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Topics - edmundito

#1

This extension for Visual Studio Code (https://code.visualstudio.com) allows you to edit AGS scripts directly from there with syntax, taking advantage of editing features that may be lacking in the AGS editor.

It does not provide auto-complete of AGS globals (rooms, characters, etc). The extension is unaware of the AGS scripting API or what is in your game. It may autocomplete with existing items it can find in the project, but it will not be as robust as what the Editor provides.

Download, release notes, and install instructions here:
https://github.com/clickpulp/vscode-ags-script/releases/tag/v1.0.0-alpha.0

THIS IS AN ALPHA VERSION, HELP ME TEST AND REPORT BUGS  :=
I'm looking for people to test it out and report any bugs or give feedback in this thread or the Github issues for the project: https://github.com/clickpulp/vscode-ags-script/issues
#2
Hello! I'm working with a few AGS developers to get their games onto new, exciting gaming platforms, and I am looking for an experienced programmer to help me during the testing phase for about 5 hours per week to fix the incoming number of bugs. I have several games on the list, so there will be work for the foreseeable future.

You can read the formal job details and apply here:
https://docs.google.com/document/d/1RS6-mQLbxO2Fsazai6WRreakVQuzpVrdg1ZMM23XuAM/edit?usp=sharing

Also happy to answer any questions in this thread!
#3
I've started a list of free/libre projects for AGS using the awesome guidelines. Many other projects use this, and it increases visibility for developers looking for add-ons and the goal is to provide visibility for public AGS projects.

https://github.com/agscommunity/awesome-ags

Modules, Plugins, Tools, Templates, etc. authors: I NEED YOUR HELP! If you want to share your projects on the list, please create a pull request, and I'd be happy to merge it in.
#4
Hello! As some of you know, I've been improving the AGS Community Discord server over the past couple of years. I'd love to integrate the forums more and encourage Discord users to participate here!

One of the things I experimented with was posting some new topics into Discord so that people there are in the know and can easily participate. I was going to use a bot to read the RSS feed. But what I need from both the forum and the games database is the ability to read only new posts instead of updates. That way, the posts for some boards (or new games released) can be automatically posted in some of the Discord channels.

Would it be possible to introduce this?

#5
Hey game authors, sorry if this sounds ranty:

Over the past year, I have noticed that in-game credits for AGS continue to be credited solely to Chris Jones. We owe a huge debt of gratitude to CJ, who worked on the project for approximately fifteen years. But since 2011 (fourteen years ago!), several authors have maintained and improved the code, with most of the contributions by @Crimson Wizard, @eri0o, @JJS, @sonneveld, and @morganw. We have the most robust engine today thanks to much of their work.

In any case, the full credits are available in the manual:
https://adventuregamestudio.github.io/ags-manual/Credits.html

I would recommend crediting in a couple of ways:

The short and brief way by using the copyright notice:

Created with Adventure Game Studio (AGS)
Copyright (c) 1999-2011 Chris Jones and 2011-2025 various contributors


Remember when Photoshop used to credit everyone on the splash screen? Go to the credits page in the AGS manual, copy everyone's name, and put them in the credits. Example:

Created with
Adventure Game Studio (AGS)
Alan Van Drake, Benjamin Penney, Benoit Pierre, Bernhard Rosenkraenzer,
Cameron Cawley, Chris Jones, Cristian Morales Vega, Dominik Mierzejewski
Donovan Watteau, Edmundo Ruiz Ghanem, Edward Rudd, Erico Vieira Porto,
Ferdinand Thiessen, Francesco Ariis, Gilad Shaham, HomeLight Games,
Ivan Mogilko, James Duong, Janet Gilbert, Jochen Schleu, Joe Lee,
John Steele Scott, Martin Sedlak, Matthew Gambrell, mausimus,
Michael Rittenhouse, Morgan Willcock, Nick Sonneveld, Ori Avtalion,
Pablo Navarro, Paul Wilkinson, Per Olav Flaten, Peter Bouillon,
Piotr Wieczorek, rofl0r, Ryan O'Connor, Scott Baker, Shane Stevens,
Shawn R. Walker, Stefano Collavini, Steve McCrea, Steven Poulton,
Sunit Das, Thierry Crozat, Tobias Hansen, Tom Vandepoele,
Tzach Shabtay, and Walter Agazzi


Up to you!

