The Question is... Why do you use AGS?
I've always been wondering why so many people use AGS. So, with this freaky Poll as the moodsetter, tell us why you use or don't use AGS.
:spam: Why don't I use AGS? (At the moment, I might convert). Back when I started looking into the different adventure game creation programs, I went to the AGS page, and it was, first of all, quite bad. I don't remember if there was a Windows version yet - probably not, or if there was one, it was the first beta or something similar, with a big red text warning that it was unstable and ate people. Also, the support for different resolutions wasn't really that grand back then - 320*240 was the highest, if I remember correctly - and besides, according to the AGS system specifications, my PC would still have problems in running any game that uses high resolution. I tried some AGS games, and they had flickering sprites. The way files HAD to be named in a certain way made me think that AGS was obviously something very special, and chose Agast. I believe that a thousand AGS fans will prove me wrong with an added-features list. Hit me. I'm not afraid. To be fair, I must add that nowadays AGS is a lot better. The amount of casualties has dropped significantly. |
Well, despite not ever having finished anything, I picked AGS because I was introduced to it through playing the Rob Blanc games.
I was put off the other engines through the need for even more scripting than AGS requires. And AGS does have a nice, large, supportive community that doesn't yell at me when I ask stupid questions :)... |
Why do you dislike scripting?
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I use AGS because so far it's been the best, and easiest program for me to use to make adventure games. (If there's a better/more efficient program/whatever/, please don't hesitate to suggest me one. I sort of stumbled upon AGS one day, and didn't bother to look for anything else). Oh. And I couldn't script/program if my life depended on it.
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i like it because it has the mix of script/user interface that makes it easier to use. you dont have to be a wizz at programming to use it.
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AGS has an amazing amount of features, more than any one game developer will ever need to use. With some creative scripting, almost anything is possible. It also has a great, supportive community. Plus, if you bug CJ (the creator) enough, he'll add any new features you might require eventually... Why go with the rest, when you can go with the best? :)
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Maybe not. I believe the real reasons are 1) People are scared of scripting 2) AGS might be the engine that's been around for the longest period of time => it has always had the most users => it will attract more and more users. People like to belong to as large a group as possible, or something. The amount of people using it is also thought of as saying something about its goodness. For me good scripting support is THE most crucial thing in an engine. I think everything should be script-controlled. |
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--Erwin |
I just picked it up more or less randomly. Of the few engines that I checked out way back when I took up amateur game development it happened to be the only decent engine, but I don't actually use it. I only stick around because of the community.
I don't know enough about the other engines to claim AGS is the best. |
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*runs off to the SLUDGE forums to suggest a new feature for the engine* :devil: --Erwin |
Does AGS, like SLUDGE, support light effects?
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--Erwin |
I remember that. I thought it was kinda excessive though.
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--Erwin |
At first, I didn't use AGS because of the reasons deadworm222 specified. Then, I didn't use AGS because I had already paid for SLUDGE! ;)
Really, though, SLUDGE was worth every penny. It's the perfect engine for me, just as I'm sure AGS is the perfect engine for a whole bunch of other people. |
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EDIT: DOn't worry, Mnemonic, Genesis will use WME:D And the new GUI editors are actually very good. I never thought I would say anything like that. We live and learn. |
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