Quote from: Stupot on Wed 13/09/2023 10:15:04You might want to rethink Unity,
I don't know if you are addressing to me, but if I was to use another engine, that would be Defold. Not widely known, but proven, stable, fast, lightweight, and free.
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Show posts MenuQuote from: Stupot on Wed 13/09/2023 10:15:04You might want to rethink Unity,
Quote from: Crimson Wizard on Wed 03/11/2021 12:15:53The current cons of AGS, perhaps from my personal perspective:
- Game editor is frankly subpar; user interface is often awkward and limiting.
- Game project source is difficult to read, let alone work with, outside the editor. Most of the game data is inside a big xml file, and rooms are saved in binary format so you cannot even look what's inside of them without launching AGS. Imported sprites are written into one big file, where again you cannot look into them or replace without running editor. This also makes parts of the project prone to file corruption: anything happens during saving the game may make you loose a whole room, or all of the sprites.
- For the same reason, it's complicated to work with AGS games under a version control tool (svn, git etc): as parts of the game are binary blobs, it is impossible to track the actual history of their changes.
- Lack of Unicode text support.
- Imperfect translation system, where translations may be complicated to update and easy to break. No true support for localizing other parts of the game rather than the texts: such as images, sounds, voices (you have to do this by hand, sometimes using workarounds).
- Building game packages for other platforms than Windows and Linux requires manual labour. No official support for gaming consoles.
- Scripting language is a mix of low-level and high-level concepts, but does not get any of these to the logical conclusion. So on one hand you cannot refer to plain variables and structs using their memory adresses, on another you have "managed" structs but the use of these is limited by incomplete syntax and unsupported features. It's like having bits of both worlds instead of one but complete.
- Script's implementation is slower compared to popular scripting languages. This won't be noticed if you have a regular point and click scene, but may quickly become a problem if you e.g. script a fast paced arcade sequence with physics simulation, etc.
- Most of the things may be only created at the design time. You cannot have dynamically created rooms or objects. This complicates working on anything that is not a standard point and click scene, and forces you to precreate almost everything in the editor, even if you need an object only for some temporary visual effect. If you want a "procedurically generated" scene or game, you have to precreate a number of dummy objects and reuse these.
- Game saves contain practically a virtual memory state, and may be restored reliably only if the game contains exactly same game objects.
- Lack of contemporary visual effect support: e.g. no GPU-based object rotation, no custom shaders, let alone any 3D effects. Any additional effects have to be scripted with the use of the pixel drawing (aka "software drawing") which is significantly slower.
- Engine is not well optimized for high-resolution games: the way it draws things, or loads resources, maybe works well with "classic" low resolutions, but not with higher ones.
- Abscence of debugging and diagnostic capabilities: you cannot tell what's going on inside the engine when it runs your game.
Quote from: Crimson Wizard on Tue 05/09/2023 16:14:41This goes out of scope of what we usually plan for the engine.
Quote from: Crimson Wizard on Tue 05/09/2023 15:45:04You need to create a label on GUI, and assign a text to that label.
Quote from: Snarky on Tue 05/09/2023 15:41:05(Properly speaking it should also vary by distance, but that might be getting a bit too complicated. Perhaps if it was made dynamic, it would be possible to script it.)
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