mon 30/06/2003 11:27:42
What does the lightmap do in sludge?


Oh, and I one of the original playtesters for it.

Play Out of Order and you'll see what the lightmap does. :P
Basically it does the same thing in a game as walking under a lamp does in real life.
Title: Re:AGS and SLUDGE
Post by: jannar85 on Tue 01/07/2003 22:28:01
Quote from: Yufster on Mon 30/06/2003 18:30:51
You have to pay for Sludge? If I'd have known that, this post wouldn't even exist.

...Hang on, I HAVE sludge already. And... uh oh. :D :D :D
Sludge will contain a nag screen on your games, if you don't register.
AGS on the other hand, will not.
Title: Re:AGS and SLUDGE
Post by: Meowster on Wed 02/07/2003 02:14:16
Damn, and there I was giggling like a schoolgirl.

The lightmap system is making me drool, the last engine I used for making games was RPGmaker, and it was incredibly limited in comparison to AGS and that lot. You really had to manipulate the system to create extra features and it could take hundreds and hundreds of pages just to create one custom battle system... which didn't allow for random battles or anything. When I discovered the main Adventure Game engines I couldn't believe it, they really are flexible. Gorgeous.

Boy am I looking forward to when I can do simple crap with AGS. Right now I'm crying in frustration because my display message command won't work. But one day, oh yes, one day....

...It WILL be mine.

Title: Re:AGS and SLUDGE
Post by: jannar85 on Wed 02/07/2003 12:25:46
Quote from: Yufster on Wed 02/07/2003 02:14:16
Boy am I looking forward to when I can do simple crap with AGS. Right now I'm crying in frustration because my display message command won't work. But one day, oh yes, one day....

...It WILL be mine.
It sure will be yours one day. Tried this at the end of the display function: ";" ?
Also, I would recommend this scripteditor by AJA Productions: http://koti.mbnet.fi/dima/scripteditor/ :)

Hint: Display("Something is here..."); will cause either the main character SPEAKING or a DIALOG BOX appearing with that thing.
DisplaySpeech(CHAR,"Something IS really here!!!"); Will cause the character CHAR saying that.

(Always remember the ; after each function. Same applies for all programming tools;))
Title: Re:AGS and SLUDGE
Post by: Vel on Wed 02/07/2003 12:55:06
Look at how many users has AGS got and how many SLUDGE. No comment.
Title: Re:AGS and SLUDGE
Post by: Helm on Wed 02/07/2003 15:34:48
You can sorta fake lightmaps in AGS. It just takes a little bit more clicking.
Title: Re:AGS and SLUDGE
Post by: Adamski on Wed 02/07/2003 15:49:26
Or you can use the tint region stuff in the new version.
Title: Re:AGS and SLUDGE
Post by: Meowster on Fri 04/07/2003 00:42:56
Quote
. Tried this at the end of the display function: ";" ?
Also, I would recommend this scripteditor by AJA Productions: http://koti.mbnet.fi/dima/scripteditor/


Hahaha, very funny. That was indeed the problem. Am I stupid, mommy? Okay I'm a bit better at it now. Ahaha, indeed I have figured the basics of Cutscene...ery out!

Oh, well I guess that ends this thread, seeing as I've already started using AGS. I have sunburn on my nose :(