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subspark

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I am developing a game and I am using macromedia director. Does anyone have any tutorials or references on how to make a game engine using director or macros and I definately need to know how to make walkpaths and have a 2d character walk round it seeming 3d but 2d. I other words "HOW DO I MAKE A GRAPHIC ADVENTURE ENGINE USING DIRECTOR?"

 

anyone?

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  • 3 weeks later...
  • 2 weeks later...

yeah but thing is this game is professional and we NEED to make our own engine specific to our games needs. Plus AGS is still in beta and theres bugs everywhere. I cant see myself pulling apart each release of AGS and fixing bugs. Seriously I need help with this. Its been done before in multimedia programs such as Multimedia Fusion, Click N Create, Klik & Play etc and i dont see why it cant be done in Macromedia Director (The most stable multimedia platform avaliable) Its so dang easy to use and i can keep track of EVERYTHING! I just need a walkthrough on crating macros (scripts for making thing work visually for example i code at least 50 lines with somple changes like :

 

on mouseLeave me

if member("verb bar").text = "walk to phone" then member("verb bar").text = "walk to "

if member("verb bar").text = "use phone" then member("verb bar").text = "use "

if member("verb bar").text = "look at phone" then member("verb bar").text = "look at "

if member("verb bar").text = "give phone" then member("verb bar").text = "give "

if member("verb bar").text = "pick up phone" then member("verb bar").text = "pick up "

if member("verb bar").text = "open phone" then member("verb bar").text = "open "

if member("verb bar").text = "close phone" then member("verb bar").text = "close "

if member("verb bar").text = "push phone" then member("verb bar").text = "push "

if member("verb bar").text = "pull phone" then member("verb bar").text = "pull "

if member("verb bar").text = "talk to phone" then member("verb bar").text = "talk to "

set the member of sprite 9 to member "use"

end

 

on mouseDown me

if member("verb bar").text = "walk to phone" then go to frame 3

if member("verb bar").text = "give phone to " then member("verb bar").text = "walk to phone"

if member("verb bar").text = "give phone" then member("verb bar").text = "give phone to "

if member("verb bar").text = "close phone" then member("verb bar").text = "walk to phone"

if member("verb bar").text = "open phone" then member("verb bar").text = "walk to phone"

if member("verb bar").text = "use phone" then member("verb bar").text = "walk to phone"

if member("verb bar").text = "talk to phone" then member("verb bar").text = "walk to phone"

if member("verb bar").text = "pick up phone" then member("verb bar").text = "walk to phone"

if member("verb bar").text = "push phone" then member("verb bar").text = "walk to phone"

if member("verb bar").text = "pull phone" then member("verb bar").text = "walk to phone"

if member("verb bar").text = "look at phone" then member("verb bar").text = "walk to phone"

end

 

 

sorry bout that but if you actually read through the ingenious lingo code youll relise that this can be automatically coded using a simple Visual GUI. Would anyone at all have tried this before? Making a graphic adventure engine with ANY of the macromedia products? If so how do i make automatable GUIs that create your script automatically and place the correct names of objects such as the above "phone" where it needs to be in the code just by using the GUI and clicking on it from a list! It MUST BE EASIER!

 

oh well im off to bed nite all...

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Yes, you have right that it's atm in its beta stage (2.5 beta2a)

But there's a version (bug free, and all) @ http://www.agsforums.com

 

Roger Foodbelly, our game, will be professional as well.

But we can't afford the time building a new engine which is as good as AGS. Chris is a good programmer, and we're getting loads of futures for each release.

 

I'd call AGS for SCUMM, because it's as good as SCUMM IMO.

It has the abilities to produce the same as SCUMM did.

 

So I'd fully recommend you towards it, even so, you're selling it.

We'll sell Roger Foodbelly, but will give Chris his own version for free and some money for letting us sell the game created with his engine. (He only wants the game though)

 

21 July 2002

Version 2.4b now released. This just fixes up some minor bugs here and there. For the full changelist, see this thread.

@ http://www.agsforums.com :D

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  • 4 months later...
Originally posted by pakmannen

Is AGS better than AGAST? I've been using AGAST for a while, and I think I like it. But what things can AGS do that AGAST can't?

 

Try AGS, and you'll see for yourself.

You can look at the textfile changes.txt and see what AGS can do.

