ryanwh":3v3ss3zy said:
Event coding is underrated. Im much better at it than scripting and its amazing how dependant people became on scripts that they can't even see how easy some of the stuff they want would be to do via common events and conditional branches.
I think it's amazing how people are so dependant on events, more or less giant event systems. I have seem the good, bad, and Scaramaga (or whatever) event systems, but I have yet to see one a script could not do:
- Easier to modify
- Update
- Addon to, whether it be the original author or Joe Schmo
- find errors
- Run more efficient without lag
- Visually Better
- Do I need to go on?
That's something event systems can't do that no one has mentioned (at least I didn't see it). You cannot addon to event systems the way you can script systems.
Now, I am not saying event systems are bad. Go for it. But if theres a script for it, chances are the script version is better (depending on whos behind each system). But I think event systems are systems of the past.
I believe the biggest aspect of RMXP is scripting. Other aspects may be more important to the actual game making process, but then again, you could use previous versions of RM and make the same game. If you are trully wanting something unique, that goes away from the traditional basic systems, scripting is the best way to go.
Now simple events mini-scripts I have nothing against. Open the save menu, whatever. But anything with all the loops, labels, and such are extreme waste. Like I said before, I wish you eventers would just learn to script, as you would probably not bother touching the event commands again (everyone but Zeriab :P).