• 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: Dustbowl Sunday Update

About Dustbowl - A Wasteland Adventure with 0 comments by PixelIncognito on Oct 12th, 2014


Well work has been going well on Dustbowl as usual, I've been working on alot of the groundwork for the surface missions in the subway, I'm hoping to having something that is an accurate representation of the game by the end of the month (A playable demo) which will be the whole start of the game and the side quests involved in and around the HUB as well as the first mission in the Subway.

The artwork is progressing well with the subway environment and I have some pretty exciting ideas for the visual look of the world. As the player explores this gloomy world filled with ghosts and mutants the player will enter train carriages while they complete their duties for the HUB. There will also be a number of side missions that the player can choose to complete in this environment too.

The world is designed to be open so the player will be expected to go back and forwards to environments already explored. Below is a list of current enemies, more are getting added all the time and I have alot of rough art that's waiting to be polished and put into the game. At the moment all the enemies now have idle animations and it just makes combat feel more alive.


While out in the world there is chance to randomly encounter most creatures but some areas may only hold a small selection of enemy types and with the new way we're handling armour enemies will have weakspost the player will have to learn and concentrate their attacks on.

 Time for some more artwork!

(Subway Entrance)

(New Feral mutant enemy)

(More NPC's and Quest Givers added to the HUB world)

 As you can see, the Time track in the bottom Right corner has now also been updated and looks clean :)

Well that's the Sunday update, stay tuned for more updates and hopefully a playable demo at the end of the month! If you have enjoyed what you've seen then please feel free to follow and stay one step ahead of the wasteland mutants!

Cheers!
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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