• Completely redesigned Windows-based IDE for creating your games as quickly and easily as possible. For screenshots of the IDE, have a quick browse of the beginners' tutorial.
    The IDE includes source control integration with popular tools like Sourcesafe and Perforce.
  • The Windows game engine has a hardware accelerated Direct3D graphics driver, giving extra performance for graphically-intensive games. The software graphics driver is still supported too, for running on older systems.
    Graphics filters allow you to easily scale up low-res games to run on modern systems.
  • Native Windows, Linux (x86) and Mac (currently in beta) versions of the game engine, to maximise the number of people who can play your game.
  • Powerful yet simple Java/C#-style scripting language for scripting your game. Set up the game basics with point-and-click in the editor, and then script how the game deals with various events and inputs.Autocomplete, function calltips and on-line help are all available when editing scripts.
  • The IDE has an integrated debugger to allow you to step through your script and easily trace down the source of errors.
  • In the graphics arena, choose from 256-colour, 16-bit colour and 32-bit colour - either go for that retro feel, or enjoy the benefits of no palette! It's up to you. Alpha-blended sprites are supported in 32-bit colour games.
  • Screen resolutions of 320x200, 320x240, 640x400, 640x480, 800x600 and 1024x768 are supported. Your game can be run full-screen or in a window.
  • For sound and music, you can use OGG, MP3, WAV, MOD, XM and MIDI files. Ambient location-dependant sounds, automatic footstep sounds, multiple sound channels and crossfading between music tracks are supported too.
  • Play cutscene videos using OGG Theora or standard Windows files such as AVI and WMV.
  • Easily create talkie games if you like - speech is compiled into a single data file, which you can distribute as an optional download.
  • Easy inventory management - just define all the items in the editor, then use simple Give and Lose commands during the game.
  • Almost everything is customizable, from the GUI you use to the mouse cursor graphics. Standard Sierra and Verb Coin templates are supplied, but user-made templates of other GUIs can be downloaded.
  • Create non-player characters roaming your world - they each have their own inventory and can be smoothly scaled and lit in different areas. 2, 4 and 8-directional walking animations are supported.
    Multiple player characters, such as in Maniac Mansion and Day of the Tentacle, are possible too.
  • Scrolling rooms are supported by simply importing an image larger than the screen resolution.
  • Lucasarts-style conversation system should you want to use it.
  • Translations of your game to other languages are easy to make, and can be distributed seperately as add-on packs.
  • Plugin system which allows more advanced developers to add extra functionality to AGS.
  • Compile your game into a single EXE file for distribution. Digital music and voice samples can also be compiled into seperate files to allow for optional downloads. You can of course set a custom icon for the produced EXE file.
  • The game script is compiled to byte-code when you save the game, to maximise the speed of the engine.
  • All the standard things you would expect, such as game Save and Load features, automatic pathfinding, sprite mirroring, walk-behinds, hotspots, objects, cutscenes, animations, timers, and so forth.
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Hey cyberpunks, humanoids, Neofeudal lords and ladies!

Thank you all for your support of Neofeud! In response to your feedback, I've fixed and patched up several of Neofeud's important issues. This latest Steam update should smooth out and make for a better overall game experience.

I would greatly appreciate feedback on this update, so that I can ensure it improves the game for all systems and is stable. Help me make Neofeud the best game it can be! Check out the update here.

In addition, I'm incredibly excited to share this latest Silver Spook podcast, in which I do my best not to flip out talking to James Dearden, the man behind Technobabylon, an amazing cyberpunk adventure game and a big inspiration behind Neofeud.

We talk about Neofeud (which James has played), Technobabylon 2 and his other upcoming projects, his take on Blade Runner 2049, cyberpunk generally, a future where flying cars exist only in Dubai, the dystopian / utopian potentialities of the internet, how he handled ethnicity, gender, orientation, etc. in Technobabylon, the State of Indie Games / Adventure Games, getting Technobabylon on VHS and Panasonic microwave, and more. Plus, Silver Spook and James express mutual love of Deus Ex, and why a game that is on par with the original cyberpunk FPS/RPG masterpiece will at last be made -- most likely by an indie studio. (Possibly Silver Spook Games, one day!)



Follow James Dearden / Technocrat Games: Twitter.com

And finally, here are a bit more specifics on this latest Neofeud update:

Bug Fixes

- The Arcade Fight scene is now clearer, and less unnecessarily difficult and confusing. Getting away from the bar is simpler, and there's more time to handle the escape when being shot at by the SWAT behind the Kill Machine arcade game.

-Fixed the bug where you would get stuck in the arm screen if you use it during fight with Talos.

-Fixed bug where in the elevator (when you are with the security guards), if you click out of the elevator through the exit option, you could get stuck, and have to reload a previous save state to get out of it.

-Can no longer save the game from the start menu which would overwrite your progress.

