Adventure Game Studio

AGS Support => Advanced Technical Forum => Topic started by: BlueGlowingSword on Tue 11/07/2006 11:27:57

Title: SUGGESTION: Project file format & Mac/Linux compile buttons
Post by: BlueGlowingSword on Tue 11/07/2006 11:27:57
I suggest that Chris Jones would publish the project file syntax so people could make their own ags editors for Mac and Linux and other operating systems. Although this won't be a wise act if project file and compiled exe don't have a difference between them. Well anyway - I think this way we could get at least a linux version of the editor, I hate when I run AGS with Wine, and the textboxes are too small to display text and room fading bugs etc.

Second suggestion: Add Mac and Linux compile buttons to the Windows version of Ags.

EDIT: Fixed topic
Title: Re: SUGGESTION: Publish project file syntax & Make Mac and Linux compile buttons
Post by: Pumaman on Thu 13/07/2006 21:59:33
Realistically speaking, I don't think anyone is going to put the effort in to create a Linux or Mac version of the editor from scratch -- there's a lot of functionality there and it would take several months to write. Therefore, it's really not worth the hassle of documenting the file formats.
Title: Re: SUGGESTION: Project file format & Mac/Linux compile buttons
Post by: BlueGlowingSword on Tue 18/07/2006 13:15:02
Aww :(
Title: Re: SUGGESTION: Publish project file syntax & Make Mac and Linux compile buttons
Post by: Tartalo on Wed 04/04/2007 03:29:48
Quote from: Pumaman on Thu 13/07/2006 21:59:33
Realistically speaking, I don't think anyone is going to put the effort in to create a Linux or Mac version of the editor from scratch -- there's a lot of functionality there and it would take several months to write. Therefore, it's really not worth the hassle of documenting the file formats.

If you make a search in Sourceforge.net you will see that several similar projects have been started and some of them arrived quite far. So there is an interest in developing a free adventure maker.

I guess that the reason why many of the projects died is because they didn't arrive to the critical point where you hear a community's noise around, which is a powerful batteries recharger, but some of them are alive and in good shape (PipMak for example, a Myst-style adventure maker).

What makes AGS different to the rest is an already established community of users and if AGS opened the game format it would set a standard.

I wouldn't expect hordes of developers coming, but I bet it also wouldn't last long until someone tried to make an AGS compatible editor for linux or Mac, either from scratch or adapting one of the already started projects.

There are people already making a port of the engine to Linux and Mac, there are people using the AGS editor with Wine under GNU/Linux (Which I tried and is a pain in the ass)... You won't really know unless you try.
Title: Re: SUGGESTION: Project file format & Mac/Linux compile buttons
Post by: Digi on Tue 22/05/2007 17:49:40
I want to make a good compilation of my game for Linux, but now, the AGS project in Linux is poor :(
Title: Re: SUGGESTION: Project file format & Mac/Linux compile buttons
Post by: strazer on Tue 22/05/2007 19:04:45
What do you mean? What exactly is the problem you're having?
Title: Re: SUGGESTION: Project file format & Mac/Linux compile buttons
Post by: ciborium on Thu 24/05/2007 03:40:59
I think,

What can we Windows users do, to make sure that our games are Linux and/or Mac compatible?
Title: Re: SUGGESTION: Project file format & Mac/Linux compile buttons
Post by: Candle on Thu 24/05/2007 04:09:21
Use modules and not plugins.
not sure about the rest. others will know .
Title: Re: SUGGESTION: Project file format & Mac/Linux compile buttons
Post by: GarageGothic on Thu 24/05/2007 11:41:34
And if you need to use the game speed in script, define it as an actual number (usually 40) instead of using GetGameSpeed(). This was an issue with the smooth scrolling module in Nelly Cootalot  (on Linux I think).