ProgZmax,
Am I satisfied with the current tools? Of course not, and I probably never will. But my time and resources reserved for the engine/tools development are limited, so they need to be improved incrementally.
And if I'm perceived as someone who doesn't listen to users' suggestions, then I probably wasted the last five years of my life.
QuoteJust how exactly did I "cheapen your criticism"? You said the sprite creation is over-complicated. I tried to explain basic sprite creation is a matter of several mouse clicks. If you think not supporting animated gifs = sheer over-complication, so be it. You find animated gif support an essential feature, I don't. I could also go into technical details about having two different formats for animations, where one doesn't (and cannot) offer all the features of the other, but I don't think this is the right time and place.
Please don't try to cheapen my criticism because you perceive some engine slant on my behalf, Mnemonic. It's unnecessary and just clouds the issue of my own observations using your engine, and why I prefer not to use it at this time.
QuoteThere's a thing called design philosophy. My philosophy is to limit the users as little as possible. And I'm not going to change it just to "attract the masses".
This often happens when you try and give people 'too much' in terms of design decisions
Am I satisfied with the current tools? Of course not, and I probably never will. But my time and resources reserved for the engine/tools development are limited, so they need to be improved incrementally.
QuoteYou assume everyone starts their project by making a new character. Maybe you do, but not everyone does. IMO it's better to start with a working skeleton game, which you can actually run, and start replacing/modifying parts of it, and still seeing the result directly in-game. Starting with a blank project directory wouldn't help anyone. There actually was a blank project template in the past and I deliberately removed it later.
but take new project creation for example - there's no 'blank' project option to start with (unless you offer a blank template separately, which makes no sense?) so people get to start out using your program by deleting a poser model and it's many directions before they even start out.
QuoteI dare to say the docs work well as a reference guide, and cover like 95% of all the engine functionality. There could be more tutorials, tips etc., but again, I can't do everything. Fortunately there are some impressive community efforts, like the recently released WME book.
3. Pretty extensive documentation. WME I have found rather lacking in that area and I am a person who prefers reading to hanging around forums constantly asking questions.
QuoteGlobal variables use a different keyword, because they serve a different purpose. Even in C you need to use the "extern" keyword when you want to achieve similar effect, so your comparison isn't entirely valid.
4. I prefer using one form of variable declaration (instead of var for public and global for global). It's the way C does it and it's the way I like doing it.
QuoteFirstly, I didn't ask anyone. After all those years I think I have a pretty clear idea. I just tried to correct some of the misunderstandings (and there are lots of them in this thread...). I won't bother in the future.
When you go to someone and ask 'why don't you use this instead of this', instead of saying their reasons are wrong or invalid I would strongly urge you to consider them. This, perhaps, could also be part of the reason why AGS has so many users.
And if I'm perceived as someone who doesn't listen to users' suggestions, then I probably wasted the last five years of my life.