• Completely redesigned Windows-based IDE for creating your games as quickly and easily as possible. For screenshots of the IDE, have a quick browse of the beginners' tutorial.
    The IDE includes source control integration with popular tools like Sourcesafe and Perforce.
  • The Windows game engine has a hardware accelerated Direct3D graphics driver, giving extra performance for graphically-intensive games. The software graphics driver is still supported too, for running on older systems.
    Graphics filters allow you to easily scale up low-res games to run on modern systems.
  • Native Windows, Linux (x86) and Mac (currently in beta) versions of the game engine, to maximise the number of people who can play your game.
  • Powerful yet simple Java/C#-style scripting language for scripting your game. Set up the game basics with point-and-click in the editor, and then script how the game deals with various events and inputs.Autocomplete, function calltips and on-line help are all available when editing scripts.
  • The IDE has an integrated debugger to allow you to step through your script and easily trace down the source of errors.
  • In the graphics arena, choose from 256-colour, 16-bit colour and 32-bit colour - either go for that retro feel, or enjoy the benefits of no palette! It's up to you. Alpha-blended sprites are supported in 32-bit colour games.
  • Screen resolutions of 320x200, 320x240, 640x400, 640x480, 800x600 and 1024x768 are supported. Your game can be run full-screen or in a window.
  • For sound and music, you can use OGG, MP3, WAV, MOD, XM and MIDI files. Ambient location-dependant sounds, automatic footstep sounds, multiple sound channels and crossfading between music tracks are supported too.
  • Play cutscene videos using OGG Theora or standard Windows files such as AVI and WMV.
  • Easily create talkie games if you like - speech is compiled into a single data file, which you can distribute as an optional download.
  • Easy inventory management - just define all the items in the editor, then use simple Give and Lose commands during the game.
  • Almost everything is customizable, from the GUI you use to the mouse cursor graphics. Standard Sierra and Verb Coin templates are supplied, but user-made templates of other GUIs can be downloaded.
  • Create non-player characters roaming your world - they each have their own inventory and can be smoothly scaled and lit in different areas. 2, 4 and 8-directional walking animations are supported.
    Multiple player characters, such as in Maniac Mansion and Day of the Tentacle, are possible too.
  • Scrolling rooms are supported by simply importing an image larger than the screen resolution.
  • Lucasarts-style conversation system should you want to use it.
  • Translations of your game to other languages are easy to make, and can be distributed seperately as add-on packs.
  • Plugin system which allows more advanced developers to add extra functionality to AGS.
  • Compile your game into a single EXE file for distribution. Digital music and voice samples can also be compiled into seperate files to allow for optional downloads. You can of course set a custom icon for the produced EXE file.
  • The game script is compiled to byte-code when you save the game, to maximise the speed of the engine.
  • All the standard things you would expect, such as game Save and Load features, automatic pathfinding, sprite mirroring, walk-behinds, hotspots, objects, cutscenes, animations, timers, and so forth.
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"This is your fault we're in this secret offshore prison, robot John Connor!"

"Bite me, Syrian Bruce Willis!"

The big news is, Neofeud's official alpha is very, very nearly finished, with essentially all background scenes completed, and most all of everything from art to writing to programming vanquished, with exception of voice acting, which will be the final stage. I'd hesitate to say the work is "Finished" with a capital 'F' since any game developer or programmer knows, testing and debugging is half the battle. Contrary to GI Joe's advice.

Still! Much much work has gone in and there is again much thanks to be distributed.

Before I get into it, once again, credit where credit is due:

THANK YOU!

Thanks to @ssmigiel again for contributing a staggering 11 tracks to the Neofeud soundtrack. Here's a sample of some of the fresh, and appropriately industrial music.


For more awesome tunes from the producer, Scott, you can go to grievous.bandcamp.com or find him on Twitter at the above-mentioned handle.

The other half of @minxilla, @bittersweetdb has also given some great auditions and will likely be doing Neofeud voice acting in the near future, schedules permitting. so look forward to her vocal talent on a future Neofeud trailer.

Thanks also to Noirjyre for continued support and helping with figuring out how to do this merchandising thing! We're learning micro-business skills to keep the work going all the time nowadays, so thanks for the help!

One last thank-you to Ian Ruotsala (Xenophile), who is currently looking for programming work. As the other coder who worked with me on the Deus Ex-based game Terminus Machina (which received 9.5/10 on Moddb) I can say that Ian has the programming chops, so do hire him!

