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On a serious note, SLUDGE does have those advantages you listed, except... From SLUDGE FAQ: How much does it cost to register the development kit? It's $50 US. Why not 24-bit colour? Simply because SLUDGE was developed in 16-bit colour mode, so it stuck. Maybe, if there's enough call for it, 24-bit colour will be available as an option later... but increasing the size of data files so much for the sake of smoother gradients seems like too high a price to pay for the moment. Which makes AGS a little more attractive, IMO (but of course, with its share of disadvantages). I'm glad that there is more than one choice, however. :) |
It's interesting that whatever you do, AGS users have a way of defending their engine. :shifty:
A rant will ensue. |
I understand the 16-bit colour, but I don't see what a pricetag has to do with the capabilities of the engine. I thought we were comparing technical pros and cons of both engines.
--Erwin |
Do you get personal Sludge support from the developer for 50 dollars? In the case of AGS getting support from the developer himself is extremely rare, I'd think. EDIT: As usual, I was wrong.
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The main thing I don't like about SLUDGE is that it doesn't have anti-aliasing. The thing I like most is that it is fast, even at high resolutions. For me, I would recommend people to AGS for low-res games, and SLUDGE for people making a high-res one. Though AGS has scripting, I think it is easier to start out with basic scripting and work in to more advanced stuff in SLUDGE than to start out in windows and menu buttons trying to work in to scripting. I'd say both are stable and have plenty of features, if you've afraid of scripting altogether and don't plan on doing anything complicated, go with AGS, if you like scripting, and want to do a high-res game, go with SLUDGE.
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I recommend WME for high-res games. It's free, has an excellent feature list (including audio and graphics features and great flexibility), awesome documentation, an IDE where it is really needed and scripting to ensure maximum flexibility and a friendly, knowlegable and accomplished user base.
AGS for low-res. |
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I just thought that AGS's immense popularity would prevent it...
I really have something against AGS, dont I... |
It's starting to come across that way, and I think that's unfortunate. There is a sense among some people in the AGS community that the WME community is hostile to AGS. There's no sense confirming that suspicion.
Generally, AGSers concede that AGS isn't the perfect engine for every person and every purpose, and welcome alternatives and competition. I'm sure most WME people feel the same way. What I like about AGS is that it's easy to play around with, to put together something that is starting to look like a real game. It gives novices confidence and ambition. Yes, that means that there's a lot of newbie games, but some of those newbies go on to make better games, which might not have existed if the only alternatives were clean, scripting based engines like SLUDGE, AGAST and WME. |
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But something I've learned is that usually it really doesn't matter which engine you choose. You'll learn to love your engine, even with its flaws, no matter what it is like. Anyhow: AGS gives you leprosy! http://forums.idlethumbs.net/images/smilies/oldman.gif |
From my original thread starting post...
"Let's remove the issue of any registration fees." |
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Making a quality game takes time. That time could be spent flipping burgers at McDonald's. For example, I find that a typical scene takes AT LEAST 3 hours to draw, 1 hour to code (floor, Z buffer, hot spots), and another 3 hours to make something interesting happen in it (conversation trees, possibly new characters or animations). At minimum wage in Britain, that means an opportunity cost of 8 hours, or 40 quid, or 70 dollars. Multiply that by a thirty scenes for a small game, add the learning curve, failed experiments and of course creating sprites, etc., and the final cost for even a modest fan made game is around four thousand dollars. That is, you could have made four thousand dollars in McDonald's, but chose to make the game instead. If the game is large, the cost could be two or ten times that. If game engine 'A' allows you to speed up your work by just five percent, it will save you around two hundred dollars. So fifty dollars is nothing. And I speak as someone who was unemployed with no real income when he started his game. Like I said before, I have nothing against AGS. It serves a vital role, and the number of users proves it. If you want an easy start with lots and lots of help there is really no other choice. It has to be AGS. But if you have long term plans for a serious game, then you need to look around, and a modest registration fee is simply not an issue. |
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One more thing for clarification. I'm not an advocate of AGS at all, it has its share of problems, some people in the community aren't all that pleasant to talk to, there is still a group of them that I remember from way back in early AGS days that would say that you didn't need 3D backgrounds or characters, more than 320x200 res, or Windows editor. Luckily, they were finally "converted". :) Quote:
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First, If I knew of other engines like WME at the time I first posted I would have included it in the title.
