• 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 Dustbowl - A Wasteland Adventure with 1 comment by Birritan_PI on Dec 4th, 2014


I'd like to thank everyone for downloading our humble little game Dustbowl, I like to announce that I've updated a new demo build with a few fixes and an extra building for players to explore :) Head over to our website or our 'downloads' page here and grab the latest!

While working on the game we'll probably be making small updates to the demo to keep it a little fresh for new players discovering the demo for the first time. Of course, the work hasn't stopped and I've been working on the next new areas and NPCs that live there. My partner in crime will also begin working on the shops that will make things a little easier, allowing the richer survivor to buy ammo and needed supplies!

We have also been discussing a simple crafting system, I believe it will make things more interesting and push the game into more of the survival area I think it needs to be in. The crafting system planned will only be something very simple, i.e: combining two useless items to make a third usable one. More information will be served up as we get begin working on these features.

Well time for some new media.




There's still a lot to do but we're working hard and it's going very well, I think we're really moving the game in the right direction which is more survival. So if you haven't tried the demo...then be gentle with us :D and enjoy. If You enjoyed the demo and all the updates you can also head over to our site and preorder Dustbowl and get it as soon as it's out!

We really appreciate a follow and now a vote on the Indie Dev Of The Year (I know we're no indie developer of the year! haha...but one can dream).

Well the concludes our daily news report.
Cheers guys and gals!
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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