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Question: The obligatory 'What do you use and think is best' poll with comedy options
I use Scripts - 2 (0.9%)
I use Events - 23 (9.9%)
I use both - 53 (22.7%)
I use neither Tongue - 2 (0.9%)
Other - 1 (0.4%)
I think Scripts are the best - 7 (3%)
I think Events are the best - 13 (5.6%)
I think a combination of both is the best - 39 (16.7%)
I think it depends on the specific situation - 39 (16.7%)
Other - 1 (0.4%)
dwarra BLIZZARD - 12 (5.2%)
second comedy option - 18 (7.7%)
Zeriab is the best :V - 23 (9.9%)
Total Voters: 101

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Topic: The obligatory 'Events versus Scripts' RMXP only topic ~ A revival  (Read 6046 times)
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Zeriab
 
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« on: August 27, 2007, 09:12:04 AM »
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With blueXx coming back I thought it was time for such a topic. I haven't searched but I am almost certain that there already had been at least one topic of such kind thus this being a revival.

I have given you three votes with the mindset of you using the two votes seriously and the last vote on the comedy options. Since I can't group options I must just hope that you will use the poll sensible. Naturally you can beat the system by voting in a different way. Beating the system will probably make you feel better so I don't mind you doing that ^_^

The 'I use ' group: (What you are using)
Quote
I use Scripts
I use Events
I use both
I use neither Tongue
Other

The 'I think is best' group: (What you think is the best)
Quote
I think Scripts are the best
I think Events are the best
I think a combination of both is the best
I think it depends on the specific situation
Other


The comedy group:
Quote
dwarra BLIZZARD
second comedy option
Zeriab is the best :V

One vote per group would be the optimal in my opinion.
If you choose Other in any of the groups I would very much like you explaining what you mean in a reply to this thread. You naturally don't have to.
You are free to discuss the events and scripts advantages and disadvantages in this topic. You don't have to discuss. You can word your opinions and leave it at that. It is fine as well.
No flaming! If you start flame I will treat you unfair >8U
If you are flamed then try not to flame back. Use the fact that I will treat the flamers unfairly to peace your mind Wink

On a final note: I have enable you to change you votes should you change your opinion



I use both. I am both a scripter and an eventer and most importantly lazy. If it is quicker for me to write a script I write it and if it is quicker to make an event I make an event.
I think neither events or scripts are the best. I think there are some things where scripts are better than events and other things where events are better than scripts.
I have a big ego so I naturally think that I am the best  BLIZZARD

 ~ Zeriab
« Last Edit: September 20, 2007, 11:43:45 AM by Zeriab »

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« Reply #1 on: August 27, 2007, 09:49:00 AM »
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I think events are the best obviously.
why? because I never am going to make a game (as a matter of fact my only attempt of a game was BEFORE I joined this forums, ever since then I went lazy) and my objective was always to make shiny things with events for others to use (and... it looks like half of them ++ have been deleted, didn't bother searching for what was saved and what was not though, but seeing as only 200~ posts of mine were left in troubleshooting I think most of the good things are out, at any rate for that matter I find events easy to "small edit" or have other events based on them by users who do not know their way around scripting or even advanced events, allowing anyone to use any of my events the way they find best with the greatest of ease.
That aside I am also a real newbie when it comes to scripting and I basicly can only edit or make simple ones, so that leaves me with nothing but events at least for the sake of helping (as I wouldn't want anyone to copy a badly done script or make a script based on that script's structure)

Well yeah, so events pwn, easily costumed for any need, easily changed whenever anyone feels like it, and require no knowladge.
how awesome is that?

while scripting is more for getting your game look shiny (for as long as you do not know scripting yourself that is)

notice how I say the exact same thing in 5 or more different forms!

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« Reply #2 on: August 27, 2007, 11:09:25 AM »
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Scripts > Events

I use both, while using common events mainly so anyone on my team can change the game without fucking up the code.

Quote
Well yeah, so events pwn, easily costumed for any need, easily changed whenever anyone feels like it, and require no knowladge.

Yes, because events can do EVERYTHING. Events are inefficent code. For simple conditionals, messages, and simple game stuff they're great. But only a complete idiot would consider making a battle system or anything with them (I'd hate to see that code). Also, replace events with scripting, and the sentence makes much more sense. If you think Ruby is hard, try programming C++ and allocating memory and stuff like that.

Scripts are for people who can program.
Events are for loosers who can't comprehend simple programming concepts.