The reason I wanted to rule out registration fees was not because SLUDGE had one for the full version but because I did not want someone to say the following. "I like SLUDGE but I chose to use AGS because it's free." That kind of statement would not help me draw out the information I was looking for. I have an extra $50 and so I could care less about a fee one way or the other. I'm a 29 year old with a full time job. If I can't afford to help out the guy who wrote the engine then I should be spending my time reevaluating my life plan and not creating adventure games. If I did chose a "free" engine I would probably send the creator $50 anyway. If it were not for them most of us would be making web based chose your own adventure novels with pictures. (gratuitous subject change) At least we'd have "brain hotel". That was a refreshingly fun game with a cool player character and a talkie to boot. Not to mention it's using none of the engines we've been talking about. :pan: |
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I hasten to add that I'm not suggesting that you're lying - I'm merely curious! :) |
Since I'm in a typing mood I'll continue adding statements to push alternate discussions.
We'll start with another post I read about the character actions moving the plot directly. It's better to have your actions push the plot forward vs having your actions trigger an unrelated event that moves the plot forward and then drags the player character with it. Links http://forums.adventuregamers.com/showthread.php?t=7457 by Wormsie "today I understood that puzzles matter" Though it's about puzzles he could have titled it "Today I understood that plot matters" http://www.adventuregamers.com/newsitem.php?id=944 Also good Second... If you have a game that you are releasing in 2005 please take the extra time and make it a talkie. I just played Beneath a Steal Sky (1994 release) and the voice acting though decent for the most part fell apart with some of the choices for a few characters. I'm not going to say It's bad but if you can do 1/4 of the voice quality of BASS it would still be better then nothing. It's 2005, we can do this. I'll also add that the voice acting in BASS is better then The black Mirror. Flash back... I'm old enough to remember playing non talkie games when they were new. I don't think I even questioned the fact that games did not have speech until I played Sam and Max (1993) at a friends house. My 386 did not have a sound card or enough ram to even run it. I had Day of the Tentacle (1993), it was the first Lucas Arts talkie and the previous game but I had the floppy non talkie version. |
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Conversely, AGS users educate me about AGS stuff. (Chris Joes does help people with the engine.) And a lot of my anti-AGS attitude is about being a troll. A sincere troll, but still a troll. :shifty: See the :shifty: after "AGS users find a way of defending their engine"? It means I'm joking. A rant will ensue. Hopefully a humorous, self-ironical one. |
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Q: Is it possible to use WME to make a commercial game? A: Yes, it is possible, but you will have to obtain a separate commercial license. The licencing fees will be discussed on a case-by-case basis. Please enquire with the developer about what would be fair in your particular case. So, I were to ask you how much it would roughly cost if I made "Syberia" with WME, what would you say? If you're uncomfortable stating estimates on public forums, could you say that I would actually be given such an estimate if I were to ask by e-mail now, even if a project hasn't been started yet? Quote:
Yes, I know people with mentality "hey, who cares, it's just $50, I make more in a week". But once you start donating money to charities or various organizations that help sick people, ever penny counts, no matter how rich you are. Besides, $50 can buy you an additional (hopefully adventure) game or two. Also, as I said in one of my earlier replies, I'd be much more inclined to donate something to Chris because he's not asking for money in the first place and yet finds motivation to constantly update AGS than if he asked for something upfront. Because I know that AGS "life" does not depend on the fees at all. Now that it's out of the way, let me at least point out that I actually agree with many things that have been mentioned: 1) AGS is perfect for classic style adventure games, best for lower resolutions like 320x200 but still doable for 640x480. And supports 32-bit. And it's free for commercial games. It IS slower at higher resolutions than some alternatives. Will it ever change in the future? Who knows. 2) SLUDGE is still cheap enough, even if it does require a fee, so if you're absolutely sure you want to use it, it won't make you poor. But no 32-bit support, which is an issue to some people, including myself. And $50 is still not free when it's not obviously ahead in features than something else. 3) WME, probably best technically from dedicated adventure engines but somewhat unclear commercial license. Great for free high res 32-bit games though. But I will mention that in a game like "Five Magical Amulets" the saving time took suspiciously long further in the game. Saving in commercial games is practically instant for me. I don't know if it was game-specific or an engine itself. Personally, I've been using CrystalSpace engine, especially after finding out about its use in the upcoming commercial adventure game called "Keepsake". Plenty of coding and scripting in it for those who love it, and good enough high res, 32-bit and 3D support, if needed. That's it. In the end we just want to make games because we love to play them. Hopefully, this will clear some air. :) |