Finally, give special thanks to those in the community who helped with your game's development.
#6
Hello, this is neither a new plugin nor a module but a discussion on what to do when modules are outdated, and I wanted to propose something. (Moderators: Feel free to move this thread to the proper forum)

Currently, when modules and plugins are outdated, there's a lot of word of mouth, communication through forum replies, Discord DMs, or secret connections to get an updated version of the module. This is rather tedious and discouraging for game authors who want their games to work with little technical work and an unfair advantage to more seasoned members of the community who have more connections and time to get what they need.

I want to propose a way to allow AGS community members to maintain plugins and modules: With the help of the admins, we create an org in GitHub that is more open to the community, where all the outdated plugins or modules can be forked or hosted (if there is no online repo). The community can contribute to it openly and without restrictions other than providing quality code. It would be separate from the /adventuregamestudio org to have more flexibility and give more people access to the repos while being less restrictive.

I'd be happy to administer this for a while while seeking more support, but I'd like to work with the existing admins to get things set up.

Thoughts?
#7
The AGS Editor comes with Courier New as the default font for the script and log panel. Courier New used to be a common font for programming but it's outdated and some fonts are much easier to read and flow better.

This thread is to provide a list of alternatives you can download and use in the AGS Editor. If you've got one that is not on the list, do reply with your suggestion and I can add it to this post.

How do I pick the right font?
It's a matter of personal preference! The best way to pick one is to go to the website, look at the examples to see if it looks good on your screen and for you, then download and try it out.

How do I change the font?
File -> Preferences... -> Advanced tab
Update the Debug Log (3.6.1+) and Script Editor Fonts



JetBrains Mono (Used in IntelliJ and other JetBrains editors)
https://www.jetbrains.com/lp/mono/

Cascadia Code (Used In Visual Studio)
https://github.com/microsoft/cascadia-code

Fira Code (A popular free font for programming)
https://github.com/tonsky/FiraCode

Monaspace (Proposed by Github with many different styles)
https://monaspace.githubnext.com

Consolas
Included with Windows

#8
Hello, I'm porting some AGS games (maybe non-AGS games in the future) for iOS/Android, and I'm looking for testers, specifically if you have a tablet or large phone (example, Galaxy note) available and like to play games on your tablet. Previous experience testing games (on any platform) is preferred. You will get credited and a code for a copy of the game.

If you're interested, please fill out this form: https://forms.gle/mRQnbrmM4uwo1UwE7

What the scope entails:
* You will get access to builds through a distribution system
* Reports bugs in Trello
* You can also hang out in my Discord, but not required

If you have any questions, you can reply to this thread, or you can also reach out directly on Discord (username is edmundito)

#9
Hello, I just wanted to quickly announce that there are a few talks related to AGS at Narrascope.

What's Narrascope?
Narrascope is a small North American conference for interactive narrative, adventure games, and interactive fiction, similar to LudoNarraCon. It started in 2019, and this year is being held in Pittsburgh, USA, and online.

https://narrascope.org/

Do I need to attend in person? Can I watch online?

Not at all. In fact, most of the conference attendees will be online. Register on their website (https://narrascope.org/) and watch the conference now or on different streaming channels. Online registration is free, but donations are welcome. The last day to Register is June 8.

What talks are related to AGS?

I will be giving an ambitious talk about the history of AGS! I can't include everything but will try to highlight as many of the milestones and games as I can.