All of this is above and beyond their official monetary patronage, so, truly, a huge thank you from yours truly for supporting me and creators as a whole.

At any rate, here's a full status report on Neofeud:

- Backgrounds: 100% done. Some animations remain but scenes at this point are pretty set.

- Story: 95% done. Just need to write prologue(s).

- Programming: 95% crushed. Just need to flesh out the final levels.

- Characters: 95% finito. Just a few more animations of chestbursters exploding from the liquid metal entrails of the US President. 110% of character portraits completed -- counting additional portraits painted for Neofeud [url=Patreon.com supporters.

- Music: 95% complete. Again, big shout out to @minxilla for helping out with awesome tracks.

- Voice Acting: TBA -- Going to finish everything else and test enough to get an absolute cut of the script before getting in the global virtual soundbooth with voice talent.

- Sound: 60% but this is a minor mole hill compared to the rest of the Mt. Everest-worth of work.

Here is some additional work that has been completed over the past month:

The G8: Global Economic Summit


"Prosperity has never been greater. The flourishing of all of our houses remains at all time highs. Gross Celestial Product is up 30%, and dynastic employment amongst titled, fully-documented sentient species is at 99%. The outlook on luxury good consumption is remarkably bullish: geosynchronous resort cities are booming, luxury skycraft and spacecraft are churned out by labor-free robotic plants by the dozen. Our Martian Colony has broken ground on a second private resort-city with Venus terraforming coming along smoothly, and profits from asteroid mining has taken off."

"We have never been more prosperous, our future has never been brighter, in all of history. Dare I say, we, the Neofeudal elite, are doing God's work. Now, I'm not one for self-congratulation, but I think we all deserve a round of applause."


The Fulcrum Palace

(In-game excerpt):

"The Fulcrum Palace. Constructed by my father, Warren Clington-Busch, this 'crown jewel' above Coastlandia is estimated to have costed as much as the entire Stratoplex city below it -- a living symbol of wealth inequality."

"It contains millions of carats worth of diamond and is adorned with ten times the gold ever mined from Earth, harvested from a rare 'auric comet' captured by lightspeed spacecraft half-way to Alpha Centauri. My father purchased the most prized artifacts of the Louvre and the Smithsonian when the United States and European Union went bankrupt as their economies withered up, installing the Mona Lisa and the Declaration of Independence smugly into his personal galleries."

"The heart of The Fulcrum is classified, but conspiracy theorists suggest it is powered by a massive black hole."

"I like to joke that the 'black hole' powering it is the unfillable void in my father's ugly, loveless heart. He doesn't find that funny."

Ghostdream In Progress Part 2
Ghostdream

Ghostdream In Progress Part 2

Ghostdream 0 comments

Once again I'm talking about my point and click adventure game Ghostdream, briefly describing the whole process of making it.

Ghostdream In Progress
Ghostdream

Ghostdream In Progress

Ghostdream 2 comments

I talk about my point and click adventure game Ghostdream, briefly describing the whole process of making it.

Neofeud Trailer!
Neofeud

Neofeud Trailer!

Neofeud 0 comments

A brand spanking new Neofeud trailer with tons more footage of the game! Do check it out and share it around! We're always looking for more potential...

Zniw Adventure has been Greenlit + development news (4)
Zid & Zniw Chronicles: Zniw Adventure

Zniw Adventure has been Greenlit + development news (4)

Zid & Zniw Chronicles: Zniw Adventure 0 comments

Even more development news for you! Also - after 18 days we got greenlit on Steam Greenlight!

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Neofeud

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Take on the role of Karl Carbon, an ex-cop turned social worker charged with helping needy humans, hybrids and sentient machines AKA 'Silicanths'. Dishonorably...

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It is time for the final exams at Warthogs Magic School, and notorious slacker Larry Lotter is about to flunk all of them because he spent less time studying...

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A game adventure about an adventure game: in other words, a metagame. It contains an editor called BHT (closely resembling AGS), and a surrealistic treasure...

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Spending too much time on a spaceship can make anybody edgy. Can the crew of the Quasar nevertheless learn to cooperate? A high-resolution adventure game...

Merry Christmas, Alfred Robbins

Merry Christmas, Alfred Robbins

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You're Alfred Robbins.. You're 42 years old and work at a local post office. It's the night before Christmas, and you've just recently returned home after...

ADVANCED HALLWAY

ADVANCED HALLWAY

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Enjoy the weird walk! Traverse the strange halls! Swamp Dogs. Blood Wizards. Both at once. Whoa! It's time to take back the night! and conquer the ADVANCED...

