Hi everyone!
As many of you know, some time ago I decided to create several video tutorials for AGS and put them on YouTube (http://www.youtube.com/view_play_list?p=21DB402CB4DAEAEF). These videos have been very well received, and I feel like they've helped people to get started with AGS who might have otherwise been overwhelmed at how to begin. The feedback I've received both here on the forums and through YouTube have been great, and so George (my AGS partner-in-crime) and I thought about other ways we could contribute.
To that end, George and I have decided to write a book documenting how to use AGS. Different people learn in different ways, and, while some people prefer learning by example by watching video tutorials, I think others learn best through reading. We've completed a DRAFT of PART 1 of the book and there's a link to the draft at the bottom of this post.
I know that other people have written AGS documentation, technical manuals, etc. in the past and I know documents of this kind fall short due to either not being complete, or just because they're not kept updated with AGS changes. But our thought was that AGS is very stable at this point, and, while Chris stays VERY busy supporting AGS and providing additional functionality, I think that huge, global changes aren't made too often to AGS. I don't mean to undermine Chris's work with AGS in the slightest bit here, I recognize the amount of work he puts into AGS and the AGS community, but I think that a book that documents the current version of AGS (3.1.2), even if it wasn't kept up-to-date, would still be relevant for a while to come. And, George and I plan to keep the book up-to-date at least for a while.
The book is broken up into 2 parts. The first part, which is linked below, is 123 pages long and covers the basics of AGS and is a good start to people learning how to write a basic game. We're working on Part 2 now, which will cover more "advanced" topics, like Timers, Dialogs, customizing the interface, cutscenes, and other things. The *really* advanced stuff, like modules and plugins, aren't in scope for this book at all, so we won't be covering those aside from briefly mentioning them in Part 2.
Part 1 covers the following:
The AGS Editor
Sprites, Views, and Characters
Rooms and Events
Hotspots, Objects, and Inventory Items
Sounds and Music
General Settings
Anyway, a DRAFT of part 1 of the book is here:
http://ensadi.com/ensadi/AGSBook.pdf
Feel free to take a look at it, and give us feedback. Is this book thing a good idea? Is is something that anyone will care to read? There is still TONS of editing that needs to be done to really polish it and make it useful, and we're looking for editors, so if anyone is interested, send me a PM.
Our thought is, once the book is done, we'll release it as a FREE PDF, with the option that if people want a printed copy, we will have a copy on LuLu.com where people can order prints of the book.
I hope people find this useful, and please leave us your feedback!
Thanks
densming
As many of you know, some time ago I decided to create several video tutorials for AGS and put them on YouTube (http://www.youtube.com/view_play_list?p=21DB402CB4DAEAEF). These videos have been very well received, and I feel like they've helped people to get started with AGS who might have otherwise been overwhelmed at how to begin. The feedback I've received both here on the forums and through YouTube have been great, and so George (my AGS partner-in-crime) and I thought about other ways we could contribute.
To that end, George and I have decided to write a book documenting how to use AGS. Different people learn in different ways, and, while some people prefer learning by example by watching video tutorials, I think others learn best through reading. We've completed a DRAFT of PART 1 of the book and there's a link to the draft at the bottom of this post.
I know that other people have written AGS documentation, technical manuals, etc. in the past and I know documents of this kind fall short due to either not being complete, or just because they're not kept updated with AGS changes. But our thought was that AGS is very stable at this point, and, while Chris stays VERY busy supporting AGS and providing additional functionality, I think that huge, global changes aren't made too often to AGS. I don't mean to undermine Chris's work with AGS in the slightest bit here, I recognize the amount of work he puts into AGS and the AGS community, but I think that a book that documents the current version of AGS (3.1.2), even if it wasn't kept up-to-date, would still be relevant for a while to come. And, George and I plan to keep the book up-to-date at least for a while.
The book is broken up into 2 parts. The first part, which is linked below, is 123 pages long and covers the basics of AGS and is a good start to people learning how to write a basic game. We're working on Part 2 now, which will cover more "advanced" topics, like Timers, Dialogs, customizing the interface, cutscenes, and other things. The *really* advanced stuff, like modules and plugins, aren't in scope for this book at all, so we won't be covering those aside from briefly mentioning them in Part 2.
Part 1 covers the following:
The AGS Editor
Sprites, Views, and Characters
Rooms and Events
Hotspots, Objects, and Inventory Items
Sounds and Music
General Settings
Anyway, a DRAFT of part 1 of the book is here:
http://ensadi.com/ensadi/AGSBook.pdf
Feel free to take a look at it, and give us feedback. Is this book thing a good idea? Is is something that anyone will care to read? There is still TONS of editing that needs to be done to really polish it and make it useful, and we're looking for editors, so if anyone is interested, send me a PM.
Our thought is, once the book is done, we'll release it as a FREE PDF, with the option that if people want a printed copy, we will have a copy on LuLu.com where people can order prints of the book.
I hope people find this useful, and please leave us your feedback!
Thanks
densming