QuoteThe Little Engine That Could: The History of the Adventure Game Studio Engine, Games, and Community

Adventure Game Studio (AGS) is one of the most popular point-and-click adventure game engines. Originally released to the public in 1997, it has a long history of updates, community, creators, and games. The engine has democratized the creation of adventure games. But nobody outside the community knows its history. How many of these games were not merely created by individuals working solo, but by a community who helped each other along the way?

Edit: Recording of the talk:

Jess Haskins (co-writer for Rosewater, AGS game fan, but not a forum member) will discuss worldbuilding in Rosewater.

QuoteHow the West Was Many: Crafting a Culturally Diverse Western Adventure with Rosewater

At Narrascope and AdventureX, I've spoken about the importance of creating with cultural awareness, and why small teams and solo indies shouldn't be afraid of going "out of bounds" to write outside their own personal backgrounds. In this talk I will discuss how our team of two put this theory into practice in making our forthcoming point-and-click adventure. Rosewater is set in an alternate-history world inspired by the American Old West, but aiming to thoughtfully depict a diverse range of people and experiences often left out of traditional Westerns. I'll talk about what approaches worked, what didn't, the gap between theory and practice — and how we can do better next time.

Update: Recording of the talk (Warning: There may be a minor spoiler about Rosewater...)

As Jess mentioned, this is the followup to a previous talk:

Grundislav will talk about Rosewater's voice overs.

QuoteGoing Union: How A Basement Indie Hired AAA Talent (And How You Can, Too!)

Plenty of narrative games feature voice acting. Smaller and indie teams tend to cast non-union actors. While this is a perfectly acceptable approach, the quality and professionalism that union actors offer is undeniable. In this talk, I want to dispel the assumption that working with union actors is prohibitively expensive, as well as clear up some common misconceptions.

Update: Recording of the talk:


#10
Hey folks, I just found out that Simple / Philip J. Reed passed away less than a year ago on August 10, 2022, at the age of 41, in Colorado. Sadly, it was suicide. He was interred across New York City in his hometown in New Jersey. I couldn't find a post in the forum about this, so I thought I'd share.

Philip was the creator of the Larry Vales series. Larry Vales, along with Yahtzee's Rob Blanc series, were some of the first games that showcased what could be built with AGS, and which attracted members to our community. The last we heard of him was around 2009 when he was working on a Larry Vales remake (forum post.)

After his time as an AGS developer, Philip became a fairly known author, blogger, and pop culture writer. He was known for his reviews of episodes of the TV show ALF and a book about Resident Evil.

Obituary:
https://www.sbmortuary.com/obituary/Philip-Reed

His Blog Archive (Content Warning: the last post was a suicide note):
https://noiselesschatterarchive.blogspot.com

Here's Philip talking about Resident Evil:
https://www.youtube.com/watch?v=k9LJ7LXQnW4

Articles remembering him:
https://www.nintendolife.com/news/2022/08/in-memory-of-philip-j-reed-writer-and-nintendo-life-contributor
https://bossfightbooks.com/blogs/news/remembering-friend-and-author-philip-j-reed
https://meblogwritegood.com/2022/08/18/rip-philip-j-reed-and-a-me-blog-write-good-announcement/
https://www.ganymede.tv/2022/08/philip-j-reed-rip/

Borrowed from one of the articles above:
"Philip used to fundraise for The Trevor Project, a charity providing mental health resources and free crisis prevention for LGBTQ youth. If you'd like to make a donation in his name, you can do so here."

 :=
#11
About

The AGS Tween Module allows you to programmatically interpolate many of the AGS properties (objects, characters, regions, viewport, audio, GUI, GUI controls, etc.) over time in amazing ways. The term tween comes from the computer animation term inbetweening.



