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So, is AGS for you? Well, that depends what you want to do. It is designed to create adventure games,
in the classic point-and-click style. It is not designed to make platformers, straight RPG's, or
any other type of game (although simple arcade sequences are of course
possible).
As an overall summary of the features, we have:
-
New for AGS 3.0! Completely overhauled 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. -
New for AGS 3.0! The Windows game engine now has a
hardware accelerated graphics driver, giving extra performance
for graphically-intensive games. The software graphics driver is still
supported too, for running on older 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.
- 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, and 800x600 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.
- 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.
If you decide that AGS is for you, then visit the Download and
Tutorial pages
to get started.
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