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Adventure Game Studio

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Also known as AGS

game creation kit and engine

Official website

Adventure Game Studio

Join our vibrant community to create, play, and share adventure games. Unleash your creativity and explore adventure games by fellow creators!

adventuregamestudio.co.uk

Link to the official site · 9,154 chars · not written by Vinony

Source code

Adventure Game Studio (AGS) - is the IDE and the engine meant for creating and running videogames of adventure (aka "quest") genre. Created by Chris Jones back in 1999, AGS was open-sourced in 2011. Since then continues to be developed by contributors. Both Editor and Engine are licensed under the Artistic License 2.0; for more details see License.txt. For the full list of releases, both stable, betas and others, see our repository's Releases page. Please be aware that, unlike the runtime engine, AGS Editor is only supported on MS Windows (and Windows emulators such as WINE). The [ master ][master-br] branch is where the next planned version is being developed. It may temporarily contain unstable or untested code. Currently, master corresponds to 3. generation of the engine/IDE and maintains backward compatibility with previous releases - see also Compatibility. According to current plans, this branch should only receive improvements to the backend, system support, and performance. Changes to data formats and game script should be kept to a strict minimum necessary to fill in the critical gaps in the engine's functionality. There's an [ ags4 ][ags4-br] branch also active where we develop a future version AGS 4.0. There we introduce greater changes and cut much of the old version support. According to our plans, in the future master branch will be merged with ags4 , while the backward compatible generation will remain as the ags3 branch and only receive fixes and minor enhancements. But there's still some work to do in AGS 3. , so the exact moment that happens is unknown. For "official" releases we create release-X.X.X branches, that is to prepare the code for the final release and continue making patches to that release if a need arises. Please note that while the master branch may contain changes to game data format and new script functions, we cannot guarantee that these will remain unchanged until the actual release. We only support data formats and script APIs that are in published releases. For that reason, it's best to use one of the actual releases if you'd like to make your own game with this tool. There may be other temporary development branches meant for preparing and testing large changes, but these are situational. For Android, we have a game launcher app that may run any game, but it's also possible to make a signed APK for your own game (see instructions linked above). Game configuration is usually found in the acsetup.cfg file. On Windows you may also invoke a setup dialog by running the engine with --setup argument. For the list of available config options and command-line arguments, please refer to OPTIONS.md. The 3rd generation of AGS may be currently found in the master branch (also ags3 ). Its specifics are: Supports (imports into the editor and runs by the engine) all versions of AGS games made with AGS 2.50 and up. Note that there may still be compatibility issues with very old games that were not uncovered and fixed yet. If you try to run an unsupported game, you will receive an error message reporting the original version of AGS it was made in and data format index, which may be used for reference e.g. when reporting the problem. Game saves are compatible between the different platforms if they are created with the same version of the engine. Latest 3. engine should normally read saves made by engine 3.2.0 and above, but that has not been tested for a while. Certain games may require engine plugins. If there's no plugin version for a particular platform or a platform-independent replacement, then the game will not load on that platform. As of AGS 3.6.0 the Windows engine no longer supports playing AVI/MPG videos . The decision to drop this feature was made while moving to a new SDL2 backend, primarily because its implementation was based on using DirectShow interface (Windows-only) and relied on codecs installed on player's system. Other ports were not supporting this ever. If the game tri

Excerpt from the source-code README · 8,976 chars · not written by Vinony