Adventure Game Studio versions

Create games using pre-built resources (graphics, audio files, sprites sample)
3.5
Oct 23, 2021
3.4
Oct 1, 2016
Review
3.3
Feb 19, 2014
Review
3.2
Apr 18, 2011
Editorial review
rating
Feb 3, 2010
3.1
Dec 8, 2008
Editorial review
rating
3.0
Mar 11, 2008
Editorial review
rating

What's new

v3.4 [Oct 1, 2016]
- Custom resolutions. Since AGS 3.4.0 you will be able to create games with any size, and run it in any display resolution using existing scaling filters.
- Extended build system with support to build game for multiple platforms. AGS 3.4.0 supports extensions that let it compile games for additional platforms (e.g. Linux). They are optional, and require installing extra files to AGS folder, as well as enable them in project's General Settings.
- Custom properties are now mutable. Custom properties may now be changed at runtime.
- Extended AGS Script. A number of new commands and constructions were added to AGS script language, such as user-defined managed structs, "for" and "switch" blocks. Few existing features were improved, for example, now it is possible to define static extender functions and have dynamic arrays in structs.
- Extended Dialog Options customization. You may now easily create custom rendered dialog options that animate and react to key presses.

v3.3 [Feb 19, 2014]
- Editor UI now features docking panels. See video demonstration on how to use them.
- Project tree now features folders for characters, dialogs, inventory items, guis, rooms, scripts and views. The "Sort room by number" menu command now sorts rooms within folders.
- In project tree respective script body and header files are now grouped under one item.
- Project tree now supports drag & drop operations to move items. "Move up/down" commands are removed from context menu.
- Added a "Find all usages" context menu item to find all usages for characters, dialogs, views, inventory items and global variables in script. NOTE: this only searches for script name, not numeric ID.
- Added a "Navigate (in tree)" context menu item for almost all document tabs, which navigates to their node on the project tree.
- In script editor, pressing Ctrl G will now open the "Goto line" dialog. The shortcut to open global script has changed to Ctrl Shift G (and shortcut to open the global header - to Ctrl Shift H for consistency).
- Added a "Replace sprite(s) from source" context menu command in Sprite Manager.
- Added a "Browse" button to the "Create in folder" field in the Start New Game wizard.
- Sprite Import window is now resizable.
- Improved how autocomplete list in script refreshes its contents.
- Editor no longer allows to create more game items than engine supports (fonts, cursors, dialogs and inventory items), which could result in crashes in Editor or running game.
- Fixed incorrect selection of a new sprite, imported while the "Select sprite" dialog is open.
- Fixed sprite lookup in folders, differing only by name case.
- Fixed the script editor sometimes mistakenly notified that script was changed externally after it was saved in the editor.
- Fixed overlapping labels in the Editor Preferences dialog.
- Increased maximal Font number from 15 to 30.
- Implemented proper alpha blender for blending two 32-bit sprites with alpha channels. Added new option for gui alpha blending which turns the proper blender on. For the general cases (such as DrawingSurface.DrawImage function) a new setting is added in "Visual" group, named "Sprite alpha rendering style".
- Added "DialogOptionsRenderingInfo.HasAlphaChan nel" property that lets you enable alpha channel for custom dialog option surface.
- The "Old-style game-wide speech animation speed" game setting in "Backwards compatibility" group is replaced with two settings in "Dialog" group: "Use game-wide speech animation delay" (switch) and "Game-wide speech animation delay" (value).
- Added "Translated" property to ListBox gui control, which forces engine to translate ListBox items.
- Added "Dialog.SetHasOptionBeenChosen" function which lets you to set or reset "option been chosen" flag.
- Added eKeyNone constant which lets you to set "no/undefined key" (whenever eKeyCode type is required).
- Added SkipSpeechStyle enum to define speech skipping mode instead of using bare numbers.
- Added two more options for the speech skip style: "skip by key only" and "skip by mouse only" (no timer).
- Added new Speech class which groups several speech-related properties.
This renders some of the previously existing variables and functions obsolete:
- Added Speech.CustomPortraitPlacement, Speech.PortraitXOffset and Speech.PortraitY properties which let you to customize the position of speech portraits on screen.
- Added Speech.DisplayPostTimeMs property that makes speech portraits and/or text stay on screen some more time after speech was finished playing.
- Added Speech.UseGlobalSpeechAnimationDelay and Speech.GlobalSpeechAnimationDelay properties that let you to dynamically enforce and alter game-wide speech animation speed.
- SetMusicMasterVolume legacy script function now accepts volume values between -210 and 100 (was between 0 and 100). This may be used as a workaround for guaranteed music mute if using old audio system.
- Fixed "savegameindex[]" array was declared with incorrect size in script (20, while it must be 50).
- Engine can now load and run old games made with AGS 2.5 and higher (the level of compatibility may vary).
- Enhanced winsetup by moving many options under "Advanced" section and removing "Replay" option which was not usable for years.
- Reimplemented alternate display modes, now side-borders and top/bottom borders should work properly for all game resolutions.
- Added x5, x6, x7 and x8 scaling filters, as well as "Max nearest-neighbour filter" option in setup which automatically finds maximal supported scaling filter for your screen.
- The game automatically fallbacks to Software graphics driver if the Hardware one could not run or initialize gfx mode for any reason.
- Windows version of the engine will now write crash dump on "out of memory error" to help diagnose the situation if this occured due bug in the engine.
- Improved character walking animation at 60%-80% scaling.
- Game.ChangeTranslation() script function no longer causes game to quit if the translation file belongs to different game or has unknown format.
- Fixed inventory items and cursor crosshair with alpha channel not being drawn properly.
- Fixed side-borders that were not applied properly at newer (larger) widescreen resolutions.
- Fixed crash that occured when ListBox.GetItemAtLocation() is called from repeatedly_execute_always() just before the list box is about to be drawn on screen for the first time.
- Fixed custom dialog options clickable area by correcting its horizontal coordinate range.
- Fixed error which took place when user restored a game saved with background music playing, in case the music is not found in resources anymore.
- Fixed audio behavior during cutscenes (error caused audio volume to reset to default). Also AudioChannel.Volume will now return correct value when called from skipped cutscene.
- Stopped play.close_mouth_end_speech_time variable from making effect in voice mode and Sierra-style speech (which it wasn't supposed to do).
- Fixed return value of the AudioChannel.PositionMs for MOD/XM clips;
- Fixed division by zero which occured if there was a 1px tall walkable area (a precisely straight horizontal line) with vector scaling applied.
- Fixed OGG speech ending prematurely if the audio file size is a multiple of 32 KB.
- Fixed bug that could let user to load corrupted saved game, which in turn could cause more trouble.

