Adventure Game Studio Forums Ags 2.72 For Mac

Автор:
Adventure Game Studio
Developer(s)Chris Jones
Initial release1997; 23 years ago
Stable release
3.5.0.24 / February 24, 2020; 2 months ago
Preview release
Repositoryhttps://github.com/adventuregamestudio/ags
Operating systemWindows
PlatformPersonal computer
Available inEnglish
TypeGame creation system
LicenseArtistic License version 2 (editor & runtime)
Websitewww.adventuregamestudio.co.uk

Mar 15, 2013  I'll add my 'two cents'. To be frank, I did not yet have chance to explore Allegro 5 and learn how much is different from A4 (code-wise). But the general issue is that allegro 4 calls are scattered throughout the engine (those that deal with graphics and controls mainly) instead of being groupped (like in helper functions or classes). BEGINNER'S GUIDE TO ADVENTURE GAME STUDIO - PART TWO. Second part of a step-by-step guide to creating a short adventure game in AGS! Catmitts; 04:35 PM; 6490 views. And the information I did find I needed to verify with some scattered forum posts to see the proper way to actually incorporate it.

Idgafos 3.0 mp3 download. Adventure Game Studio (AGS) is an open source[1][2] development tool that is primarily used to create graphic adventure games.[3] It is aimed at intermediate-level game designers, and combines an Integrated development environment (IDE) for setting up most aspects of the game with a scripting language based on C (programming language) to process the game logic.

History[edit]

Adventure Game Studio was created by British programmer Chris Jones.[3] AGS was originally released in 1997 as an MS-DOS program entitled 'Adventure Creator'.

Jones was inspired by the apparent simplicity of Sierra On-Line's adventure game interface, specifically as showcased in Space Quest IV: Roger Wilco and the Time Rippers.[4] The first version of Adventure Creator allowed users to create only low-resolution, keyboard-controlled games.

Initially only small tests and demo games were created with AGS, and most of the more ambitious projects were cancelled. As a result of the lack of completed games and engine features, the user base was small, but the community grew slowly. Game developers started requesting more features so that they could create more complex games. Gradually, as these requests were implemented, AGS became a more capable toolkit and it was finally possible to create high-quality games with it.

After a long period of slow activity, Lassi Quest was released as the first complete AGS game in late 1999. It was not until Ben Croshaw's Rob Blanc and Philip Reed's Larry Vales games had been released in 2000-2001 that the engine gained widespread popularity. There is now an active community containing thousands of members, and a large output of completed games of all sizes.

AGS itself continues to be added to and improved upon, with the release of version 3.0 in January 2008 including a complete rewrite of the editor using the .NET Framework and an update to the game engine to support 3D hardware acceleration.

On 26 October 2010, Chris Jones released the source code for the editor under the terms of the Artistic License, version 2.[5] On 27 April 2011, the runtime engine code was released under the same licence.[6]

In 2015, a small group of community developers keep maintaining and improving the engine and IDE, and started to implement cross-platform capabilities as well as support for more modern screen resolutions (4:3, 16:9 and custom high resolutions).[7]

Capabilities[edit]

The editor and runtime engine were originally designed for Windows operating systems; though the runtime engine has been ported to Android, iOS, Linux, Mac OS X and PSP[8] since the release of the source code. Prior to AGS 2.7, a DOS engine was also available; this has since been discontinued. It is not yet possible to run the editor to create games on operating systems other than Windows without an emulator or API wrapper such as Wine.[9]

AGS can create games with a graphical range from 256 colours and a resolution of 320×200 (games with more 'classic' looks) to truecolor games with any higher resolution supported by the player's graphic adapter, like 1600×1200 (games with more 'modern' looks) and an alpha channel. The higher the resolution, the more demanding a game is on computer resources, resulting in the need for a faster computer.

It also supports the following graphics filters: none, 2x nearest-neighbor, 3x nearest-neighbor, 4x nearest-neighbor, hq2x, hq3x.

The application supports the following multimedia formats: mod, S3M, wav, xm, MIDI, ogg, mp3, avi - version 2.61. Version 2.72 has support for IT and S3M.[10]

Community[edit]

The AGS community is based on the AGS Forum,[11] the AGS Internet Relay Chat channel[12] and Discord channel.[13] There are real-world meetings of the community each year, known as 'Mittens'.[14] There is also an ongoing blog[15] covering the latest goings-on in AGS development, games and community. The community runs several competitions to create games, art, writing and music.

