Compiling AGS: Difference between revisions
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Hello! '''Do you know what you're doing?''' | Hello! '''Do you know what you're doing?''' | ||
- '''Yes,''' I've already compiled one of AGS' components in the past (Engine in C++, Editor in c#, etc.). '''=> Skip to " | - '''Yes,''' I've already compiled one of AGS' components in the past (Engine in C++, Editor in c#, etc.). '''=> Skip to "Getting started for each system".''' | ||
- '''No,''' I need a bit of context to get me started '''=> Keep reading "Introduction" below.''' | - '''No,''' I need a bit of context to get me started '''=> Keep reading "Introduction" below.''' | ||
== <big>'''Introduction'''</big> == | == <big>'''Introduction'''</big> == | ||
If you're a game designer, you should '''never''' have to "build" AGS. All you want is to use '' | If you're a game designer, you should '''never''' have to "build" AGS. All you want is to use the '''''Editor''''' to make the game (and compile your AGS scripts if you have any), then use the '''''Engine''''' to play it (you won't even notice that you're using the engine, as your game gets compiled into a neat little executable file). | ||
Even if you have some very specific needs then you might want to program an '''Editor plugin''' or an '''Engine plugin'''. But you can just build that plugin on its own, without rebuilding the entire AGS source code (that's precisely why plugins were invented). | |||
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You will find a lot of information in the '''Readme''' file in the git repository: http://github.com/adventuregamestudio/ags | You will find a lot of information in the '''Readme''' file in the git repository: http://github.com/adventuregamestudio/ags | ||
=== MacOS === | |||
See the dedicated thread in the forums | |||
=== Android === | |||
See the dedicated thread in the forums. | |||
:: | :: | ||
[[Category:Advanced Tutorials]] | [[Category:Advanced Tutorials]] |