Construct 3 for Adventure Games and VN?

Post » Tue Mar 28, 2017 6:00 pm

Zebbi wrote:Good to know! Gmscript looks pretty easy to understand, it's shame anything higher than that gives me sweats! :D I didn't realise it came with a built-in dialog editor, I though you needed a separate asset for that?


Yeah GML is pretty easy compared to C#. It's just kinda pointless though when you can do more with Unity. Adventure Creator allows you to write simple dialog interactions right in the editor. It's basic obviously, so of course if you want to have more control and complicated stuff, you'll want to do that with a separate asset or do your own stuff with json or xml.
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Post » Thu Mar 30, 2017 5:56 am

Message: Delenne can only post plain text URLS until they have 500 rep. 2 URLS modified. Why?
Zebbi wrote:Good to know! Gmscript looks pretty easy to understand, it's shame anything higher than that gives me sweats! :D I didn't realise it came with a built-in dialog editor, I though you needed a separate asset for that?


Have you tried Visionaire Studio yet? Compared to Unity Adventure Creator it's even simpler, yet very flexible and powerful. 3d model characters and spine animated characters and object are also supported.

The newest version (v5 - beta is available - download from the forum) is about to be released (physics and improved particle systems). It's the main game engine used by Daedalic Entertainment (of Deponia, Anna's Quest, Dark Eye, etc.). "Four Last Things" is a hoot to play too http://store.steampowered.com/app/503400/

For custom things LUA scripting is easy to use. It's my favorite for point and click adventure making, and a lot of fun to work in.
http://www.visionaire-studio.net/
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Post » Thu Mar 30, 2017 11:44 am

Delenne wrote:
Zebbi wrote:Good to know! Gmscript looks pretty easy to understand, it's shame anything higher than that gives me sweats! :D I didn't realise it came with a built-in dialog editor, I though you needed a separate asset for that?


Have you tried Visionaire Studio yet? Compared to Unity Adventure Creator it's even simpler, yet very flexible and powerful. 3d model characters and spine animated characters and object are also supported.

The newest version (v5 - beta is available - download from the forum) is about to be released (physics and improved particle systems). It's the main game engine used by Daedalic Entertainment (of Deponia, Anna's Quest, Dark Eye, etc.). "Four Last Things" is a hoot to play too http://store.steampowered.com/app/503400/

For custom things LUA scripting is easy to use. It's my favorite for point and click adventure making, and a lot of fun to work in.
http://www.visionaire-studio.net/

Actually, no I've never tried it! How's the interface, is it fairly modern feeling? I quite liked the tailoring of AGS, but the clunky 90's IDE is really difficult to go back to after being used to modern GUI's for so long.
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Post » Thu Mar 30, 2017 1:50 pm

Haha yeah the UI is a bit outdated for Adventure Creator. I've never looked at Visionaire Studio myself. Guess I'll be heading that way now, but Lua... I dunno know about that.

After checking it out, it seems it's really only suited for 2D and 2.5D games, not 3D. Looking at the wiki didn't give me any faith that 3D works very well, or at least it's limiting. Yet another reason to stay with Unity since it handles everything with an easy pipeline.
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Post » Thu Mar 30, 2017 5:52 pm

@Zebbi The IDE GUI is much more modern feeling in version 5 - version 4 is still good, though - not like AGS at all.

@Bleenx: yes, Visionaire is for 2D and 2.5D adventures. I use Spine animations, which work well - but no blending between animations is supported, unfortunately.

I checked into Unity Adventure Creator, and I discovered it even supports Dialog System with import of Articy:Draft files. That is pretty cool. I will have to test it to see how well that works.

I do think Visionaire's workflow is much friendlier for 2D point and click adventures.
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Post » Fri Mar 31, 2017 8:40 am

I wish I/others could have gotten a REALLY good pathfinding engine together for C2: unwalkable-tiles-using-easystar-walk-to-nearest-tile_t185641?start=30

It's OKAY, but not really production quality just yet. Then it's just a case of working out a really good dialog management engine and the hardest part is kinda done I guess.
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Post » Fri Mar 31, 2017 12:54 pm

Delenne wrote:I do think Visionaire's workflow is much friendlier for 2D point and click adventures.


I'm starting to agree with you. I looked into it some more and have downloaded, but have yet to try, Visionaire 5. It could really be a nice way to make a 2D point and click adventure. I may have to do a test on my own time with it for fun and see if anything comes of it. Thanks for mentioning it.
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