Improving AGS manual

Started by Crimson Wizard, Thu 26/07/2012 08:36:11

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Demicrusaius

I, perhaps wrongly, was turned off initially by the demo game. Maybe it does address the capabilities and functions controlled by AGS, but I couldn't bring myself to play it very long. I'll look at it again though, if people feel it has educational potential.
It is better to light one small candle than to curse the darkness.

Crimson Wizard

#21
Quote from: Cerno
So these are my thoughts. I would like to contribute my beginner's experience if you like. Is there a place to put this at this time or should I just append it to this thread?

Yes, that's what I started this thread for.
You may also use this tracker section (in which case you'll be the first person to post there :)):
http://www.adventuregamestudio.co.uk/forums/index.php?project=8


Quote from: Demicrusaius on Sat 09/03/2013 11:10:23
I, perhaps wrongly, was turned off initially by the demo game. Maybe it does address the capabilities and functions controlled by AGS, but I couldn't bring myself to play it very long. I'll look at it again though, if people feel it has educational potential.
To be frank, I did not like its look much too :-/.
I found "OpenQuest" more pleasing, although I have no idea if it is easy to start learning with:
http://www.adventuregamestudio.co.uk/site/games/game/945/

Cerno

Another example I would like to share from my beginner's experience, which caused me a great deal of head-scratching last night and resolved itself today with the help of the forums.

I wanted to create a cutscene in which a character walks to A, talks to another character, walks to B, picks up an item and exits the room.

There are different ways to do it. Some work, some don't.

The gist of it that in my opinion would greatly improve the manual:

  • The character.RunInteraction() function is not blockable and therefore not usable in the context of a cutscene (I wanted to use it for the talking).
  • Using dConversation.Start() is also non blockable and also not suitable for use in cutscenes (my next attempt at implementing the talking).
  • Finally the forums suggested a solution that works: Using character.Say() is blocking and therefore the only viable way of doing non-interactive dialogs in cutscenes.
This information comprises only a few lines at the right spots in the manual (keywords: "RunInteraction", "Dialogs", "Cutscenes"/"Introduction Sequences") and would have saved me a few hours of trying and pestering people on the forums ;)
123  Currently working on: Sibun - Shadow of the Septemplicon

Cerno

Quote from: Crimson Wizard on Sat 09/03/2013 13:45:45
Yes, that's what I started this thread for.
You may also use this tracker section (in which case you'll be the first person to post there :)):
http://www.adventuregamestudio.co.uk/forums/index.php?project=8

So, let's get the ball rolling.
I'll be using the tracker for tangible cases and the forum for more general issues.
123  Currently working on: Sibun - Shadow of the Septemplicon

selmiak

just found this tracker and added something too.

Crimson Wizard

*bump*
Seeing as people are posting on bug tracker regarding incomplete/erroneous manual articles - maybe someone can work on this?

cat

How can I edit the manual?

Crimson Wizard

The source in on GitHub: https://github.com/adventuregamestudio/ags/blob/master/Manual/ags.tex. It's in TeX format.
Although I believe that it will be more beneficial to invent a new help system which would allow community to improve manual more easily.
http://www.adventuregamestudio.co.uk/forums/index.php?topic=46223.msg636481301#msg636481301

cat

Well, then it might be best to collect all issues in the bugtracker and apply when the new manual is decided on?

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