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Events vs. Script

Which do you think is best?

  • Scripts (More freedom & possibilities.)

    Votes: 22 32.8%
  • Events (Options make it easier.)

    Votes: 16 23.9%
  • I can't choose. I use both.

    Votes: 29 43.3%

  • Total voters
    67
If you're saying would I rather use entirely events or entirely scripts, scripts no doubt, because of what Prexus said (anything an event can do, a script can do). But there's no need to script things that can be easily evented (like I'm not going to call every message via script when I don't have to).
 
Eh....scripts would probably be better if I knew how to script! >_> Right now, copy+paste>making a supersized event. But eh....you can do some neat stuff with events. So far, i've figured out transforming skills, drain, mug, cooking, and blue magic using just events. Its a pain in the butt to make em sometimes (the cooking one is HUGE...and not finished @_@). But ya....

No vote.....I don't know enough about scripting!
 
Of course you have to use both to make an efficient game, but I prefer scripts for specific things I have the choice using one of them... logically, as a scripter :D
 

Zeriab

Sponsor

Hmm... I do not see the option 'I can choose. I use both'

I consider events as tools of the mapper and therefore are in my opinion neither better nor worse than scripts. The word I would use would be 'different'.

- Zeriab
 
BlueScope said:
Of course you have to use both to make an efficient game, but I prefer scripts for specific things I have the choice using one of them... logically, as a scripter :D

Wrong. You do not have to use Events to make a game, you can do everything by Script. In addition, you do not have to use Scripts, you can just use events.

The reason Events are there is so people who don't know scripting can use them, and so people who do know scripting can do things easier. They are each there for their own reason.

But in a direct comparison, disregarding their reasons for existance, Scripting is vastly superior to events. There is literally no discussion. Nobody can claim that events can do something that Scripts can't do.
 
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.
 
This is honestly a bad topic, because it depends on how you define "better." Events are generally easier, scripts can do more, but "better"?
 
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).
 
Ryan wasn't talking about complicated event systems- nobody in their right mind would dispute that scripting is better for that sort of thing.

But I always check out the script request forum, usally for a good laugh. There are always people requesting scripts for things that could be done so easily and efficiently with events that it'd just be a total waste of time for them to bump their script request tppic forty times instead of just thinking about what they're doing.

Example: someone a while ago was posting a request for something that would change the hero's graphic on some sort of terrain. All you really need is a variable, a conditional branch and a change hero graphic command. It's easy as hell, and this guy was waiting for days for a script for what he could have accomplished in less than a minute in a common event.
 
But I always check out the script request forum, usally for a good laugh. There are always people requesting scripts for things that could be done so easily and efficiently with events that it'd just be a total waste of time for them to bump their script request tppic forty times instead of just thinking about what they're doing.

Totally agree with you! But there are no way of comparing scripts to events... People who (don't know how to script)/(make event systems) will say that scripts are "worst" than events, in the other hand people who know how to script will say that eventing is "worst". I don't know wich one is better(if we can aplly that word) but i must say that it is easier to correct/create a script than a event system as Seph said. So scripts are more flexible thatn events, that's the truth, but I am not seing myself(or anyone) making a cut scene all by scripts. I am not a great scripter myself but I know that learning to script was one of the best things I have done in RMXP.
 

David

Member

If it can be done with events reasonably easily, I use events. If not, I use scripts.

No sense in building a lightsaber just to slice bread.
 
I was only reffering to things like jumping with move buttons(or attacking common events to buttons in general), or running, or walking, or minigames in general. Stuff that's far quicker and easier to customize with variables or conditional branches, or in many cases JUST switches and conditional branches. Naturally scripts are a step up from the blocks of event coding found in RM2k/3 for "custom" menu and battle systems.
 
The way I see it, there are hardly any systems that can be done with just one or the other.

Most event-based battle systems and menu systems in XP tend to have some sort of call script command, whether it is just a small part or not.

And then a lot of scripts have events in them. For example, Near's ABS uses both scripting and events- but effectively.

It is near impossible to make a game with just one or the other, somewhere you will have a script or an event. (Think about it, even if you have no custom scripts, you will still have all the default ones).
 

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