Nainstalovat Steam
přihlásit se
|
jazyk
简体中文 (Zjednodušená čínština)
繁體中文 (Tradiční čínština)
日本語 (Japonština)
한국어 (Korejština)
ไทย (Thajština)
български (Bulharština)
Dansk (Dánština)
Deutsch (Němčina)
English (Angličtina)
Español-España (Evropská španělština)
Español-Latinoamérica (Latin. španělština)
Ελληνικά (Řečtina)
Français (Francouzština)
Italiano (Italština)
Bahasa Indonesia (Indonéština)
Magyar (Maďarština)
Nederlands (Nizozemština)
Norsk (Norština)
Polski (Polština)
Português (Evropská portugalština)
Português-Brasil (Brazilská portugalština)
Română (Rumunština)
Русский (Ruština)
Suomi (Finština)
Svenska (Švédština)
Türkçe (Turečtina)
Tiếng Việt (Vietnamština)
Українська (Ukrajinština)
Nahlásit problém s překladem
I recommend you try Adventure Game Studio.[www.adventuregamestudio.co.uk]
It's very specifically tailor made to create point and click adventures in the style of Lucasarts and Sierra games from the 1990s. There are several games on Steam made using this engine.
https://store.steampowered.com/app/283880/Heroines_Quest_The_Herald_of_Ragnarok/
https://store.steampowered.com/app/395250/The_Adventures_of_Fatman/
https://store.steampowered.com/app/1603980/If_On_A_Winters_Night_Four_Travelers/
https://store.steampowered.com/app/1098770/The_Crimson_Diamond/
I've been using it since it was a DOS engine. It's been around for a long time. Syntax is C like, but all the lower level stuff is handled for you.
He did indeed! He was an active member of the community over on the AGS forums.
even though SOS can be refined and bugs fixed and more hints to make it more enjoyable.
Most of the assets used for Project SOS on Newgrounds could also be used for this redux of it. I still have all of the original files and JavaScript scripting; I even figured out how to have the game save and load.
I hope that Adventure Game Studio allows plenty of creative flexibility.
Character sprite is completely optional. You can easily create a first person kind of point and click adventure game if you want. I often remove the character sprite for certain up-close puzzles, like in Myst or something.
AGS supports plugins, and people have made plugins for weather effects[www.adventuregamestudio.co.uk], including rain. Custom camera movement is doable to, either built in already or using a custom plugin like Tween 2.0[www.adventuregamestudio.co.uk]
Some folks believe AGS is outdated. It's true it's been around a long time, but if your goal is to make a classic-style point and click adventure, it really suits that purpose perfectly. For something a bit more modern, there's Visionaire Studio[www.visionaire-studio.net], which is what the Deponia games were made in.
https://store.steampowered.com/app/292910/Deponia_The_Complete_Journey/
As for whether it would be easier to make from scratch, I don't believe it would, but I guess it depends on how comfortable you are with creating all that base functionality from the ground up. With an engine all the busy work has been done for you, so you can just focus on the creative process of building your game.
If you want something lightweight with good platform coverage, full code control and C++ you could use CoCos 2DX, or Godot.
If you want something similar to JS+Canvas, use PixiJS as a renderer, or CocosCreator as a typescript game creation engine.
My suggestions are to avoid any black boxes, if its not "open source code" don't touch it.
I'm a bit confused on how to install the plugin and run the test game; the instructions don't help and the thread doesn't help either. So I put ags_snowrain.dll in the main AGS folder but what do I do with the files in the SnowDemo folder? In there I see ac2game.dta, acsprset.spr, editor.dat, room1.crm, and "Edit this .AGSGame"; I tried renaming "Edit this" into "Game.agf" but it just gives me a list of errors when I try to open the file.
AGS Documentation is very thorough. They've had decades to write and revise it, and it's invaluable to working with the software.
Using plugins section.[adventuregamestudio.github.io]
Up-to-date AGS manual[adventuregamestudio.github.io]
Another solution, instead of using a plugin just create a pre-animated rain animation and play it as an overlay either on a big object covering the screen or use a GUI. You could complete the illusion by animating the background with raindrops hitting the ground, and if you're using a character animate them with rain hitting their head and shoulders.
The plugin I linked you is kind of old. Sorry for not vetting it a bit closer. It will work, but it might take some adjustment, and you might want to forget about it until you're a bit more familiar with the system.