v3.2 [Apr 18, 2011]
* Added Find/Replace In All Files capability (Tzach Shabtay)
* Added GUI control snapping, alignment, grouping and locking to GUI editor (Steven Poulton)
* Added loop cut/copy/paste, Flip All Frames and Import From Sprite Folder options to Views in editor, to access this right-click to the right of the loop (Tzach Shabtay)
* Added RGB colour selector to the various colour properties (ProgZmax)
* Added Characters option to room editor to show all characters set to start in that room (ProgZmax)
* Added Find All Usages right-click option to script editor (Tzach Shabtay)
* Added current co-ordinates display while dragging objects/characters in room editor (Steven Poulton)
* Added syntax colouring to dialog scripts (Steven Poulton)
* Added Dialog.ShowTextParser script property (CJ)
* Upgraded to latest version of LEC template (abstauber)
* Middle mouse button now activates the "Copy co-ordinates to clipboard" option in all the room editor modes (ProgZmax)
* Fixed D3D tints not working properly (3.2 regression) (Nefasto)
* Fixed crash drawing GUIs with no background (3.2 regression) (CJ)
* Fixed crash restoring/restarting depending on state of crossfading (CJ)
* Fixed intermittent crash moving objects and using the Ctrl+A debug option (CJ)
* Fixed "crossfade buffer null attempting transition" if you restored a save game that had a different current transition type to the current game position (CJ)
* Fixed script editor tooltips getting stuck if they appeared over the tab bar at the top of the editor (Tzach Shabtay)
* Fixed editor error if you deleted a room that a character was set to start in (CJ)
* Fixed co-ordinates displayed in room editor not reflecting Low-Res Co-ordinates setting (ProgZmax)

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