Don't depend on using while loops everywhere in your code to move something:

Code: ags
while (gIconbar.Y > -gIconbar.Height) {
  gIconbar.Y = gIconbar.Y - 1;
  Wait(1);
}

With the Tween module, can do graceful things like this:

Code: ags
gIconbar.TweenY(0.5, -gIconbar.Height, eEaseInBackTween);

Notable games using the tween module include Guard Duty, Lamplight City, Unavowed, Future Flashback, and Rosewater.

What are you waiting for? Start using the Tween module today!

---
What's new in 2.3.0?

TL;DR: This is a great new release that supports the new features in AGS 3.6.0, adds support for Point object tweens, and the long overdue support for Overlay X and Y. This module is compatible with AGS 3.5 or above.


Added Overlay TweenX, TweenY, TweenPosition
3.5.0: Added Point TweenX, TweenY, TweenPosition
3.6.0: Added Character TweenAnimationVolume
3.6.0: Character.TweenScaling is no longer limited by a range of 5-200. Now supports 1-32767
3.6.0: Added GUIControl TweenTransparency
3.6.0: Added Object TweenScaling
3.6.0: Added Overlay Width, Height, Size, and Transparency
Internal: Updated how managed tweens are created to support Point and Overlay tweens
Added function documentation where extra properties such as ManualScaling, Visible are also updated

---

Download from:
https://github.com/edmundito/ags-tween/releases/tag/v2.3.0

Documentation:
https://edmundito.gitbook.io/ags-tween/

Financial Support:
Happy to take tips or donations through my Ko-fi site: https://ko-fi.com/edmundito

Chat in the AGS Discord server:
https://discord.gg/vmuCyWX

Issues and feature planning:
https://github.com/edmundito/ags-tween/issues
#12
Latest Version is 2.3.0 - See the Tween 2.3.0 thread for more details!

About

The AGS Tween Module allows you to programmatically interpolate many of the AGS properties (objects, characters, regions, viewport, audio, gui, gui controls, etc.) over time in amazing ways. The term tween comes from the computer animation term inbetweening.




Ten years ago you probably depended on ugly while loops everywhere in your code to move something:
Code: ags
while (gIconbar.Y > -gIconbar.Height) {
  gIconbar.Y = gIconbar.Y - 1;
  Wait(1);
}

Today, with the Tween module, can do graceful things like this:
Code: ags
gIconbar.TweenY(0.5, -gIconbar.Height, eEaseInBackTween);

Notable games using the tween module include: Guard Duty, Lamplight City, Unavowed, Future Flashback, and Rosewater.

What are you waiting for? Start using the Tween module today!

---
What's new in 2.2.2?
Bug fixes. More info here: https://github.com/edmundito/ags-tween/releases/tag/v2.2.2

What's new in 2.2.0?

First, a brand new format for the documentation: https://edmundito.gitbook.io/ags-tween/

TL;DR: This is a great new release that supports all new features all the way AGS 3.5.0 beta 5. Additionally, it fixes a few bugs and removes compatibility with older AGS versions prior to 3.4.0.

Fixed Region StopTweenTint result parameter (was not used)
Fixed Region tween tint saturation to 1-100 and luminance clamping to 0-100
Fixed exception when using Button.TweenTextColorRed
Removed compatibility with any version below 3.4.0
Replaced internal #ifver checks to check based on SCRIPT_API_v* to improve compatibility
Replaced Region.TweenTintEx with additional luminance parameter in Region.TweenTint
Removed TweenSystemGamma and StopTweenSystemGamma in favor of using existing System.TweenGamma and System.StopTweenGamma
Removed TweenSystemVolume and StopTweenSystemVolume in favor of using exiting System.TweenVolume and System.StopTweenVolume
Added TweenTextColorRGB for Button, Label, and TextBox
3.4.1: Added Character TweenTint (+ Red/Green/Blue), TweenTintSaturation, TweenTintLuminance
3.4.1: Added Object TweenTint, TweenTintRed, TweenTintGreen, TweenTintBlue, TweenTintSaturation, TweenTintLuminance
3.5.0: Removed limitations of GUI tweens to screen width and height
3.5.0: Replaced old Viewport tweens with Camera TweenX, TweenY, TweenWidth, TweenHeight, TweenPosition, TweenSize
3.5.0: Added new Viewport object tweens TweenX, TweenY, TweenWidth, TweenHeight, TweenPosition
3.5.0: Updated Tween1Compatiblity module to support legacy Viewport tweens (via Camera)
3.5.0: Added Tween2Compatiblity module to support legacy Viewport tweens (via Camera)
3.5.0: Added GUI TweenBackgroundColor (+ Red/Green/Blue/RGB) and TweenBorderColor (+ Red/Green/Blue/RGB)
3.5.0: Added ListBox TweenSelectedBackColor (+ Red/Green/Blue/RGB), TweenSelectedTextColor (+ Red/Green/Blue/RGB), TweenTextColor (+ Red/Green/Blue/RGB)