And events aren't awesome, they make it easy for 10 year old idiots whospek lik dis to make games.

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« Reply #3 on: August 27, 2007, 12:01:00 PM »
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I use both, but I would prefer to use scripting where scripting increases functionality. For instance, the fact that you can only change volume by increments of 5 made my evented version of a dynamic sound emission object (sound gets louder as you approach the object) quite a bit worse then the scripted version as the scripted version has a much smoother transition. That being said, eventing is easier to learn and so most game makers can customize an event system they are given to suit their needs, so that's a plus to events.

I also wouldn't use 'they make it easy for 10 year old idiots whospek lik dis to make games.' as an argument against events as there are plenty of great game makers who cannot script (for instance Calibre, and I don't think ShoSho scripts either).

One thing that I really like about scripts is that they are very easy to implement into a game, and of course the fact that it is much faster and easier to run through multiple if statements. In the end, I like scripts better personally because there are a lot of things they can do easily that would be very difficult for events, but I also like events a lot and will use them when it is not a complicated sysrem


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« Reply #4 on: August 27, 2007, 12:20:32 PM »
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Half of the beauty of events is making something "out of the box" using tools that you cannot change.
I don't know ruby, it doesn't mean I am 10 years old, I do know pascal but that's only good for making the code look not scary and hence editable, it doesn't allow me to create a new good one though.
most people who use rmxp don't actually know ruby either, that aside a lot of them still do make games.

Lags can be removed in events by adding a simple wait command in the end of each para event.
Besides, It's a lot of fun to make a battle system via events, it takes hours and hours and you end up debugging for days  Jammin
Am I the only one who see that part as half of the fun? (the other half is when you are done and you go "wooooooooot what awesomeness, which you would still get if you script but not if it was an even slightly bit easier script for you to make)

"Events are inefficent code. For simple conditionals, messages, and simple game stuff they're great." and for battle systems, pet systems and other crazy things 

sure the code is just about 10 times longer than any script you'll do for such a thing, but it's understandable and editable by anyone who is "a looser who can't comprehend simple programming concepts."

viva la losers! (sorry but I am not going to study a language just for rmxp which I barely use V.V)

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« Reply #5 on: August 27, 2007, 12:47:39 PM »
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Quote
It's a lot of fun to make a battle system via events, it takes hours and hours and you end up debugging for days
Am I the only one who finds that sentance goes against his argument?
Quote
I do know pascal but that's only good for making the code look not scary and hence editable
If you're framilliar with any programming langauge it's editable.

By the way you present your argument, it sounds like events can do everything scripts can. All scripters know that's not the case. You can't edit the actor classes, the battle system, or even use arrays with events. Functionality beats usability every single time.

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« Reply #6 on: August 27, 2007, 01:05:20 PM »
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you can't edit anything that's inside the scripts, but you CAN remake everything. (even the menu was completely redone via events by yossi)
and not having arrays will never kill you, it will just make it a bigger pain.
you still got loops... loops are smexy...
(I enjoy debugging...  TPG )

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« Reply #7 on: August 27, 2007, 02:07:49 PM »
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And how would you go about recreating the Game_Actor class? The Game_Actors? If you did, you'd need conditional branches for everything, and that would be much laggier than a script.

In the end, I think we can agree for functionality Script > Events, but for usability, Events > Scripts. Which one is better for you just depends if you know RGSS or not.

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« Reply #8 on: August 27, 2007, 02:47:01 PM »
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lag can be resolved with the addition of wait X frames in the end of each event (well where it's possible), the player will never notice.

but hmm yeah, can agree on that.
If you can script on your own and you find it easier than eventing, then no doubt do that.
If you can't but you find begging for scripts easier than eventing, then well... I'd stick with events, it may be harder than just copy pasting, but it's well worth it.

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« Reply #9 on: August 27, 2007, 04:48:37 PM »
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I didn't think my meagre attempts at scripting warrant me saying both, so I said I use eventing, but a combination of the two is best (since you've given us the option to change, as I improve in scripting I may revisit this).

If I say Zeriab is the best, will you give me an easier task to do than the one I've been sitting on the last 2 weeks?

Always remember you're unique.
Just like everybody else.
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« Reply #10 on: August 30, 2007, 11:48:25 PM »
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While I primarily work with scripts, there is no doubt that events are powerful when used by those who know what they were doing.

Some things require a balance between the two.

Scripts are powerful, but they are also limited. Events are powerful, but they are limited as well.

While scripts are what make events run, events are far easier (for the most part) to work with.

