Point'n'click graphic adventure game

Discuss game development design and post your game ideas

Post » Sat Nov 02, 2013 12:59 pm

Yes, Adventure Game Studio, WME and Visionaire - those are basically all the options available for creating 2D adventure games.

However, after trying all of them, some testing and much thought I decided to go with Construct 2 for my game.

Every engine has its bad sides. The way I see it: AGS is terribly outdated, Visionaire is awfully limited when you have some non-standard ideas and WME has it all, but requires way more programming, scripting and playing with files than necessary.

Also, all of them are very limited about platforms they run on. Basically it's only Windows on PC and that's it. Not much future there.

Think about Construct 2 now. It is based on events, which is perfect for this sort of games. It has all the sprite and animation tools you need. Displaying text works great (did you know that in Visionaire you can't use TTF fonts?). Families of objects are brilliant and make your work faster and simpler.

Sound system? Check.
High resolutions? Check.
Camera movement? Any way you want.
Paralax and layers? Oh yes.
Large scrolled locations with some 2D perspective? Why not?
Pathfinding? Ready to use.
8-direction movement? Piece of cake.

Am I missing something?

Oh yes, you don't have an inventory engine ready. But objects like Dictionary together with families and object instances make is very easy to build any inventory system you need.

And the huge advantage of C2 is that your game works on every platform imaginable, including the future ones. It's HTML5 after all. It can run on anything.

The only tool really missing is a good script engine, so you could just write down your dialogs and actions instead of creating hundreds of separate events. But here is a solution to that: I have written a plugin that just do that. Which I'm not going to publish just yet, because it's just too precccioussss to me.

So I say, definitely consider Construct 2.
I did.
I started with Visionaire, than WME (great tool, especially for programmers), but Construct 2 (with my scripting plugin) proved to be the best tool for my adventuring needs.

And that concludes my humble opinion.
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Post » Sat Nov 02, 2013 5:02 pm

If you need more flexibility, while still create an entire point-and-click adventure without actual coding, AND want to publish it to any platform:

http://www.iceboxstudios.co.uk/adventure-creator

Also works with the free version of Unity.

Win7 64- i7 [email protected], p6t Deluxe v1, 48gb, ATI 7970 3gb, EVGA 590 3GB, Revodrive X2 240gb, e-mu 1820. Screens: 2 x Samsung s27a850ds 2560x1440, HP 1920x1200 in portrait mode
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Post » Sat Nov 02, 2013 9:02 pm

Nov 10th you can get your hands on our Demo P&C adventure called The Blue Code.

Dialogue script engine. Check
Character depth scaling. Check
Inventory. check.

Although I wanted scrolling background the artist and level design were started 6 weeks before my join date. They also insisted on no scrolling levels :( oh well. I had 6 weeks to code from near scratch.
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Post » Sun Nov 10, 2013 9:23 am

My attempt to create a point&click adventure with C2:

Leaving Nic's Vegas

Never finished this and it was made when I knew a lot less about programming with construct2. Hope to someday get back to it if time permits.
I told my dentist I had trouble with my teeth and asked her to fix it without looking in my mouth..
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Post » Sun Nov 10, 2013 11:23 am

I'm really interested in doing a point and click and, although I'm aware of AGS and how well specialised it is for this kind of game, I want more people to play my game, and this is why I've picked up Construct2 at all - for the multi-platform aspect.

BUT, it does seem that although it does movement, physics and animation type things well, it's lacking in text manipulation options.

How do people get round this? If there's an extra plugin for it, will that work across all the platforms that Construct2 exports to?

I used to use MMF2, and I've abandoned it because the minute you want to publish to web/iOS/Android you lose over 70% of functionality because most of the plugins/objects/classes don't work for those exporters.

BTW, Gemini Rue only got released in iOS because it was totally reprogrammed from the ground up - nothing to do with AGS itself really, although the open sourcing obviously helped!

