Search found 8 matches
- Wed Apr 27, 2011 4:31 am
- Forum: The Junkyard
- Topic: AGS Is Going Open-Source!
- Replies: 77
- Views: 112090
AGS Engine open-sourced too
Just an FYI in case any scummvm developers are interested: AGS's runtime engine is now Opened up under the Artistic Licence, too: http://www.bigbluecup.com/yabb/index.php?topic=43383 As for the backward compatibility, while its certainly true that the latest engine may not run old games easily, it i...
- Mon Dec 01, 2008 4:44 pm
- Forum: Other Ports
- Topic: Abobe Labs Alchemy: C/C++ to Flash compiler
- Replies: 0
- Views: 8535
Abobe Labs Alchemy: C/C++ to Flash compiler
Well, by all accounts its somewhat flaky but then it is a public beta. There's an account of a ScummC-based experiment here: http://www.cuppadev.co.uk/platforms/c-t ... e-alchemy/
- Mon Dec 03, 2007 12:26 pm
- Forum: General Discussion
- Topic: Best program to develop a new adventure to be used with SCUM
- Replies: 116
- Views: 106803
Re: Different ways...same direction.....
When the target is a system that's being actively maintained and developed? I'd say we'd need both. The people asking us to add AGS support are, in effect, saying "please duplicate all past, present and future work Chris has done on AGS, but you need to do it better than him so I can play the ...
- Sat Dec 01, 2007 10:53 am
- Forum: General Discussion
- Topic: Best program to develop a new adventure to be used with SCUM
- Replies: 116
- Views: 106803
- Fri Nov 30, 2007 9:18 am
- Forum: General Discussion
- Topic: Best program to develop a new adventure to be used with SCUM
- Replies: 116
- Views: 106803
I can look the FAQ up in the wayback machine and find it identical in 2002 That's understandable. But since he did not update it, we just assume that those statements are still valid. A fair enough assumption. However, AGS's screen redraw code has actually been optimised since then and so it requir...
- Fri Nov 30, 2007 7:04 am
- Forum: General Discussion
- Topic: Best program to develop a new adventure to be used with SCUM
- Replies: 116
- Views: 106803
from the AGS FAQ (as outdated as it may seem, it's on the HP and therefore active) You don't need to quote the AGS FAQ at me. I've met CJ personally, I've got more games with credits than anyone else using AGS, I've used the program for nearly 5 years and I can look the FAQ up in the wayback machin...
- Thu Nov 29, 2007 12:32 pm
- Forum: General Discussion
- Topic: Best program to develop a new adventure to be used with SCUM
- Replies: 116
- Views: 106803
Re: AGS 3.0
To be honest, I don't see how this would make any difference as far as the ScummVM project is concerned. Surely it's easier to reverse-engineer the somewhat readable (yes, the XML is pretty understandable to someone familiar with AGS) rather than some bytecode? We'd still have the thankless task of...
- Wed Nov 28, 2007 5:08 pm
- Forum: General Discussion
- Topic: Best program to develop a new adventure to be used with SCUM
- Replies: 116
- Views: 106803
AGS 3.0
AGS 3.0 now stores it's source code as text files and the sprite info, game structure etc. in XML. Does it seem feasible that a compiler could be written to convert these into a ScummVM-compatible input file that might allow AGS authors to recompile for a scummvm platform?