Author Topic: Porting AGS-designed game's source code to C  (Read 854 times)

Porting AGS-designed game's source code to C
« on: 13 Jan 2011, 16:21 »
Hi, all!

I am working as a programmer in Project6014 - a fan sequel for Star Control 2: The Ur-Quan Masters.
(Check it out at http://code.google.com/p/project6014 )

In short: We are expanding the Ur-Quan Masters source code in order to build a faux sequel for the best sci-fi game there ever was! And we're making pretty good headway.

 An idea I've been toying around is that it would be absolutely great to marry the two game genres I loved in my childhood the most: The action/dialogue of Ur-Quan Masters and the single-person adventure game in the style of Lucasarts and Sierra.

It is however painfully obvious that designing a complete adventure game engine into the UQM source code is too big a project to undertake for me. Thus I'm asking is there a way of porting the game source files designed in AGS into plain old C (or C++) code? Plus the required libraries? I understand Chris is is reluctant to go open source, but I'd be really grateful if there were some way to further my cause.
« Last Edit: 13 Jan 2011, 16:23 by SuperbutcherX »

Re: Porting AGS-designed game's source code to C
« Reply #1 on: 13 Jan 2011, 18:54 »
I understand Chris is is reluctant to go open source, but I'd be really grateful if there were some way to further my cause.

Hi SuperbutcherX.

Actually, there's been quite a change in this position. Check out this post/thread: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=42016.msg564113#msg564113

So far, only the editor source code has been released, but CJ does now plan to release the engine source code as well (when it's ready). You'd have to determine if the licenses will be compatible for your project. Hope that answers at least part of your question.

Welcome to AGS!
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