Interesting choice. I also, long ago, thought of Qt as a base. I gave up Iām not sure Qt is a good choice for that, but Iām curious keep us up to date.
VoltAir is a game developed by Google in 2014 and uses Qt 5/C++/JavaScript.
If ālong agoā was the Qt 4.8 days - I wouldnāt blame anyone for blacklisting it for game development Qt 5 is a different story. There is always pros and cons and I might make the shift to Godot next time. But declarative programming is really awesome in many aspects of making a game. Including property bindings so you get rid of update functions everywhere.
I canāt speak for Qt and 3D though - itās getting mixed feedback from what I can read. Nor am I sure itās good for just any 2D game type. I all depends I guess.
So far it fit my needs Iāll keep you updated
Yup. Iāve looked through VoltAirās code a few times. Itās very C++ oriented (which is not a bad thing in regard to performance). Iām not sure the Qt C++ additions (moc, signal/slot etc.) make a big difference when it comes to game programming - itās the declarative QML language and the fairly fast default renderer that made me jump on board
Iāve just discovered, on the AGS forum, that a user made a āTumbleweed interfaceāā¦
http://www.adventuregamestudio.co.uk/forums/index.php?topic=54762.0
What makes Tumbleweed different from, I donāt know, Monkey Island 2? Just the look of the font?
(Was it Fate of Atlantis that went 6-verbs first? But the orderās like in MI2 iirc.)
Edit: never mind, shouldāve just read the topic:
Was there no 6-verb LucasArts game that did that previously? Just the ones that moved on to different UX?
I hope there is an option to disable thisā¦
Unless it is made differently (didnāt test this specific template with AGS, yet), you can simply edit the code that binds the GUI containing the text label to the cursor and set it so to have a static X/Y position on the screen.
Sorry to revive this old thread but I found this intresting engine and I wanna share it with you.
The engine seems very complete. The main feature that I notice is the āscenario editorā so you can focus on the narrative flow in a visual way. I havenāt try it but it seem very innovative!
This is the link of the site: https://www.seccia.com/age/
Iād say, software like Adventure Game Studio or Visionaire Studio have the great benefit of being multi platform.
I know, and I agree, multiplatform is a great feature.
The one I mentioned above is multiplatform too
I see, it mentions
You can compile games for Windows, UWP, macOS, iOS, tvOS, Android, WebGL and Linux.
The tools on the other hand seem to be Windows only, as it only mentions
DOWNLOAD AGE
FOR WINDOWS 10
Itās only for Windows 10 on Steam, too.
So basically, itās not an issue for the gamer, but might be one for the creator.
The tools on the other hand seem to be Windows only,
But isnāt that valid for AGS too?
There are unofficial AGS ports, especially the one Wadjet Eye uses for Mac. The code is available, but you have to build it yourself.
found this intresting engine and I wanna share it with you.
Thanks for the link! As I programmer I donāt mind AGSā¦ this Age program looks like it uses drag and drop code blocks like Scratch (which they teach to kids in elementary school now)
The real problem trying to develop a little game with a few rooms for fun is the graphic art/animation. Itās so damn time-consuming! I would have to quit my day job and practice round the clock to even get 1% as good as Gary or Mark.
You centered the point, there are tons of engines to develop every type of game but theyāre barely useful if you cannot put together a nice gfx/animation.
Tools that can help in that way are very few and it would be awesome if there were more.
Itās frustrating to have an idea and cannot concretize it due to lack of skills and the collaborations in the hobby world are hard to find and keep active over the time.
Tools that can help in that way are very few
Do you have (an) example(s)? I only know of tools like Synfig Studio, that are made for professional artists.
I know
that helps to create a 3d human models without in depth 3d knowledge. They are still work in progress but I think that it should be the way in future. Even for the big companies it would be much more convenient a procedural approach especially when developing an AAA title where the art impact is huge.
Iām wondering why is not a standard approach yet. Maybe because is simplier a brute force approach instead to develop a complex procedural content generator software.
The real problem trying to develop a little game with a few rooms for fun is the graphic art/animation. Itās so damn time-consuming! I would have to quit my day job and practice round the clock to even get 1% as good as Gary or Mark.
Thatās why you should have your children go to art school.
Thatās why you should have your children go to art school.
Working on it
My 12 year old wants to be a video-game designer (but donāt they all?)