• 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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Adventure Game Studio Editor
Blog RSS Feed Post news Report abuse Latest News: 2010 - 2015: Progress thus far....

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.

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Classic Hero: Paradox Chronicles
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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...

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

Adventure Game Studio is from 2dboy????

+2 votes     reply to comment
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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