Just some general questions I have

Started by gotenyoyyoyo, Fri 02/04/2004 22:03:50

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gotenyoyyoyo

Hey Im a noob at this whole script writing thing. I just really started learning HTML so I thought this would be nice to learn aswell sicne I LOVE making games but I wanna make something other then rpgs(using rpgmaker2k and 2k3) so I look and found this AGS stuff... Basically I have a few questions for any body remotly good at this script writing, so here I go!

1-How long did it take you to learn script
2-Was it hard?
3-How did you learn it?
4-With script could I write a game on note or word pad, past the texts on the internet on a reliable sit designer, and let people play on the net(interactive or not)?
5-Can I write a game on word or note pad and upload it to a game maker like AGS?
6-For a fairly good game, for a noob, how long does the normal game take?
7-How can I upload an adventure game to make it ONLINE?!
8-Can I make a game thats also RPG and pointandclick and adventure with AGS( for exampls http://www.runescape.com)

       So like hurry and please answer these for me Id like to know them ;)

Ben

1- That's hard to answer.. I don't think I've ever stopped learning. There's always some new trick to discover. It didn't take me too long to learn the basics, though.

2- It's difficult at first to learn the syntax. I used to make stupid mistakes, like leaving out semicolons, but practice helps you get over that. It's probably simiar to learning HTML, even though the languages are completely different-- you just have to keep at it, and eventually it will come easily.

3- I started out making short scripts with single commands. MoveCharacter(EGO,44,120); and stuff like that. Eventually I started writing more complex stuff with long animations and if statements.. I just hacked away at it and posted on the forums when I had trouble.

4- No, this sin't possible with AGS. You could try Indiana Java (old), or Good Old Adventures (New, but still in beta I think).  Ags can only make compiled EXEs that you must download to play.

5- Well, you can write scripts in Notepad and paste them into the script editor.. I would only reccomend that for small bits of code, however.

6- Well, it takes a while to learn.  Most people here would suggest you make a short test game before you do anything too ambitious. That way you can learn tricks and see what AGS is capable of doing. After you've learned how to use AGS, it could still take a long time to create a good game. Pleurghburg and KQ2 vga both took about two years, and there are some projects that have been around forever  ;)

7- Not sure what you mean by this.. Do you mean having a team get together to create the game over the internet? You really have to be an experienced game designer to do this..

8- You mean like Quest for Glory? Well, first you need to learn scripting.  I don't really know too much about those kinds of games, but there are plenty of people around here who would be able to give you information on that..

Ginny

#2
Well, thoght I'd add a few things:

1 - Naturally, I'm still learnng, gotta get a better grasp of GUI scripting and #define especcially. Actually it is possible to make a simple game with no scripting, just using the interaction editor, but I didn't like the idea so I went to scripting right away - it keeps things in order and helps learn a lot, aswell as avoid silly but vital mistakes in the future. I think I sorta plunged in (after reading the tutorials and most of the functions in the manual thouroughly (I skipped the ones that were too complicated for my needs at the time, but still skimmed through them)). I imagined lots of scenarios that would require some thought on scripting and tried to think (just in my mind) how these could be done.

2 - Nope, not too hard to learn, just took some careful practice (and a few silly mistakes). It became easier and easier and I started trying out new things like creating my own functions, a few interface changes, then some custom GUIs. One thing I noticed is that the interface scripting is the hard bit, and the regular scripting (particularly inventory interactions) became somewhat repetetive, which made me a bit lazy (not good) :P.

3 - Well not much to add here after #1, I can just say that I like experimenting a lot, trying stuff that doesn't work until it works (in the wrong way) and then until it works how I want it. That frustration was surprisingly fun. Don;t forget to use comments! they're really useful. *Ginny slaps herself for leaving out comments*
Also, I like setting up everything I can in the game before I begin coding, namely the interface, if I can.

4 - Nope, this isn't possible, but scripting simple games in other languages like Java is. I wouldn't know about that though :P.

5 - It's easier to write the scripts in the game script editor (or in another program made for that, though I still prefer doing it in AGS, it gives instant feedback), since it's color coded. Of course, yuo can write code in notepad or wordpad aswell, but it's pretty much pointless (with the exception of if you want to try several different codes and need to save the old try (and don't want to comment it out in AGS cause of toomuch clutter).

