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Q: When registering InterAx, what does the license allow?
Q: Does InterAx use a "Scripting Language"?
Q: How can you make a complex game without scripts???
Q: What kind of games can I make with InterAx?
Q: What kind of games CAN'T I make with InterAx?
Q: Are there any limitations on the size of my game?
Q: How does InterAx use flags to control the games it makes?
Q: Does InterAx support a scoring system?
Q: Does InterAx create "Stand Alone" games?
Q: When registering InterAx, what does the license allow?
A: For answers to some common questions on registering, please see the Registration FAQ.
Q: Does InterAx use a "Scripting Language"?
A: No! I don't know why it is that all these other game engine programmers feel like they need to use a scripting language as the way to use their software. Sure, it's an easy way for them to program the engine, but what about YOU, the person that has to LEARN that language. You might as well take up programming! InterAx is unique in many ways, but most obvious is probably the fact that it uses no scripts! You design your game visually, by using your mouse. As you create your scenes, you will SEE how they will look instantly. Once you have your graphics, sounds, and your basic "plot", the process of putting them together into a playable game doesn't get any easier than this!
Q: How can you make a complex game without scripts???
A: By using an object-based architecture, InterAx has done what, until now, seemed impossible. All games, even very complex ones, have a basic set of events that occur as it is played. InterAx was designed to take that basic set of events, and make them into insertable objects. You only use what you need, on an individual per-scene basis. It would be a lie to say that there is NO typing involved when making games with InterAx, but it is truthful to say that there is very little typing involved. Other than text for Conversations and Inventory Item descriptions, there are no other "words" to type. Naturally, since InterAx (as well as all game engines) uses flags, you will have to type in flag numbers and values where needed. Dealing with flags is one of the most difficult parts of making a game, and that is true no matter which game engine you use. Why make it more complicated by adding in a scripting language to learn?
Q: What kind of games can I make with InterAx?
A: InterAx was designed to create first-person-perspective graphical adventure games. A great and well-known example of that type of game is the original Myst. That isn't the only type of game capable of being made with InterAx though. With a little imagination and ingenuity, many types of games can be made, such as interactive trivia games, educational games, kiosks, even multimedia photo albums!
Q: What kind of games CAN'T I make with InterAx?
A: InterAx does not allow the creation of 3-D "shoot-em-ups" (i.e. “Quake”), or games involving a lot of “action” (typical arcade type games). Although there is not direct support for games involving on-screen character movement (i.e. “Monkey Island”), with some ingenuity, it is possible to create games that use it.
Q: Are there any limitations on the size of my game?
A: The only limitations programmed into InterAx are as follows: 255 flags, up to 20 Locations for the Travel Map, and up to 20 objects per scene. These limitations do not affect the size of your game however. There are no limitations as to how many scenes, inventory items, or cue cards (for conversations) you can make.
Q: How does InterAx use flags to control the games it makes?
A: There are 255 flags, which you can control at almost any time you want to. One thing that makes InterAx shine is that most game engines only let you use flags in an On/Off state (1 or 0... "true" or "false"). InterAx allows you to assign any value to any flag (even negative numbers). Furthermore, when it comes to checking the value of flags, you not only have the choice of checking for an exact value, but you can check to see if it is <,>,=, or <> a specific value. Very flexible, and powerful!
Q: Does InterAx support a scoring system?
A: Yes. You can optionally show a current score while the person is playing the game. The score is stored in a flag, which you designate. Throughout the game, you can change that score at almost any time that you wish. If you don't want to have a scoring system in your game, it can be disabled, and the player won't see it.
Q: Does InterAx create "Stand Alone" games?
A: Yes and no. The InterAx Player requires several files (OCX's, DLL's) to be installed in the end-user's Windows\System folder, but the InterAx Editor is not required in order for a game to run on another computer. There is a Setup.exe available (See Downloads) which will install the required files to the user's System folder for you. This way all the end-user would have to do is, for example: Unzip your game and click on Setup.exe (which installs the required files). From there, the user could just click on the Game.exe (or whatever you name it) to run your game. Of course, if you have a Setup builder, you can install the required files yourself, including your game's files. If you plan to allow your game to run from a CD, you should use a Setup builder to distribute your game, but it can be done without one. InterAx also requires DirectX 8.0a or better. You can get a DirectX installer directly from Microsoft's website. That installer is meant for end users. If you distribute your game on CD-ROM, you should include it. In any case, you will have to make sure that the end-user has DirectX installed.
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