---

Download from:
https://github.com/edmundito/ags-tween/releases/tag/v2.2.2

Documentation:
https://edmundito.gitbook.io/ags-tween/

Chat in the AGS Discord server:
https://discord.gg/vmuCyWX

Issues and feature planning:
https://github.com/edmundito/ags-tween/issues

10 years of Special Thanks to:

Crimson Wizard for continuing to support AGS and adding new features like Camera that inspired this version of the module
eri0o for worshiping this module and using it to its fullest potential
MattFrith for supporting the Discord channel in what became the AGS Discord server
Tzachs for expanding the original module to support most of the properties in AGS
Grundislav for the Ben Jordan games that inspired the creation of the original module
Dualnames for promoting and creating very inspiring work with the module since the very beginning
Blackthorne who made so many great games with this module and his overall encouragement motivated me to create Tween 2
jwalts37 who I met in person at GDC 2014 and told me how much he liked the module
Vince Twelve who wished he had this module in Resonance and for showing me some advanced code that was the inspiration for Tween 2's startDelay
Calin Leafshade for giving me more insight into scripting best practices, and everyone in the forum for reporting problems and making games with this
Dave Gilbert for praising the tween module every time I see him in person
TheJBurger who I kept exchanging emails about the module during the development of Gemini Rue
ThreeOhFour who early in the first of tween module suggested a feature that would later become custom tweens
Pumaman for reasons
#13
Latest Version is 2.2.0 - See the Tween 2.2.0 thread for more details!

The AGS Tween Module allows you to programmatically interpolate many of the AGS properties (objects, characters, regions, viewport, audio, gui, gui controls, etc.) over time in amazing ways. The term tween comes from "inbetweening". It's typically used in Adobe Flash to indicate interpolation of an object from one keyframe to another.

Instead of depending on while loops everywhere in your code:
Code: ags

while (gIconbar.Y > -gIconbar.Height) {
  gIconbar.Y = gIconbar.Y - 1;
  Wait(1);
}


You can do this:
Code: ags

gIconbar.TweenY(0.5, -gIconbar.Height, eEaseInBackTween);


Notable games using the tween module include: A Golden Wake, Primordia, the Ben Jordan series, and Gemini Rue.

---

Tween 2.x is a huge upgrade from Tween 1.x. It is closer to the vision I had when I first started working on the first Tween module while still keeping the simplicity of the original.

Major changes include:

New Easing Functions

The new easing functions are based on common easing functions used by other tween modules. These include elastic, bouncing, backing out, etc.
You can see a demo of these at http://easings.net.

Stop Individual Tweens

You can now stop individual tweens:

Code: ags
cEgo.TweenPosition(2.0, 100, 100, eEaseLinearTween, eReverseRepeatTween);

// ... Later:
cEgo.StopTweenPosition();


Tween by SPEED

You can tween ANYTHING by speed instead of seconds as well. This allows you to move objects at a constant speed regardless of where they are.

Start Delay

You can delay the start of any tween allowing you to create interesting effects.