AGS Awards[edit]

The AGS Awards were founded in 2001 and are awarded annually to the best indie point-and-click adventure games of the year. Categories for the awards may vary year from year but overall include Best Game, Best Writing, Best Animation, Best Voice Acting, Best Puzzles, Best Background Art, Best Gameplay and Best Music. The AGS Awards are an important barometer for indie adventure games, serving as a springboard for new talent. Some winners have become immensely popular and commercially successful. [16][17][18]

Reception and usage[edit]

Games based on AGS[edit]

Thousands of games have been produced using AGS,[19][20] some of them being of professional quality, such as professional games like the ones mentioned below. There are several non-professional yet full-length acclaimed games such as Heroine's Quest.

Wadjet Eye Games is an indie game developer that has created most of its commercial titles using AGS, such as the Blackwell series of games. They also publish AGS games by other developers, such as Primordia by Wormwood Studios, Resonance by XII Games, and Gemini Rue by Joshua Nuernberger.[21]

Development teams AGD Interactive and Infamous Adventures have remade and updated King's Quest and other Sierra releases. LucasFan Games have done the same with LucasArts adventure games.

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See also[edit]

References[edit]

  1. ^'Whoa, Adventure Game Studio went open source'. Jake Rodkin. 2011-04-29. Retrieved 2013-12-31.
  2. ^'Adventure Game Studio – now open source (again)!'. Skygoblin. 2011-07-08. Retrieved 2013-12-31.
  3. ^ ab'Exploring The Studious World Of Adventure Game Studio'. Rock, Paper, Shotgun. 2012-04-03. Retrieved 2013-12-24.
  4. ^'Interviews: Chris Jones'. Adventure-Treff.de. Retrieved 2018-11-02.
  5. ^AGS Editor Source Code Release AGS Forums, October 26, 2010
  6. ^Initial AGS Engine Source Code release AGS Forums, April 27, 2011
  7. ^changes.txt ags on github.com (2015)
  8. ^'AGS GitHub repository'. github.com. 2012-06-09. Retrieved 2012-07-06.
  9. ^'AGS wiki: GNU/Linux'. Americangirlscouts.org. 2010-03-02. Retrieved 2012-04-23.
  10. ^AGS v2.7 Refresh 2 now released AGS Forums, May 2, 2005
  11. ^'AGS Forums - Index'. Adventuregamestudio.co.uk. Retrieved 2012-05-27.
  12. ^[1]
  13. ^'AGS Discord channel'.
  14. ^AGS Wiki
  15. ^'The AGS blog'. Ags-ssh.blogspot.com. Retrieved 2012-05-27.
  16. ^RockPaperShotgun.com about The AGS Awards
  17. ^The 2012 AGS Awards by www.indiegames.com
  18. ^Destructiod.com about AGS Award winning games April 29, 2011
  19. ^Adventure Game Studio full game list on uvlist.net
  20. ^Games made by AGS
  21. ^'Adventure Game Studio'. Adventure Game Studio. Retrieved 2012-05-27.

External links[edit]

  • Official website
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Adventure_Game_Studio&oldid=956169215'

Apr 8, 2012 - I think that was a port of AGS 2.72 and from the last comments in that thread it seems it's a Power PC app so is no longer compatible with Mac. Oct 7, 2005 - AGS mac 2.71 beta 3 binaries available [26th July]. Thanks for the offer. I'll be in touch when I get 2.72 up and running. Still waiting.

It has already been discussed many times, there is three principal ways to have Windows programs working on Mac OS X if you have an intel processor, and just one if you have a PowerPC (and this one won't let you play to any 3D Game). About the three programs: First: BootCamp. It allows you to install windows in your hard drive (or external hard drive) and choose the OS you want when you switch on your computer.

It works like a very good PC, graphic card, webcam and everything drivers has been written by Apple. Actually that's the only way to play to Sam&Max Season 1. You need a CD of Windows and a CD Key. Second: There is Parallels Desktop. It allows you to launch windows like a program under Mac OS X. It does not affect your processor speed but you need lots of ram (at least 2Gigs because XP is bad optimised and OS X is still running).

Actually, you can only use apps that don't need graphic acceleration. Most of them doesn't, but games does. Future releases will support graphic acceleration, but for the moment it is not possible. You need also a Windows CD (or ISO) and a proper key. You can also use the same partition than BootCamp, but Microsoft don't let you authorize two windows; so one of the two cannot use 'genuine authentication required' programs. Third one: An application called CrossOver let you launch Windows programs under OS X without installing windows.