The Order of the Thorne: The King's Challenge

The Order of the Thorne: The King's Challenge

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Join young Finn the Bard as he travels to the Faerie realm to compete in The King's Challenge, a yearly competition that the Faerie King holds every year...

Comments  (0 - 10 of 12)
GoToHellDave
GoToHellDave

Hi guys. Just to clear up the confusion regarding 'Go to Hell Dave' and Mac. Jaggers pretty much nailed it in his last comment. AGS does support both Mac and Linux, to a certain degree. But they are older versions of the engine and at this point, we're not too sure what limitations that will present to us. All we can really do at this point is build the game in a windows environment and then see what, if anything, we can do to port it across afterwards.

Having said that, if enough Mac or Linux users show a desire to play this game then we will endeavor to do all we can to get a workable version of it on those platforms.

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s_d
s_d

I've built 32-bit and 64-bit versions of the latest official AGS revision on Github, and have played halfway through the Resonance demo with zero problems! I'll continue (and file or fix any bugs I find along the way), and move on to the AGDI & IA fangames, and then Blackwell & Gemini. If they all work just as well, then I'll consider the port complete.

If you make a demo for me to wrap up, and I'll do so and send it to you (you can also have your Linux buddies test it out as well). The Linux AGS port is not perfect currently, but pretty darn good. I'll take a look a the native Mac interpreter (no idea who's working on that), nor am I particularly fond of development on OS X, but if it helps the community, I'll put some time in :-)

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GoToHellDave
GoToHellDave

We plan on releasing our game on mac, still not certain of the technical implications of it yet.

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s_d
s_d

Currently, every AGS game I've seen on Mac uses a Wineskin wrapper. While that approach is a dirty word in Linux (due to Wine's inconsistent behavior in Linux due to library dependencies, 64-bit vs 32-bit issues, and other weirdness), in the land of Fruit Flavored computers, the picture is not so clear. In fact, commercially wrapped ports of triple-A games are distributed for OS X; take a peek at Portingteam.com ... for some perspective on the phenomenon. This isn't to say it's perfect, but it's almost certainly what you'll end up doing if your release date is this year, unless you (or someone on your team) wish to be a Mac AGS porting programmer and dig into engine development.

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AlexVSharp
AlexVSharp

I'm a tad confused. The available platforms list Windows, Mac and Linux, yet all the games I've seen on here made with this engine are listed as Windows only... :|

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doom2.fan
doom2.fan

The official website have a game engine for linux and as i remember is being made a mac one also not exists a editor engine for linux and mac

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ssokolow
ssokolow

The official site only has Linux and MacOS versions of the 2.x engine and, while I remember running across the beginnings of a 3rd-party port of 3.x to Linux and MacOS, I can't remember where I put the link.

Also, it's been a while, but this may be one of those game-builder engines where the resources and/or scripts are bundled into the EXE, making it difficult to take a game and swap the Windows binaries for Linux or MacOS ones.

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s_d
s_d

Linux went unmaintained for a while (back when AGS was a closed source engine) after the maintainer of the port became unable to support it. After that, periodically, larger fan projects would attract someone to request the code from Chris Jones (CJ), who would let them have it, provided they didn't share, and as such, that person would patch it up and get it going for their team's game or two, and then share the patches with CJ.
Then, last year, he opened AGS sources (artistic license, IIRC) and multiple maintaners came out of the woodwork. I built a poor version of the Linux AGS intepreter for a fangame called "PledgeQuest" supporting the Two Guys from Andromeda SpaceVenture Kickstarter project (spiritual successor to the Space Quest series). It was based on bero's work on the SQ fan game Vohaul Strikes Back ( Sqvsb.com ), which was packaged up for Linux. My version kinda sucked (missing sound, for example).
Now, JJS in the AGS community is patching it heavily, including alpha quality support for 64-bit Linux (which will eventually go toward 64-bit Windows as well). I'm going to hop in there and do what I can to help out, but for sure AGS interpreter support on Linux is back in a big way.

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yepwatermelon
yepwatermelon

That's becuase no one plays games on a mac (at least no one in their right mind) and anyone on linux should know how to run a game in wine.

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bakerg
bakerg

Firstly that doesn't answer the question at all, shows a complete lack of knowledge in the area and is just not useful. Wine is available on macs too, along with other stuff like steam etc. The only reason for the lack of games on the platform is because almost the whole world has windows and it is easier to make better gaming hardware for windows, unless you want to make a hackintosh.

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