Convenient fade out and fade in tween functions

Code: ags
gIconbar.TweenFadeOut(0.5);


Custom Tweens

For the advanced users who like to have control, you can also create your own custom tweens that take advantage of the module's easing and timing functions. This also allows you to create tweens for drawing surfaces.

Code: ags

function TweenIndyMapLine(int fromX, int fromY, int toX, int toY) {
  Tween.IncreaseGameSpeed();
 
  Tween myTweenX;
  Tween myTweenY;
  myTweenX.Init(3.0, fromX, toX);
  myTweenY.Init(3.0, fromY, toY);
  int previousX = FloatToInt(myTweenX.FromValue);
  int previousY = FloatToInt(myTweenY.FromValue);
  int drawColor = Game.GetColorFromRGB(255, 0, 0);
  
  while (myTweenX.IsPlaying() || myTweenY.IsPlaying()) {
    myTweenX.Update();
    myTweenY.Update();
   
    DrawingSurface *surface = Room.GetDrawingSurfaceForBackground();
    surface.DrawingColor = drawColor;
    surface.DrawLine(previousX, previousY, myTweenX.Value, myTweenY.Value, 3);
    surface.Release();
    
    previousX = myTweenX.Value;
    previousY = myTweenY.Value;
    
    Wait(1);
  }
   
  Tween.RestoreGameSpeed();
}


No longer compatible with AGS 2.x!

If you would like to use the tween module with an AGS 2 game, then get the Tween 1.x module.

---

Download from:
https://github.com/edmundito/ags-tween/releases/tag/v2.1.0

Documentation:
http://ags-tween.readthedocs.io/en/v2.1.0/

Support Chat:
https://discord.gg/vmuCyWX

Issues and Feature Planning:
https://github.com/edmundito/ags-tween/issues

Special Thanks to:
Tzachs for expanding the original module to support most of the properties in AGS, Grundislav and Dualnames for promoting and creating very inspiring work with the original module, jwalts37 who I met in person at GDC 2014 and told me how much he liked the module, Vince Twelve for showing me some advanced code that was the inspiration for Tween 2's startDelay, Calin Leafshade for giving me more insight into scripting best practices, and everyone in the forum for reporting problems and making games with this.
#14
A module in production! I like to keep a bit of a mystery about what it's all about. You'll have to download this AGS-created trailer to see it:

http://www.losmunditos.com/downloads/ags-tween/tween_announcement.zip

I was inspired by the work Grundislav did with tweens in A Golden Wake to start working on the module again.
#15
Hey did anyone else notice that the script editor has the same keyboard shortcuts as the SciTE editor (since I think it's based on it, right?) Anyway if you're curious here they are:

http://www.scintilla.org/SciTEDoc.html (Scroll down to keyboard shortcuts)

Magnify text size.   Ctrl+Keypad+
Reduce text size.   Ctrl+Keypad-
Restore text size to normal.   Ctrl+Keypad/
Cycle through recent files.   Ctrl+Tab
Indent block.   Tab
Dedent block.   Shift+Tab
Delete to start of word.   Ctrl+BackSpace
Delete to end of word.   Ctrl+Delete
Delete to start of line.   Ctrl+Shift+BackSpace
Delete to end of line.   Ctrl+Shift+Delete
Go to start of document.   Ctrl+Home
Extend selection to start of document.   Ctrl+Shift+Home
Go to start of display line.   Alt+Home
Go to end of document.   Ctrl+End
Extend selection to end of document.   Ctrl+Shift+End
Go to end of display line.   Alt+End
Expand or contract a fold point.   Ctrl+Keypad*
Select to next bookmark.   Alt+F2
Select to previous bookmark.   Alt+Shift+F2
Find selection.   Ctrl+F3
Find selection backwards.   Ctrl+Shift+F3
Scroll up.   Ctrl+Up
Scroll down.   Ctrl+Down
Line cut.   Ctrl+L
Line copy.   Ctrl+Shift+T
Line delete.   Ctrl+Shift+L
Line transpose with previous.   Ctrl+T
Selection duplicate.   Ctrl+D
Find matching preprocessor conditional, skipping nested ones.   Ctrl+K
Select to matching preprocessor conditional.   Ctrl+Shift+K
Find matching preprocessor conditional backwards, skipping nested ones.   Ctrl+J
Select to matching preprocessor conditional backwards.   Ctrl+Shift+J
Previous paragraph. Shift extends selection.   Ctrl+[
Next paragraph. Shift extends selection.   Ctrl+]
Previous word. Shift extends selection.   Ctrl+Left
Next word. Shift extends selection.   Ctrl+Right
Previous word part. Shift extends selection   Ctrl+/
Next word part. Shift extends selection.   Ctrl+\
Rectangular block selection.   Alt+Shift+Movement
Extend rectangular selection to start of line.   Alt+Shift+Home
Extend rectangular selection to end of line.   Alt+Shift+End

