• 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.Autocompletefunction 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-colour16-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 320x200320x240640x400640x480800x600 and 1024x768 are supported. Your game can be run full-screen or in a window.
  • For sound and music, you can use OGGMP3WAVMODXM 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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Adventure Game Studio Editor
Blog RSS Feed Report abuse Latest News: System Updates + Music

About Dustbowl - A Wasteland Adventure with 0 comments by PixelIncognito on Sep 28th, 2014


There's big news and some big updates in the wasteland of Dustbowl. This week we've been really busy with working on more of the systems and getting a lot of the functions in place - and we're getting very close to starting work on getting the game rolling! We're well on track to getting something playable very soon which is exciting.

  • The player can now wear armour which changes the player sprite, so while this will mean alot of art it is totally worth the effort. Currently there's the basic player (no Armour) and a hazmat suit, dropping the armour in the correct slot fades the screen to black and and the player will reappear in his new armour. I have started working on more armour but currently there are a large number of animation sequences that controls the player from: walking 4 directions, speaking 4 directions, firing a pistol, melee attack, rifle attack and getting in and out of beds for rest.
  • Enemies now are randomly chosen in the combat test room which means we can roll out this system once the player is out in the wastes and exploring the world, and they explode!
  • Final touches to the inventory system have been made, all equipped items have a small 'E' icon by them which is handy! Weapons also now use ammo!
  • Weapons are now working too! Entering combat without an equipped weapon means you dook it out with your fists and I think the fists are my favourite weapon LOL, they also have a cool crunch sound effect too!
  • We have a day/night cycle icon which now displays time of day and the moon/sun icons slowly move to indicate the passing of time.
  • A basic quest system is in place but this is in it's early stage of development but we should get that done pretty quickly.
  • Alot more NPCs have been added to the HUB and the canteen has been renamed 'The Waypoint Bar', the world is feeling more alive now and busy and we've now started adding bits of dialogue here and there.
  • Lastly we have a new Dustbowl music track exclusively composed by Alexandre Sciré (be sure to visit the soundcloud of this promising artist!), a piece of ambient music for when the player is deep in the desert wastes!, a piece of ambient music for when the player is deep in the desert wastes!

    (Fisticuffs in action - punching a giant spider!....Good idea...)

    (Player wearing new Hazmat Armour)

    Well a huge update, and alot of work done, we appreciate your time in readin the post and I hope you have enjoyed the screenshots and the music! If you like what you've seen please follow us and we'll keep you upto date with all our progress!

    Thank you!
    PI

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Post comment Comments  (10 - 12 of 12)
DJ_Link
DJ_Link Jun 22 2010, 6:39pm says:

Adventure Game Studio is from 2dboy????

+2 votes     reply to comment
s_d
s_d Aug 24 2012, 11:29pm replied:

Nope. It's written by Chris Jones of the UK, who also runs "Adventure Game Studio" the company (promoting and maintaining the engine on his own time) as well as taking a leading role in running the AGS community as benevolent dictator. 2dboy has nothing to with it (WoG doesn't use AGS, in case it wasn't obvious!).

+2 votes     reply to comment
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