AGS creation on Linux

Started by Gnarf, Mon 05/01/2004 15:37:04

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Gnarf

Hi, everybody!

I Have worked with another adventure-creating program before, but abandoned. The reason for this is simple: I smashed Widows (for many reasons) and switched to Linux. But the old adventure-creating system only supported that -- well, next-to-operating-system.

Now I found out AGS games can be played on Linux. Sounds great. But in the tutorials the only way to create an AGS-adventure seems to be to run the editor - which is a windows-only program.

My simple question: Is it possible to create AGS games by means of text files (and all the pictures, animations, character pics of course) to compile it ON LINUX to get an AGS game? If so, AGS seems to be the system to continue my adventure... :)

Thanx in advance!

a-v-o

Well, the third sticky topic in this forum sounds like "AGS Linux v2.6 Now Available" :o, so there is a small chance that you will find there the information that you ask for.  ;D

Scorpiorus

No, currently there is no AGS Editor port for Linux - only AGS engine. But I remember people managed to run the AGS editor via Wine, though. I'm not using Linux so I can't be of much help, sorry. And be sure to check the thread a-v-o mentioned. It has all info regarding the Linux port.

~Cheers

Gnarf

Well, I already read the topic and - surely- I have visited the web site, browsed through the html tuts and did a search via google.
The post you mention is about the run-time environment, but not the creation of one (as Scorpiorus already pointed out). So, a-v-o was absolutly right about the small chance   :-*

;D By the way: Be assured, Linux'ers are able to read and are even used to it: Lots of man pages, which are a (very) little more than raw text files (no Hi-Res pictures - just information! Yep, really information! It's the pure horror to most Windowers   :o ). And those man pages have to be read carefully and in great detail in order to get things running at all.  ;D

Nontheless thank you all for answering my next-to off topic question about the linux side of creating AGS adventures.  And don't take my writing too serious - just keep it in mind and avoid pointing someone to the wong resource too soon 8)

a-v-o

#4
Sorry Gnarf :-[ and thanks for clarifying...
I always thought it is a port of the development environment and not just the runtime engine.
Next time I better :-X

"wrong ressource"... well, it's the ONLY one as far as I know  ::)

Gnarf

Quote from: a-v-o on Tue 06/01/2004 10:34:39
Sorry Gnarf :-[ and thanks for clarifying...
I always thought it is a port of the development environment and not just the runtime engine.
Next time I better :-X

"wrong ressource"... well, it's the ONLY one as far as I know  ::)

Yes, seems to be the ONLY resource - unfortunately. So I guess I have to go on searching for a linux point-and-click adventure generating system. Meanwhile, I'll work on the plot further and mostly on my drawing skills - as my time may allows for it.

scotch

I'm not a linux user so I haven't gone looking for linux adventure game engines, but I do know the MAD ( http://mad-project.sourceforge.net/ ) is designed to be cross platform (don't think a linux version is availabe on the siet but it should be possible to compile one).

Scorpiorus

Quote from: Gnarf on Tue 06/01/2004 07:53:34And don't take my writing too serious - just keep it in mind and avoid pointing someone to the wong resource too soon 8)
If fact it's the right resource since if the Linux AGS editor will be released sometime in the future that site most likely to be the first one to check out.

Regarding the MAD engine, afaik they haven't have a linux port yet. But it's an open source so you can try to build one by yourself (not sure about all libraries available which is neccessary to compile it, though)

~Cheers

Gnarf

Well, the MAD project seems to be what I am looking for. Thank you for that! Until AGS build tools are port to Linux I'll take a closer look at it.
About that AGS port: You're surely right, when AGS will be successfully port to Linux the resource sure will be THE place to look for it. But currently this won't help very much in creating adventures, would it?

Thank you all for your help!  :D

ernesti

I run AGS editor succesfully on Mandrake 9.2 .. on wine of course!
You should get the latest binaries to run it..  and of course the
ags linux engine.  You need to create different directory for the tests while you're coding it, because you can't run AGS games on Wine.

So you have a folder "Compiled", just symlink (dont copy or move) the game exe,setup, config file, to the another directory.

rename game exe file to  ac2game.dat (the link), and  symlink ags , ags-setup linux binaries to that directory, go to shell and type ./ags-setup , and then ./ags !!  Should run just fine!!

And of course you need to symlink possible VOX files, and put it in uppercase.. and that midipatch thing too..  (if you want music)

Not only the linkings are dynamic, it's so easy to test the game.. just like on Windows! No errors.. no hassle.  

The editor runs pretty well on linux, i haven't really encountered many errors, only that , choosing Documentation or help.. whatever crashes wine.. and "Test game". (Avoid those)  Other things work... and that's why i'm able to develop the game in LINUX!! And there will be linux version too..  :)  

Don't go on and hassle with MAD.. try ags first..  I'm sure you'll love it!  

The best setting is that you have Wine configured the right way and you got /mnt/windows  partition, where it can load possible DLL files from.. fetch fonts.. etc..      

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