I think we are approaching beta stage, but it's not just there yet, some planned cruicial functionality has still not been added. Maybe soon...
AGS 3.5.0 - Alpha 12WARNING: some things were changed in room format again. Please make a full backup of your project before upgrading to this version and report if you notice anything wrong with how your rooms are saved and loaded in the editor and run within the game.
Zip archive:
http://www.mediafire.com/file/8ktezbit4uuffab/AGS-3.5.0-alpha12-rebuild.zip/fileChanges since 3.5.0 alpha 11:Common features: - Deprecated relative assets resolutions: now sprites, rooms and fonts are considered to match game's resolution by default and not resized, unless running in backwards-compatibility mode.
Editor: - Added "Allow relative asset resolutions" option to "Backwards Compatibility" section. Disabled by default, it makes game treat all sprites and rooms resolution as real one.
- Sprites have "Real" resolution type by default. "Low" and "High resolution" are kept for backwards compatibility only. When importing older games resolution type will be promoted to "Real" whenever it matches the game.
- Added MaskResolution property to Rooms. It ranges from 1:1 to 1:4 and lets you define the precision of Hotspot, Regions and Walkable Areas relative to room background.
Warning: if you change this to lower precision (e.g. from 1:1 to 1:2) your mask may loose some pixels!
- Added "Default room mask resolution" to General Settings, which value will be applied to any room opened for editing in this game for the first time.
- Removed "Fonts designed for high resolution" option from General Settings. Instead added individual SizeMultiplier property to Fonts.
NOTE: this is mostly useful for bitmap fonts. When using TTF you better just reimport them with higher point size.
- Fixed property pane displaying properties for room object when the character editor is active - if you changed character's StartingRoom outside of room editor.
- Fixed script compiler could leave extra padding inside the compiled scripts filled with random garbage if script strings contained escaped sequences like "\n" (this was not good for source control).
- Fixed crash when editor was updating file version in compiled EXE but failed and tried to report about that.
Script API - Added Screen.RoomToScreenPoint, which returns the point on screen corresponding to the given room coordinates relative to the
main viewport.
- Added SkipCutscene() and eSkipScriptOnly cutscene mode. This lets you skip cutscene by your own script rather than using automatic conditions.
- Deprecated DrawingSurface.UseHighResCoordinates. Also, assigning it will be ignored if game's "Allow relative asset resolutions" option is disabled.
Engine: - Improved performance of hardware-accelerated renderers by not preparing a stage bitmap for plugins unless any plugin hooked for the particular drawing events.
- Reimplemented FRead and FWrite plugin API functions, should now work in 64-bit mode too.
- Completely removed old and unsupported record/replay functionality.
- Fixed potential bug which could cause DoOnceOnly tokens to be read incorrectly from a savedgame.
- Fixed DynamicSprite.SaveToFile() not appending ".bmp" if no extension was specified.
- Fixed IsMusicVoxAvailable() not working correctly in old games which use 'music.vox'.
- Added Scavenger's palgorithms plugin to the list of builtins, for ports that use ones.
KNOWN ISSUES:- Reported by Snarky: need to find out which components need to be added to use AGS 3.5.0 on fresh Windows installation.
- Some weird sprite scaling bug in the room editor described in the posts above. According to user reports it may be fixed by restarting the editor. Unfortunately I was still unable to reproduce it on my own...
And of course the ones noted at github issue tracker:
https://github.com/adventuregamestudio/ags/issues?q=is%3Aissue+is%3Aopen+label%3AbugJust to let you know, AGS has never been this sexy. And this comes from a man who refused to go beyond "the last CJ build" for a decade. Good stuff there, especially the camera functionality should be fun to play around with!
I think it is safe to tell now, I believe we are one step away from implementing multiple cameras, which may already be trivial except for defining where character speech should appear on screen, and maybe some other quirks which I could miss. This is not 100%, but I will definitely try to add this if time constraints won't prevent me.
Meanwhile, a small teaser of hard-coded cameras in a old test version

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