I haven't tried all of these, but a lot of them seem to work and others do not. Is it possible that we can get these in the manual? only a few are documented.
#16
Okay first of all:

This is an unofficial, incomplete, and potentially unstable version of the AGS runtime. This is intended for assesing what's broken and what needs to change for the Mac OS X version. Please don't distribute your games with this.

Thanks for your attention. I've managed to take Steve McCrea's old mac code, combined with the build process that bero created for the one of the AGS linux builds.

The AGS Runtime is the application that runs AGS games. It is not the editor. This is the very second Mac version of the runtime ever, but this one is compatible with games created in 3.2.1. Games actually run suprisingly well with it, and there are a few kinks that need to be worked out before there is an official mac version around.

Known Issues :(
- Not very user friendly method to run a game
- No graphical game setup application exists. To modify game settings, you can
open the acsetup.cfg file in a text editor and change values manually
- No CD Audio Support
- No Video Support
- No Midi Support
- No Plug-in Support
- Right clicking may only work on USB mouses. For trackpads and Bluetooth mice, use Ctrl+Click instead
- Certain keyboard characters are messed up. For example, backspace and space don't work and throw strange characters!
- Switching away from the app and back may cause mouse sync issues.
- System cursor is always visible
- Supports Mac OS X 10.6. It's unknown how what other versions it supports at this time.
- Unknown on whether it's Universal application
- CPU Usage is kind of high (may just be AGS in general)
- It's 32-bit. 64-bit support is not possible at this time
- Allegro uses old graphics libraries. You may see this message: "Warning once: This
application, or a library it uses, is using NSQuickDrawView, which has been deprecated. Apps should cease use of QuickDraw and move to Quartz."

How You can Help :)
There are a few questions that need to be answered:
- This version was built against OS X 10.6. Does it work with 10.5? Does it work with 10.4? Does it work with 10.3?
- I'm not sure if this is a "Universal" application. It works with Intel macs, but can it run on PowerPC macs as well?
- What else aside from what was mentioned in the known issues broken?
- Does right click work with a USB mouse? (Right now it does not work with trackpads or Bluetooth mice. You need to do Ctrl+Click instead).

If you're interested in testing this, you can download it at:
http://www.losmunditos.com/downloads/ags/ags-runtime_321-osx-alpha1.zip

Where's the source code?!
It's coming up soon. I'm syncing up my changes with the linux ags folks so we can have a consistent build process and all that stuff. Once I'm able to fully submit all my changes, I will come up with a guide on how to get and build this for Mac. :)
#17
Not my game, but I was wondering if you guys had a chance to check out this adventure-esque game made in Flash:

http://cardboardcomputer.com/games/a-house-in-california/

It's pretty surreal, but it's got a lot of interesting stuff in there. Feel free to discuss it in this thread. :)
#18
Have you ever ran your game and wished you had placed the character object or gui in a better spot, but you want to fix it without going back to the editor and running the game again? Or maybe you want to play around with placement by moving things around the screen and see if they can look better. Or maybe your testers found a bug and they need to know the proper name of things and want to take a screenshot with a nicer description...

