Your Favorite Scripting/Rigging Order of Ops

Started by EnnarGames, Fri 18/03/2022 18:18:06

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EnnarGames

Hey everyone!  Studying AGS and wanted to ask others how they like to approach rigging rooms and scripting… specifically, what order do you guys like to go in to be most affective and, more importantly, keep your script nice and organized and unified in form across the whole game? 

Edges, Walkable areas, hotspots, timers - everything you’d do to rig your rooms. There’s so much to do that as a beginner it’s hard to keep everything straight! 

Thanks so much! :-D
“Art is an object riddled with sharp edges that can cut you.  You can pound all those edges away and make it smooth and make it safe, but what you’re left with is just a shapeless blob.  It’s safe and it’s smooth, but it’s uninteresting.” Ron Gilbert

eri0o

Nothing specifically process wise but more general things...:

  • If an object exists in more than one room, I make it a character and move it's interactions to a script module
  • main game ui approach is what I usually try to code first - things that enable the interactions
  • I usually try to leverage dialog editor for dialogues as much as possible, and avoid using player day directly in the room script or anywhere else - I also use a strategy with dialogues and enums so they can be used for an effect similar to dialog.start(number)
  • I use the timer and tween module a lot
  • I avoid using hotspots as much as possible and use objects with sprites that have alpha set to the lowest possible value so that they aren't visible but are picked by pixel perfect click detection, this is because I can move them around easily and this helps me think
  • I draw walkable areas in Aseprite and import in AGS and avoid using the mask editor in AGS as much as possible
  • on my project root I keep a design folder with all the design decisions, drafts of dialogues and things like that
  • I lock all my GUIs controls once I am satisfied with them

EnnarGames

#2
    Quote from: eri0o on Fri 18/03/2022 18:49:44
    • I avoid using hotspots as much as possible and use objects with sprites that have alpha set to the lowest possible value so that they aren't visible but are picked by pixel perfect click detection, this is because I can move them around easily and this helps me think
    • I draw walkable areas in Aseprite and import in AGS and avoid using the mask editor in AGS as much as possible

    Super helpful answer for a beginner like me! I especially like these two  insights. [/list]
    “Art is an object riddled with sharp edges that can cut you.  You can pound all those edges away and make it smooth and make it safe, but what you’re left with is just a shapeless blob.  It’s safe and it’s smooth, but it’s uninteresting.” Ron Gilbert

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