• 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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About Classic Hero: Paradox Chronicles with 0 comments by iceygames on Jun 18th, 2015

I've been hard at work on this game for a long time now and it wasn't until recently I found a way to actually convey a clear and interesting story with workable gameplay. My scope for the game was always huge but never really comprehensible or connectable to overall lore of my main series. I had this super badass character with these amazing abilities, but the explanation for how he got those powers or why he has them just never landed enough to where it just felt interesting.

Horrible Japanese in the logo, I know, for gods sake I was young and just starting out lol

(Despite the subtitle, the japanese in the second logo I know is not accurate, I don't even remember where I grabbed it from. For all I know it's just a bunch of jumbled characters thrown together.)

I started work on the game back in 2010, the project was soon canceled due to lack of scripting knowledge that I possessed.

(Though the art direction greatly improved, that honestly was really it)

Moving onward I tried to revisit the project back in 2012 and this time I was confident that I could pull it off but it was again met with the same fate but also due to the lack of limitations in the engine I was using.
Old button layout

(Just a mock image of how I planned to game to look and run on Wii U)

Once 2014 hit I once again wanted to give it ago but this time tho it suffered the same fate it was more due to the fact that the team I had established for the project wasn't stable cause I wanted to try to develop the game in Unity this time.

(A test image I put together to actually see if this would be worth taking a shot at before actually starting.)
Putting aside everything else that was going from then to now, I recently again felt that if I took a shot at the game from different angle and different play style then I just might be able to complete the game solo and then hopefully after gain support from players to make remake the game for next-gen platforms and PC using my original gameplay idea along with the new and revamped story. That is why now I'm taking things down a notch and turning the game into a turn based RPG while still using the sprites from last years try.

Despite the fact the gameplay is currently made with mobile in mind the overall battle system is made to seem a bit flashy and powerful, whereas the main protagonist, Leoth has plenty of moves that appear to be like super moves if you will. I feel they help the character give off a sense of being able to handle really anything that's thrown at him.

In the beginning of the game the played will be prompted to before jumping into actually getting to play the game to select a sort of class that you will utilize through the course of the game. You're selected class abilities will be gain a boost in attack strength & leveling, while the opposite class enemy will gain a boost in the damage dealt to you.

Simple enough right? well I think so too, currently the plan is to incorporate all the no battle features, cutscene yada yada before moving into the battle system scripting phase. I figured that by doing it this way it will cut development time to a low because I won't be too drained to do anything else besides test the game for errors. My last game I was working I start mainly with the battle system first which took me about 3-4 months to do solo. It was a nice system but it just wasn't fun and felt dead. But the worse part is I just felt too drained to even go back and try to tweak it cause it needed too much work and thus I never finished the rest of the game. This time around I'm going to flip the tables and invest time into making a more simple but fun and quick system that players will hopefully be able use without getting bored.

But enough about that, there plenty of more updates to talk about, but I'm saving that for later. Right now it's dev time so please look forward to future updates.

Add game Games


Updated 5 hours ago TBD Single Player Adventure

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...

Merry Christmas, Alfred Robbins
Merry Christmas, Alfred Robbins

Merry Christmas, Alfred Robbins

Updated 6 days ago Released Nov 15, 2013 Single Player Point and Click

THIS GAME IS VERY PSYCHOLOGICAL! YOU HAVE BEEN WARNED... You're Alfred Robbins.. You're 42 years old and work at a local post office. It's the night before...

Classic Hero: Paradox Chronicles
Classic Hero: Paradox Chronicles

Classic Hero: Paradox Chronicles

Updated 2 weeks ago TBD Single Player Role Playing

Classic Hero: Paradox Chronicles is the mobile game of a bigger or more robust game of the same name (Minus the subtitle) that I'm working on for other...

Ouroboros: The Ascension
Ouroboros: The Ascension

Ouroboros: The Ascension

Updated 2 weeks ago TBD Single Player Point and Click

The second part of the Ouroboros series. A forgotten temple - strange, misshapen, beasts - a pact with the Goddess of Death - and a man unbound by fate...

Ouroboros: The Sacrifice
Ouroboros: The Sacrifice

Ouroboros: The Sacrifice

Updated 2 weeks ago Released Jun 7, 2015 Single Player Point and Click

The lands of Fyra are a harsh, cold, and unforgiving wasteland; traits the people that inhabit it have inherited. When their children reach maturity...

Post comment Comments  (0 - 10 of 12)
GoToHellDave Aug 25 2012, 3:35pm says:

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.

+2 votes     reply to comment
s_d Jan 10 2013, 12:02pm replied:

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 :-)

+2 votes     reply to comment
GoToHellDave Aug 19 2012, 8:08am says:

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

+2 votes     reply to comment
s_d Aug 24 2012, 11:50pm replied:

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.

+2 votes     reply to comment
AlexVSharp Mar 1 2012, 5:18am says:

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... :|

+2 votes     reply to comment
doom2.fan Apr 23 2012, 1:00pm replied:

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

+2 votes     reply to comment
ssokolow Apr 23 2012, 3:44am replied:

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.

+4 votes     reply to comment
s_d Aug 24 2012, 11:38pm replied:

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.

+3 votes     reply to comment
yepwatermelon Mar 30 2012, 1:55am replied:

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.

-3 votes     reply to comment
bakerg Apr 5 2012, 1:28pm replied:

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.

+4 votes     reply to comment
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