Code:
class Debate
     attr_accessor     :scripts
     attr_accessor     :events
     def initialize
          @scripts = 1
          @events = 2
     end
     def answer(*args)
          if *args.size > 0
               @scripts == *args[0]
          else
               @scripts == @events
          end
     end
     def give_answer
          @answer = answer(1)
          if @answer
               p 'The statement Scripts are equal to events is true'
          else
               p 'The statement Scripts are equal to events is false'
          end
     end
end
$message = Debate.new
$message.give_answer
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« Reply #11 on: August 31, 2007, 08:17:04 AM »
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Care to explain how scripts are limited :3

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« Reply #12 on: August 31, 2007, 04:05:00 PM »
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Care to explain how scripts are limited :3

The R.G.S.S. is merely a snippet of RUBY, and it cannot perform many functions. The R.G.S.S was designed to work with RPG Maker XP, therefore it is limited in that respect. It cannot reliably initialize a standalone program or interact with one without having it run within the game system itself. It cannot be used to make a true 3d engine, nor can it be used to create true isometric or a true overworld engine (I can't remember the name of the engine). There is much that limits the R.G.S.S. and if you can't realize that, then what do you really know about the language itself? A wise man does not fool himself when it comes to his limitations.
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« Reply #13 on: August 31, 2007, 06:55:41 PM »
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Quote
Scripts are powerful, but they are also limited. Events are powerful, but they are limited as well.

I assumed by that sentence you were going to say that RGSS and Events were simillarly limited Tongue

But yeah, that's really not that much of a limit in my opinion. So you can't initialize programs, or make it 3D. No big deal to me, if you want 3D then just use another game maker.

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« Reply #14 on: September 06, 2007, 03:40:07 PM »
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EVENTS!
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« Reply #15 on: September 06, 2007, 03:41:59 PM »
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Dwarra, both, combination of both. They're both very essential to make a good, unique game.



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« Reply #16 on: September 18, 2007, 10:24:50 PM »
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I would say both.

I have experience in a plethora of languages (Including C/C++) and I cannot stand this RMXP scripting (well I don't much like Ruby, but how it's implemented into RMXP more particularly).

Events are ok mostly I think, but quite a few things I would feel more comfortable scripting (once I can figure out how to do some real drawing and effects and such, not just working with the basics, math, conditionals, variables etc).

P.S. I hate classes, never had to use them in my 6 years of programming/scripting etc. (Unless forced to).

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« Reply #17 on: September 19, 2007, 06:17:05 AM »
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If you don't use classes, I don't think you've had 6 years of good instruction. Classes are an important part of any language that uses them. Classes in RMXP increase compatibilty greatly, and if Scene_Map and Scene_Battle were one class, we would have a lot of problems 0.o

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« Reply #18 on: September 19, 2007, 06:25:29 AM »
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I just haven't ever had a need for them.

Iv'e heard the exact same preaching from others who frankly couldn't compete with me to save their lives.

Perhaps they follow better practices, but my end results far outweigh theirs.

Classes are primarily for manageability, the end user couldn't care less if a programmer had more or less trouble with their creation, just as long as it's produced as desired, and in the end that's what mostly counts.

Not to say there is anything wrong with them, but until I come across something where I *specifically* need it, I won't use it, though I suppose RMXP may be the first time, as there is for everything.

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« Reply #19 on: September 19, 2007, 06:58:50 AM »
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Well, for some programs it wouldn't matter, but for programs that will need to be patched, updated, or edited, you defiantly want them to be as easy to use as possible.

I suppose you could easily get off without using classes, but it would make the code annoying, complicated, and hard to edit, which I wouldn't think about doing.

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« Reply #20 on: September 19, 2007, 07:04:34 AM »
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Well that can really depend.

It's just something I am used to, and actually find far easier than the mere general concept of classing, can be seen in real life, just the way some of us are, we make our own rules Tongue.

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« Reply #21 on: September 19, 2007, 02:19:12 PM »
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Saying you don't need classes is like saying you don't need comment codes and methods.



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« Reply #22 on: September 19, 2007, 05:52:41 PM »
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I dun see why people are fighting over this
both scripts and events have their purposes, and both have things that they are best at.

I'd never consider making a cutscene with scripts
just as I'd never try to make a CMS with events

but I have seen some really interesting stuff done with both
for example, Reive's animated title screen that was evented, and an entire smooth abs that was completely evented.
and of course, scripts that create really cool effects and such

I like both :3


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« Reply #23 on: September 19, 2007, 06:49:03 PM »
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I would hope the more truer power behind scripting is speed, like performing variable operations, calculations etc?