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And regarding AGS-fanatics, I admit that I get a bit annoyed when some AGS users pretend that there is no world outside AGS. It's not uncommon to see people talking about commercial games and AGS-games, rather than independent, amateur or underground. Sure, the correct terms are slightly more clunky and most of these games are made with AGS, but that attitude still rubs me the wrong way. |
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If people are ready to think that all WME users are anti-AGS because I am anti-AGS, they are just stupid. BTW, I would very much like to see - not proof, because I'm certain it exists - an example of someone presenting a view that WME users are anti-AGS. Anything interesting in the AGS discussion board, for example? However, have you read my posts? I even recommend AGS! That's right! I have even used AGS for a brief while! And today I thought about learning AGS again. Until I remembered that it hadn't worked for me in the past. So I am not as anti-AGS as you apparently think I am. I am more likely pro-Other-Engines-Than-AGS, jus because I think it gets quite lonely in the WME boards from time to time... |
Well, here in the Netherlands we have this saying: High trees catch most wind. Or something. Anyway, AGS is a high tree because of its huge community.
--Erwin |
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Oh, and we don't only hate AGS, we hate everyone. Including ourselves. |
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--Erwin |
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Again for the record, this was an area where Tim (the Sludgemeister) passed the test with flying colors. The original Sludge license (circa 2003) was already perfect for free or shareware games, but the license was a little vague or worrying if a game was to be sold. (It wasn't Tim's fault, it was the third party sound software). I grumbled about it a few times, and Tim ended up paying an undisclosed but substantial sum to ensure that Sludge sound software is genuinely free for everyone. That kind of care and attention counts for a lot in my book. |
He implemented an entirely different sound library, even. And then paid the fee, which was much cheaper than the previous one.
--Erwin |
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I can see it know... Game starts... Bob's Girlfriend: "Honey, you can't leave the apartment without brushing your teeth." Bob: "OK!" Bob goes into the bathroom to brush his teeth and a bowling ball crashes through his ceiling killing him.:pan: Apparently his upstairs neighbor did not notice the line in his lease which reads, "Under no circumstances is bathtub bowling allowed" - The End Please Restart or Load a saved game. thanks for playing Sierra |
OK, how would you guys rank AGS, Agast, WME, and SLUDGE in some major categories such as stability, speed, ease of use, extra features/pointless extras, community, commercial licenses, etc.? For example, I'd say for price, it would obviously be 1. AGS (because it's free and can do commercial games) 2. WME and Agast and 3. SLUDGE because it's the only one that costs any money for registering. For the other categories I don't have enough experience with them to compare, except for AGS is dang slow at high-resolution. Where would you rank them? I think it would be fun just to see which ones rank the highest in the most categories.
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I don't have enough experience with the other engines to really compare them, but this is what I can say about Sludge in those areas:
Stability: Never had any problems in that area, and it has a very solid "feel" to it. Speed: Would need comparisions to really say anything. Seems good, though. Ease of use: I find it very easy to use, but since it's scripting based it shouldn't be hard to find people who disagree. Extra features: Don't know enough about the current state of the other engines to know what features are extra. Things like lightmaps and fading screens are pretty much standard now, aren't they? I like the ability to use MO3 music - that may be a Sludge-unique feature? Community: Small but friendly. We're probably the least engine-centered community. Off topic talk practically doesn't exist at the Sludge forum. Typical Sludgers are Erwin who run Adventure Developers and me who run The Crow's Nest. I don't think anyone is ever left standing without technical help at the Sludge forum, but don't go there for artistic discussions. (AD and TCN, - maybe this forum, too - are better suited for that. I'd like to see more general discussion move off engine forums to the general sites.) |
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