GodMode is meant for that stuff. It shows an enhanced version of the game including hotpot WalkToPoints, a list of everything that is in the room, allows you to click and drag characters, objects, and GUIs around the screen, and allows you to save the last change you made to a log file so that you can go back to the editor and enter those numbers.

This is what it will look like this in your game as long as Debug mode is on:

You can also disable it and it'll be tucked into a corner while you play the game!

Download
For AGS 3 and above only!

Feel free to post suggestions for things you would like to do while running the game. I may add these ideas to future versions! :)
#19
I present to you guys a short preview of a game that will never be made. It was created by Cornjob who allowed me to share it with the world!

Below Reality
Download

The game features one of the best intros I've ever seen. The game itself has a Sierra SCI-like interface where you have to type commands. Esc brings up the main menu. Arrow keys move the character around.

Background Info:
In the summer of 2004 I was heading out to the first Mittens held in the United States (Mittens 2004: Electric Boogaloo hosted by MrColossal) and I was brining a laptop so that folks could showcase games. I was working on some stuff with Cornjob at the time and I asked him if I could show anything he was doing on my behalf and so he sent me this game. The game was only seen by the Mittens crew, and it hasn't been seen by anyone since. I just found it in my backups this week and asked Cornjob if I could show it, so here it is!
#20
Hey guys, I just ran into my old Back Door Man production notes where Grundislav and I used Subversion to share the project between us, and so I wrote some notes down about using Subversion with AGS. However, throughout the project it seemed that we had to put out a few fires with SVN, and so I'd like to start this thread as what people have done to share projects with others and what could be improved to make future versions of AGS more revision control friendly.


So on that note, with back door man, here's what we did, and what happened:
- We used AGS 3.1.2
- We didn't use the integrated SCC stuff that comes with AGS. I don't think Subversion supports it (though I think I paid plugin exists that might)
- I checked it the project in svn as /trunk/hustler (instead of the project itself being the root of the trunk). That way we could add documentation and stuff on the side as well, and when the game compiles, it was hustler.exe.
- We added a rule to request a lock acsprset.spr, backup_sprset.spr, and sprindex.dat such that when someone needed to add/change a sprite they needed to get a lock on those files, save them and commit them. That seemed to work fine to let someone know that they couldn't change sprites at the time, but still, it was 3 different files we had to be concerned about.
- We did not add the debug/built executables into the repository
- The one big problem we had  is that we started working on things at the same time, and then realized that we couldn't. Eventually what we did was one of us would work on the game while the other would wait, then one person committed all the changes, and the other updated to star working on it. Otherwise we would start getting conflicts on files that couldn't be merged.


As a techie guy, I realized some of the problems that would cause headaches:
- .crm files are a weird source/compiled hybrid. This was a huge issue because if I was working on the script and Grundislav was spicing up the room, we couldn't do it at the same time. It would be nice to split between what's source and what's compiled.
- Global and Module script changes (I think it was the script headers?) would seem to require that all the room recompile.
- To lock/manage the sprites, you needed to handle three files (as mentioned above)
- I wasn't too sure about what seemed to be two project files for the project (game.agf and game.agf.bak) I'm guessing that bak is the backup, but I don't know what would happen in case it would merge.
- We couldn't both add rooms at the same time, obviously because of the numbering... it would cause a conflict.
- It would have been nice to have the characters, guis, and objects mirror a similar system to the rooms where each has their own script, perhaps their own data file as well. And of course the compiled data would be split also.
- No technical details in the help file on what each file is about, and what's generated or not generated and what's important.

Honestly, I think improving some of those things above would make things much smoother! :)


Has anyone else worked on an AGS game under revision control? What was your experience like? What would you like to improve?
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