Do you know any game done without scripting?

Started by Iago, Wed 29/10/2008 08:04:06

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Iago

I consider using AGS in schools.
I made an adventure game with it (called "exit") several years ago and I remeber that I didn´t come very far until I started scripting. Do you know any game, crappy or not, realised completely without scripting? It would be interresting for me to see what I can expect...

Akatosh

I know for sure that this thing was done nearly completly via the Interaction Editor. It's shit, though, and a permanent stain on my soul.  ;)

Andail

I think Larry Vales was done entirely with flags.

Yes, kids, flags.

Iago

hm, the link to the game is broken... can you renew it?

flags? what are flags?

Snake

Quote from: Andail on Wed 29/10/2008 10:49:43
I think Larry Vales was done entirely with flags.

Yes, kids, flags.

Jesus, Andail, I haven't heard that word since the Adventure Game Toolkit!
Grim: "You're making me want to quit smoking... stop it!;)"
miguel: "I second Grim, stop this nonsense! I love my cigarettes!"

Iago

When I used AGS 3 years ago there was a way to define what should happen on certain EVENTS that did not require scripting... is this feature no more existent?

Pumaman

You need to use at least a basic level of scripting in order to connect the game events.

This is covered in the tutorials and you shouldn't let it put you off -- try it out and see how you get on.

Ghost

Also, you can be almost assured that kids these days will get the grasp on scripting pretty easily after all those months of computer gaming and cracking betas. They are clever little blighters, and were even able to explain my mobile's interface to me.  :=

RickJ

I think you are referring to the interaction editor which has been discontinued for a number of reasons including some of the following:

o It was difficult to maintain and keep up to date
o Often time people would start a game using the interaction editor only to realize too late in the process that it was inadequate for their needs.
o It delayed the inevitable decision to take the plunge into the scripting language

There are a couple of options open to you.   First of all AGS V2.72 was the last version to include the interaction editor.  It was mature and stable so you could easily use this for your class.   The second option is to involve them in the script language right off the bat.  You could ease the learning curve for them by creating new room templates containing instructions and examples they could modify.  You haven't said what age group you are working with but if they are old enough to read and follow instructions then some flavor of this could be made to work for them.   This would have the added advantage of introducing them to a programming language. 

You may find some of the DemoQuest documentation and other materials helpful.   Let us know how it turns out.

Radiant

One thing that might help you is anything with a simple level editor, rather than a full game editor. For instance, many puzzle games let you make more levels without scripting.

Baron

AL-QUEST 1 was made only using the old interaction editor, back with version 2.54.  Except for the arcade game, that is: I mostly ripped that script from the demo game  ::).  I partly learned the scripting language by using the editor and looking at the code equivalent that would show up at the bottom.  But I agree that the demise of the editor was probably a good thing -sure it was easy (at least to do simple things), but in the long run it was an unnecessary crutch that just slowed me down.


tombom62

Quote from: RickJ on Thu 30/10/2008 22:01:56
I think you are referring to the interaction editorFirst of all AGS V2.72 was the last version to include the interaction editor.  It was mature and stable so you could easily use this for your class.   The second option is to involve them in the script language right off the bat.  You could ease the learning curve for them by creating new room templates containing instructions and examples they could modify
I have AGS 2.72, I tried the newest one, and it was hard to use (maybe I'm just not accustom to it yet) but I like the interaction editor, how do you edit interactions now, should there remain an easy way for beginners? Just curious. :)
TRIUMPH AND TSL 4 EVER!

RetroJay

I must agree with Tombom.
I was lucky enough to start my AGS experience with 2.72.
I was amazed at the ease of use and began making tiny (Test) games to help me understand the engine.
One of the things that made it so easy was the "Interaction editor".
It made me, personally, want to learn scripting so I could get more out of this fantastic engine.

I had tried so many different "game making" programs and gave up with them all, but not with AGS.
However, in saying that I'm not sure if I would have bothered with AGS if I had started with version 3.
To a beginner it must look rather daunting.
Please don't get me wrong, I like 3 but this is only cos I understand how things work more now since using 2.72 (which I still am using).

Jay.

Ryan Timothy B

Ya, the layout on 3 kinda forces you to bounce around a lot just to do a simple task.  But I do prefer it over 2.72 any day.

Trent R

I started with 2.6 forever ago, then moved to 2.72, then took a long hiatus. In May I stated using Visual C# and XNA, and when I came back a few months ago, the 3.0 editor looks just like Visual Basic. It was wonderful!

~Trent
PS-If scripting seems too daunting at first, densming has some excellent videos on Youtube. They were even nice for me as a refresh course.
To give back to the AGS community, I can get you free, full versions of commercial software. Recently, Paint Shop Pro X, and eXPert PDF Pro 6. Please PM me for details.


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On Hold: Hero of the Rune

tombom62

It's a lot more like VB, that's for sure!  I do still prefer 2.71-2.72, as those are the ones I'm used to, and I love the interaction editor.
TRIUMPH AND TSL 4 EVER!

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