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« Reply #24 on: September 19, 2007, 06:53:13 PM »
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Speed, yeah. There's less lag involved with scripts, at least as far as I have seen, compared with events.



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« Reply #25 on: September 19, 2007, 07:04:29 PM »
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Would that include scripts directly inserted into events? (where I have been playing with them), as opposed to the direct event facilities made available?

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« Reply #26 on: September 19, 2007, 08:37:16 PM »
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I would say no, since it is my assumption that it would take as long to process the Script Event Command as it would other Event Commands. So, my guess is that it would depend on what the script command is. For instance, I imagine using a script cocmmand for something like:

$game_variables[1] = 5

would be slower (negligibly) than

Control Variables: [1] = 5

Though I'm not positive about that.

However, for something like this:

for i in 0...10
  if $game_variables[i*2] != 10
    $game_variables[i*2] *= 2
  end
end

I would imagine that would be faster than making a list of conditional branches.
« Last Edit: January 31, 2008, 03:15:14 PM by modern algebra »


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« Reply #27 on: October 09, 2007, 10:08:11 AM »
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I use events
dwarra BLIZZARD
second comedy option

I'm back.
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« Reply #28 on: December 02, 2007, 08:12:31 PM »
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Creating a custom system of a sort seems so much easier in 2000 and 2003. Which makes me think scripting is slightly forced upon people, because useful functions are missing in the event editor.

I can do some scripting... not as much as I'd like. (I almost always get errors once or thrice.) Waiting on scripters is "D:".

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« Reply #29 on: January 31, 2008, 01:52:25 PM »
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If you understand events as much as I do you can do pretty much everything with events then with scripts.
But if I have something hard or something which comes back every map I use scripts.
so much more helpful,

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« Reply #30 on: January 31, 2008, 01:58:16 PM »
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I would say to use scripts in RMXP, as they allow you to create more complex functions with less hassle, as Modern Algebra pointed out. In addition, Enterbrain actually removed several events that allowed for the same functions, albeit with more work, to be achieved in earlier versions of RM.
So...basically:
Creating a custom system of a sort seems so much easier in 2000 and 2003. Which makes me think scripting is slightly forced upon people, because useful functions are missing in the event editor.

...
 Roll Eyes

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« Reply #31 on: May 07, 2008, 10:27:50 AM »
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Both. But I preffer scripts.

Scripts can do more, and don't create lag. Which leaves more room for many more simple events.

Big stuff scripted, little stuff events.

Thats how I'm making my game =)
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« Reply #32 on: May 07, 2008, 10:44:03 AM »
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Some one lock this damn thing please.

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« Reply #33 on: May 07, 2008, 05:11:07 PM »
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I disagree with locking this topic.
Every now and then new members has historically wanted to express their feelings on this matter. I prefer having it all collected in one place where the newcomers can read other views and opinions as well.
It's definitely better than the alternative of posts on this matter appearing scattered across the forums.

@Caesis:
Scripts definitely can create lag. Too much code to process in per frame => lag.
What you can say is that in most cases when having the same functionality in a script and in an event the scripted way will process faster.



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« Reply #34 on: May 26, 2008, 08:48:16 PM »
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Personally, I use events.  I've tried scripting, and the idea goes way over my head.  Eventing seems so much easier for me.

However, I am grateful to have found RMRK and he plethora of scripter for the things I can't event.

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« Reply #35 on: August 08, 2008, 01:28:46 AM »
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Besides, It's a lot of fun to make a battle system via events, it takes hours and hours and you end up debugging for days  Jammin


I made a battle code in 2k3 and its so long that after a certain point i cant move the scroll bar down anymore and i have to use the mouse wheel but scripting doesn't exist on rm2k3. Hopefully i can transfer my battle code to rmXP in future games. Thats real backwards compatibility.

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« Reply #36 on: October 23, 2008, 03:03:51 PM »
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i use both, i dont make the script's but i modify as i like and event's are a much more easy way then script's, lets say that if their was onle script's or onle event's the game you will make will look alot more different then when you use both  Grin.

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« Reply #37 on: April 15, 2009, 10:43:32 AM »
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I use both, however Scripts > Events!!!
Why? Because events can't work without scripts, and scripts can work without events. Try deleting all Interpreter method contents, events won't work.

Scripts > Events

Sorry for late replying to this thread, but I had to say.

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