6 - How do you define fairly good? I'd say first get to know the engine and language, to no longer be what you call a noob, then with a bit more practise making a short game could take even a few days (in my case I can't caouse graphics take me too long), a medium good quality game will take much longer though. Designing, drawing, music, animation, scripting, fixing stuff, betatesting, more scripting and betatesting, finishing touches, more testing, you get the point.

7 - If you mean making a multiplayer game, AGS itself isn't built for that, but there is a wonderful plugin  by a-v-o (check the plugins page on the ags website) for making online games with AGS. It's complicated though, so I'd put it off for a while.

8 - Not sure wuite what you mean, but I believe AGS is powerful enough fur even an amateur RPG game, but it will definetly take lots and lots of scripting (which is a good way to practise of course).

:)
P.s. I think the writing mood I had yesterday hasn't worm off yet :P.
Try Not to Breathe - coming sooner or later!

We may have years, we may have hours, but sooner or later, we push up flowers. - Membrillo, Grim Fandango coroner

InCreator

#3
1- Yes, as long AGS advances, there's always something new to learn
2- Depends on HOW you do the learning. There's easy ways and hard ways. Easy way is to set up an easy objective and start with AGS help file to find out which script commands you need to accomplish the task.
Harder way is insanely trying to learn whole script command list... or something. Common functions such as Display, DisplaySpeech, MoveCharacterBlocking, NewRoomEx, etc are ones you probably learn first and memorize best.
3- Start with trying to use script commands instead of premade choices. Soon, you won't use any of premade things, because scripting is actually alot faster and believe or not - easier.
6- Depends on a game length, for a short but "fairly good one",  not less than 4-5 months or so - drawing backgrounds and getting first walkcycle to work actually eat up most of time, everything else goes alot faster thanks to AGS itsself and maybe using scripts instead of messing around with menus while trying to find right interaction. But it's all, all in drawing. Draw fast, game comes fast. Your questions mainly rely on scripting - believe, this is actually last thing to fear, since AGS help file is very helpful and we also have this wonderful community here.

WackyWildCard

 ???
I really enjoy using AGS, and I am having a really fun time designing my Adventure Game (Knight's Quest: Shield Search. You can find a VERY rough preview of what it's all about). It's a Science Fiction/Fantasy Adventure Game,  and, I want it to be an RPG Game as well. Since Sir George, the hero of my game (besides obtaining and using important items and talking to helpful people in the game) will have to battle dangerous monsters during his quest. I want to be able to have some sort of GUI/Inventory Icon System, so the game will show Sir George's health (zero health = death, armor strength, shield strength, water supply, stomach food supply, bottled water supply, etc...

You can see a few samples of the icons of what I made so far:

http://wackywildcard.tripod.com/knights_quest_shield/

There is more to come.

I am also a noobie as well, so I would like to know if someone could give me some advice for making some sort of GUI system for indicator icons that would show the heroe's life strength - etc...

Right now, I'm using the icons I have made as inventory, and I'm not quite sure if that will work, since they will constantly change in the game. Unless...for example, when injured by a monster,  the hero loses a unit of strength and goes to an identical room with a different health icon? Is there an easier and smarter way to do what I'm trying to do? Oh! And I haven't even mentioned what I must do if the hero wounds the monster...

Could someone please give me some helpful advice?
I'm all ears and eyes!

Thanks! :)


Khris

Don't dig up old threads that aren't but barely related to your questions.
There's a "Can I make an RPG with AGS?"-friggin-stickie in this forum, all of your questions should have been answered in there already.

There are various ways of implementing changing health and status displays, e.g. using a GUI with changing button graphics, or RawDraw functions, or characters.

And you don't need to draw 20 versions of a huge sprite if only a small portion of it is going to change. This can be emulated by using the bottom right sprite and a script that'll draw colored boxes on top.

WackyWildCard

 :)
Thanks for your frank, but helpful advice! I'll make sure to take it to heart!

Have Fun!

Wacky Wild Card


Khris


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