-Fixed error message in High City, after 'giant spider area' 'in "room42.asc", line 326 Error:Face Character: characters are in different rooms'

-Fixed issue where 'firing your big object' in the High City office at the wrong time caused problems.

-Fixed issue where, while following the robot girl, if you get out of range before she appears, the game will crash trying to load two savestates at the same time

-Various typos cleaned, bugs squashed, wrinkles ironed.

Thanks for all of your support and help!

A Tale of Two Kingdoms - coming 31st October 2017

A Tale of Two Kingdoms - coming 31st October 2017

A Tale of Two Kingdoms

Crystal Shard is pleased to announce that A Tale of Two Kingdoms will be coming to Steam and Itch.io on 31st October 2017!

Legend of Hand is out now!

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After 3 years of development, our latest point and click adventure is out now!

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Comments  (0 - 10 of 12)
GoToHellDave
GoToHellDave

Hi guys. Just to clear up the confusion regarding 'Go to Hell Dave' and Mac. Jaggers pretty much nailed it in his last comment. AGS does support both Mac and Linux, to a certain degree. But they are older versions of the engine and at this point, we're not too sure what limitations that will present to us. All we can really do at this point is build the game in a windows environment and then see what, if anything, we can do to port it across afterwards.

Having said that, if enough Mac or Linux users show a desire to play this game then we will endeavor to do all we can to get a workable version of it on those platforms.

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s_d
s_d

I've built 32-bit and 64-bit versions of the latest official AGS revision on Github, and have played halfway through the Resonance demo with zero problems! I'll continue (and file or fix any bugs I find along the way), and move on to the AGDI & IA fangames, and then Blackwell & Gemini. If they all work just as well, then I'll consider the port complete.

If you make a demo for me to wrap up, and I'll do so and send it to you (you can also have your Linux buddies test it out as well). The Linux AGS port is not perfect currently, but pretty darn good. I'll take a look a the native Mac interpreter (no idea who's working on that), nor am I particularly fond of development on OS X, but if it helps the community, I'll put some time in :-)

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GoToHellDave
GoToHellDave

We plan on releasing our game on mac, still not certain of the technical implications of it yet.

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s_d
s_d

Currently, every AGS game I've seen on Mac uses a Wineskin wrapper. While that approach is a dirty word in Linux (due to Wine's inconsistent behavior in Linux due to library dependencies, 64-bit vs 32-bit issues, and other weirdness), in the land of Fruit Flavored computers, the picture is not so clear. In fact, commercially wrapped ports of triple-A games are distributed for OS X; take a peek at Portingteam.com ... for some perspective on the phenomenon. This isn't to say it's perfect, but it's almost certainly what you'll end up doing if your release date is this year, unless you (or someone on your team) wish to be a Mac AGS porting programmer and dig into engine development.

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AlexVSharp
AlexVSharp

I'm a tad confused. The available platforms list Windows, Mac and Linux, yet all the games I've seen on here made with this engine are listed as Windows only... :|

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doom2.fan
doom2.fan

The official website have a game engine for linux and as i remember is being made a mac one also not exists a editor engine for linux and mac

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ssokolow
ssokolow

The official site only has Linux and MacOS versions of the 2.x engine and, while I remember running across the beginnings of a 3rd-party port of 3.x to Linux and MacOS, I can't remember where I put the link.

Also, it's been a while, but this may be one of those game-builder engines where the resources and/or scripts are bundled into the EXE, making it difficult to take a game and swap the Windows binaries for Linux or MacOS ones.

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s_d
s_d

Linux went unmaintained for a while (back when AGS was a closed source engine) after the maintainer of the port became unable to support it. After that, periodically, larger fan projects would attract someone to request the code from Chris Jones (CJ), who would let them have it, provided they didn't share, and as such, that person would patch it up and get it going for their team's game or two, and then share the patches with CJ.
Then, last year, he opened AGS sources (artistic license, IIRC) and multiple maintaners came out of the woodwork. I built a poor version of the Linux AGS intepreter for a fangame called "PledgeQuest" supporting the Two Guys from Andromeda SpaceVenture Kickstarter project (spiritual successor to the Space Quest series). It was based on bero's work on the SQ fan game Vohaul Strikes Back ( Sqvsb.com ), which was packaged up for Linux. My version kinda sucked (missing sound, for example).
Now, JJS in the AGS community is patching it heavily, including alpha quality support for 64-bit Linux (which will eventually go toward 64-bit Windows as well). I'm going to hop in there and do what I can to help out, but for sure AGS interpreter support on Linux is back in a big way.

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yepwatermelon
yepwatermelon

That's becuase no one plays games on a mac (at least no one in their right mind) and anyone on linux should know how to run a game in wine.

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bakerg
bakerg

Firstly that doesn't answer the question at all, shows a complete lack of knowledge in the area and is just not useful. Wine is available on macs too, along with other stuff like steam etc. The only reason for the lack of games on the platform is because almost the whole world has windows and it is easier to make better gaming hardware for windows, unless you want to make a hackintosh.

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