Since I wasn't able to launch AGAST when I downloaded it, I can't say what's the difference, but I guess it's way easier than AGAST, and I know it has many more features than AGAST. Give it a try, and tell us what you think:)

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Well, I tried AGS but I didn't quite like it. A lot of drag 'n drop stuff, and things like that.

But I still don't get what AGS can do that AGAST can't. Because you can code almost anything in AGAST (only problem is to know how to do it.. And that's not all that easy.. Hrm..) :rolleyes:

 

Well, how about SLUDGE? I heard about it, and it seems pretty cool.

And GLUMOL, what is that? I read that the guys who's working on project Joe uses that. Where can one download it? (Or maby it is not free?)

 

PS. Does anyone know how to do anti-aliased sprites? In any engine? Is it possible at all? (Well, I guess so, because project Joe has them..)

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Originally posted by pakmannen

Well, I tried AGS but I didn't quite like it. A lot of drag 'n drop stuff, and things like that.

But I still don't get what AGS can do that AGAST can't. Because you can code almost anything in AGAST (only problem is to know how to do it.. And that's not all that easy.. Hrm..) :rolleyes:

 

Well, how about SLUDGE? I heard about it, and it seems pretty cool.

And GLUMOL, what is that? I read that the guys who's working on project Joe uses that. Where can one download it? (Or maby it is not free?)

 

PS. Does anyone know how to do anti-aliased sprites? In any engine? Is it possible at all? (Well, I guess so, because project Joe has them..)

 

AGS don't have any drag and drop AFAIK.... We can code everything in AGS as well. Someone has made a coin gui (CMI), others has been able to make arcade games, and small minigames (casino's, cards and such). You might want to ask people on the forum.

 

Sludge is evil, because it costs money. Well, if you can afford 80 bucks, and you're willing to buy it, then go! shush! Go away! :p

But I would never pay for an engine, when freeware stuff was the reason.

 

Glumol appears to be a hoax, though, we'll never know.

Those guys working on PJ uses another engine now.

 

You might want to check out this site http://ilb.notrix.net/ which has some tutorials, and open source games. They have one tutorial about the smooth anti-alias look as well, and how to make it.

 

I think AGS will have the future soon, though.

Hope I helped.

 

Still recommending AGS.

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SLUDGE ain't 80 bucks, mister!

 

For only 50 bucks you can sell all your games made with SLUDGE, as opposed to AGAST. In case you want to sell a game made with AGAST you have to make a deal with it's developers.

 

And AGS uses lots of third-party components (like Allegro, JGMOD, LibGa) which all have their own license.

 

--Erwin

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Originally posted by Erwin_Br

SLUDGE ain't 80 bucks, mister!

 

For only 50 bucks you can sell all your games made with SLUDGE, as opposed to AGAST. In case you want to sell a game made with AGAST you have to make a deal with it's developers.

 

And AGS uses lots of third-party components (like Allegro, JGMOD, LibGa) which all have their own license.

 

--Erwin

 

Oh, sorry. I wasn't remembering the price... Anyway... That's 50 bucks! Isn't it a bit high price to sell it from? I mean, most of the people only makes freeware games! C'mon! That's too wrong! AGS and the other engines doesn't cost anything!

 

You might check out this site, for more info about the third-party components: http://www.agsforums.com/aclegal.htm

 

AGS supports OGG aswell, instead of mp3, if you're selling a game.

 

Plus, most of the third-party components are free - and just want to be mentioned if you're selling it.

If it's freeware, then you don't have to deal with their licence.

 

I don't like AGAST... But SLUDGE is a good tool, but it irritates me that it isn't free when most of us are making freeware... ¬¬

But you might want to try them all out, before making up your mind about it. A Sludge user, can't handle AGS - and opposite. It's just how we all act, I suppose.

 

But in the end, we're all happy game developers :)

Oh, and Erwin... I didn't mean to nag on Sludge, K?

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Originally posted by Erwin_Br

I know, I know :D Sorry if I sounded a bit harsh :o

 

 

--Erwin

 

Hehe, no problemo!

I think what I want to do, is to attract more users to AGS. Hehe...

Well, like they said in AGDzine. There's always some engine which suits everyone.

 

What I could add, may be that you - Pakmannen, can try out both SLUDGE and AGS, and judge by yourself.

 

I didn't feel to use SLUDGE, but maybe you will?

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