AFAIK there's only 1/2 people working on porting AGS across other platforms such as Android and iOS, and this is just to get the AGS runtime working on those platforms. There's already a lot of work gone into just getting existing AGS games running on Android, never mind exporting from the engine.

So yeah, can anyone point me towards some examples of where people have made a conversation engine of some sort? I've tried searching but can't find much about text manipulation full stop really.
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Post » Sun Nov 10, 2013 3:16 pm

@Psynaptik

It depends on what you mean by "text manipulation". If you're looking for methods of storing dialog, I'd recommend a system using the XML plugin. If you're looking for methods of displaying dialog, I've found the sprite font plugin far more useful than the text plugin. A couple days ago, I posted this topics regarding text parsing, and how it can be useful for setting up dialog systems.

Edit: Heres an example of one method of retrieving and displaying dialog via XML I made for another topic:
Demo
Capxzatyka2013-11-10 15:24:48
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Post » Sun Nov 10, 2013 5:19 pm

That's really useful @zatyka, thanks for that.

Yeah, what I meant was dealing with conversations and dialogue trees mainly. I see a lot of chat on these forums about physics and mechanical type topics, but not much on how to handle large amounts of data and/or text - needed for a dialogue system! That, plus there didn't seem to be much in the plugins list that seemed to suggest there was much functionality in that area (at first glance anyway).

I look forward to getting into what you've posted here - cheers.

Do you think the XML plugin would work well with something like ChatMapper then? That would be awesome if it could!

Although I must confess that I've got INCREDIBLY excited about that Adventure Creator Asset for Unity - it looks awesome! Cheers for that link @Rayek!
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Post » Mon Nov 11, 2013 6:20 am

Well since it's November 10th where I am; and in fact not much longer either :D

The Blue Code on FaceBook
https://www.facebook.com/bluecodegame

The Blue Code DEMO
Game is BEST experiences with WebGL and Advanced Audio API. If your browser does not support these; either use Chrome or download native OS versions.
Links:
Online: http://herobix.com/bbtree/bluecode-game/

Native Packaged
Windows: http://www.goo.gl/t983vw or http://goo.gl/TXI4KW
Linux: http://goo.gl/jY5y6H or http://goo.gl/CGIRhI
OSX: www.goo.gl/Bcyvn4 or http://goo.gl/alqzOf

This is a Construct 2 Point and Click adventure game demo. We have plans to do a kickstarter in a few months. There are some features not in as I think I mentioned prior.

I suggest Chrome or download. Please like the The Blue Code page :D
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Post » Tue Nov 12, 2013 4:39 pm

[QUOTE=mindfaQ] Or try Visionaire. Most Daedalic-Stuff is made with this.[/QUOTE]

+1 Visionaire. And they are working on Mac, and mobile support.
Win7 64- i7 [email protected], p6t Deluxe v1, 48gb, ATI 7970 3gb, EVGA 590 3GB, Revodrive X2 240gb, e-mu 1820. Screens: 2 x Samsung s27a850ds 2560x1440, HP 1920x1200 in portrait mode
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Post » Mon Nov 18, 2013 11:53 am

[QUOTE=Psynaptik]BTW, Gemini Rue only got released in iOS because it was totally reprogrammed from the ground up - nothing to do with AGS itself really, although the open sourcing obviously helped![/QUOTE]

This is wrong. Gemini Rue uses the iOS port of the AGS engine; it wasn't remade from scratch. There are some details about changes made for tablets in this interview. Many of these things would be done on the game level, not the engine level. And Janet Gilbert says:

[QUOTE=Janet]The engine-level technical challenges were mostly handled by the AGS porting team so a big thank-you to everyone on that team, especially JJS (Jochen Schleu) who fixed so many tricky bugs in the engine for me![/QUOTE]

A lot of games work well in the Linux and Mac ports already. Obviously it's more work to adapt a game for mobile platforms (like making the hotspots larger or reworking the combat in GR for tablets).
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