03-28-2005, 06:20 AM | #41 | |
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03-28-2005, 11:50 AM | #42 | |
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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. |
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03-28-2005, 12:11 PM | #43 |
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It's interesting that whatever you do, AGS users have a way of defending their engine.
A rant will ensue.
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03-28-2005, 02:44 PM | #44 |
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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.
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03-28-2005, 02:57 PM | #45 |
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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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03-28-2005, 02:59 PM | #46 |
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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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03-28-2005, 03:05 PM | #47 |
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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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03-28-2005, 03:12 PM | #48 | |
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03-28-2005, 03:13 PM | #49 |
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I just thought that AGS's immense popularity would prevent it...
I really have something against AGS, dont I...
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03-28-2005, 03:21 PM | #50 |
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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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03-28-2005, 03:24 PM | #51 | |
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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!
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03-28-2005, 09:36 PM | #52 |
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From my original thread starting post...
"Let's remove the issue of any registration fees." |
03-28-2005, 10:31 PM | #53 | |
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03-28-2005, 10:56 PM | #54 | |
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03-28-2005, 11:49 PM | #55 | |
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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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03-28-2005, 11:54 PM | #56 | |
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03-29-2005, 12:00 AM | #57 | |||
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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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03-29-2005, 12:20 AM | #58 | |
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03-29-2005, 12:25 AM | #59 | |
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03-29-2005, 12:31 AM | #60 | |
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