You just have to prepare them to fit in a 'bottle' as they call it. Actually it doesn't work with legally pruchased version of Sam&Max, someone told it works with cracked one, I didn't try because I don't have this. For the moment, I'm forced to launch this ugly, buggy and unfriendly windows XP to play with Sam&Max via BootCamp, and it works perfectly. BootCamp is free (Parallels and Crossover are not). Mac's use pretty standard hardware these days and have done for years - My girlfriends 4-year old iMac (the PPC lampshade one) uses standard Laptop-style SODIMMs, a DVD/CD-RW combi drive and a GeForce 2 MX. The only thing that's really proprietary about them anymore is the OS, and Jobs 'n' co. Are under increasing pressure to allow it to be released for non-Apple hardware, especially since the latest stuff is x86-based and we have Bootcamp etc.

Infact, if Apple allowed people to install the OS on anything but their massively overpriced designer hardware, they'd probaby overtake Microsoft's installed userbase in a heartbeat! Optimaximal you sure forget taht the power of Macintosh today is synergy. Remember the simple quote from the last keynote: 'People who are really serious about software should make their own hardware.' A big part of stability of Mac OS X is because every part of the hardware is already known and controlled by the OS.

There is no drivers to install, nothing at all. It's all bundled. Yesterday, a report has been posted, about the average price of laptops for example. It's just 50 bucks less than a macbook. Mac are not expansive, it's most of the time cheaper than equal configuration's PCs (most of the time, not all the time, don't bring me 'hey look at the mac mini':P). And yes it uses standard hardware, but you cannot use same drivers: I cant use official catalyst to manage my graphic card, even under windows.

So how does Windows XP handle the Mac hardware in your MacBook, Rasher? Did you need to install special drivers or something?

-Erwin I just got it recently, so I haven't had to update any drivers yet. I had the Mac paople install everything for me when I bought the laptop. It even has an NvIDia graphics card. So far everything works great, but I've only installed adventure games that don't demand much. AGS games and Sam and Max work fine.

I have yet to install something like Oblivion. Maybe when I get my 2 GBs of RAM. Cider looks very interesting, and if thing thing works really well then my next gaming machine just might be a Mac. Otherwise I'm sticking with Dell. I'm trying to run the demo on VMWare now - I get through the opening credits fine, but then the texture of the wall looks like rainbow confetti and the virtual machine crashes. What settings are you two using?

Adventure game studio forums ags 2.72 for mac 2

Be sure 'direct X 8' is activated, and install the VMware drivers in windows. I allowed 1Gb of RAM for VMware (my computer has 1.5Gb). That's all I think. But sorry, I posted a little bit to fast, and going through the game more deeply, I found a lot of missing textures (not noticable at first), and some 'shiny' characters. So I realised VMware was not a good solution, and I installed windows on a dedicated partition with Bootcamp, and it works a lot faster and better. I never saw the game on a real PC, but with Bootcamp, I bet it works exactly has good as if it is installed on a real PC.

If you have a G5 processor and therefore cannot install windows, VMware might work, but you'd better pray for a real mac version to come out one day. I still want this version, so I could uninstall windows for good! Lol all what 3% of the fan base? LOL lets do linux while we are at it:P sorry im no windows fan but apple?

Adventure Game Studio Forums Ags 2.72 For Mac Download

Adventure Game Studio Forums Ags 2.72 For Mac Mac

Sheesh to bad for ipod or apple wouldnt exist anymore (and thanks to ipods we have a 300% increase in national Tinnitus aka ringing in the ears) Thanks Steve!:P In the US, it represents 15% of the laptop industry and 10% of desktop computers. Why my numbers are that different? Because they don't count companies. In fact, who plays at work? Don't underestimate Macs, there is more people who likes them than you think. It works flawless using parallels with Direct 3D video enabled.

Adventure Game Studio Forums Ags 2.72 For Mac Free

I have a Macbook with 2 gig Ram. You just have to make sure to enable DirecT 3D under the video settings in Parallels, it is turned off by default. If you run in coherence mode, it will run right in OS X with fully having to switch over to windows. I did, and even if it works well, graphics are basic (no anti aliasing, several interface bugs, missing textures — Jimmy two teeth and the cheese of episode one looks like they experienced oil baths ^^ — and of course no bump mapping). So, it's still not a full working alternative. But authentication works well indeed.