• 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 Report abuse Latest News: Latest Dustbowl updates!

About Dustbowl - A Wasteland Adventure with 0 comments by Birritan_PI on Feb 25th, 2015


Hello Dustbowlers, it's been a really long time since I posted a news item here in IndieDB. It hasn't been due to inactivity but because we've been so busy working on the game that we just haven't had the time to really sit down and collect everything to put in a news post.
So what has been going on exactly? Well a lot.

I've been working on hard on getting everything in for the main quest line (so we can actually complete the game). That's all the large unique areas, NPCs and their animations, items and of course...dialogue.

In total the NPC dialogue for the main quest line is over 40 pages (or so Google Docs tells me) and that's pretty whopping. As only one of us can work in the actual project at once I set out writing the dialogue in such a way that it can just be copied and pasted in. So that is a massive load off our shoulders now - and I know how the game ends!! That's good news for everyone.

I kept promising our dialogue system was going to change and it has dramatically (I think I mentioned it in another post but here I go again). We have animated character sprites, unique portraits for every NPC in the game and it just looks so much cooler, with your chat options positioned in a nice place and not covering the centre of the screen.

Shops are also a new feature, with a Medical, Weaponry and general supply stores where you can vender off junk items and keep stocked up.

We're hoping to get the game into a testing phase in March and a big push from us both in getting in the last side quests and random houses to loot. But there is still a lot to do, more random events, enemies and items.
Again, I'd like to plug our twitter page that we update regularly with art, our rather neglected facebook page...and of course our Greenlight page, your support here really does make a difference:
Our Twitter home!
Our Facebook home!
Our Greenlight page!

Now for some art screenshots!?





So if you enjoy what you see then please head over and give us a follow or say hello on facebook and Twitter and we always welcome a positive greenlight vote :)

Stay tuned for more details and a Hamma Bead give-away!

Cheers!
Mark.

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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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Released Feb 10, 2009
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