Compiling AGS: Difference between revisions

Jump to navigation Jump to search
 
Line 10: Line 10:


== <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 ''the '''Editor''''' to make the game (and compile your AGS scripts), then use the '''''Engine''''' to play it. If you have some very specific needs, 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).
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).
 




132

edits

Navigation menu