• 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: Constructing Dustbowl

About Dustbowl - A Wasteland Adventure with 0 comments by Birritan_PI on Jan 17th, 2015

I thought I'd make a little post looking at the construction of the Dustbowl world and the environments in the game. It's been really fun working on the environments and it's one of the jobs I have the most enjoyment in doing.

For those that have played the demo or seen the screenshots the HUB area (the starting location) has very simple, square rooms but the idea was always to do something visually a little different in each area. My thoughts here is that the player will always look forward to seeing what the next location will look like.

So...I'm working on a new location, I have to take into account whether it is a safe haven filled with NPCs or a dangerous outer territory with missions to accomplish and dangers to tackle. Another thing I have to take into account is the kind of location it will be, will the rooms in the environment be simple box rooms or will their shapes need to be quite different. For example some of the subway rooms are rather long and unique in their look and the train cars themselves resemble a train cross section.

Most of the time I have a clear idea in my mind of how many rooms an environment is and the layout, but if it's a large, sprawling world then I'll create a simple map as a guide. This was essential for working on the Subway but in regards to other locations I had a very clear idea of the room layout for the HUB, Gas Station and the Caves in the basement level.

Once I'm ready to draw up the rooms I generally begin with a template, this gives me the room's position on the game screen and a nice base to work from.

From there I begin to either draw a new room from scratch over the template or I change it's colours and begin dropping in objects to fill the environment from a vast library of things I've created. Once all this is done, I save everything out as .PNGs and import them into AGS where they can have their Walkable areas and Walk-behinds drawn in and get linked together through script so the player can travel through each room.

It's that simple, for the most part. Some rooms are so vastly different that they can almost be separate works of art taking time and dedication to complete (such as the caves) but it all helps keep the world unique and interesting to explore.

I hope you enjoyed that little insight into the creation of some of our environments but quite simply, it's just good old fashioned art and not much else.

If you like what you see then please follow us here and head over to our greenlight page and give us a thumbs up, we appreciate all your support!


Merry Christmas, Alfred Robbins

Merry Christmas, Alfred Robbins Merry Christmas, Alfred Robbins

Updated 1 week ago Released Nov 15, 2013 Single Player Point and Click

THIS GAME IS VERY PSYCHOLOGICAL! YOU HAVE BEEN WARNED.. You're Alfred Robbins.. You're 42 years old and work at a local post office. It's the night before...

Dustbowl - A Wasteland Adventure

Dustbowl - A Wasteland Adventure Dustbowl - A Wasteland Adventure

Updated 1 week ago Released Jan 11, 2015 Single Player Adventure

You are just another face trying to survive the aftermath of a terrible event which shook the world. With your father you have made the Hub your home...


Technobabylon Technobabylon

Updated 3 weeks ago Coming Apr 2015 Single Player Point and Click

A jobless agoraphobe, addicted to the man-made worlds of a distant descendant of the internet, has become targeted for assassination by forces beyond...


Quasar Quasar

Updated 3 weeks ago Released Dec 12, 2011 Single Player Point and Click

Spending too much time on a spaceship can make anybody edgy. Can the crew of the Quasar nevertheless learn to cooperate? A high-resolution adventure game...


Providence Providence

Updated 3 weeks ago Released Jan 3, 2015 Single Player Platformer

An old man isolated in retirement in a high-rise building outside of town. A boy living on a farm out by the mountains with his father and mother. A young...

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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