Downloads:

400

Downloads of v 3.5.0.23:

192

Last Update:

23 Jan 2020

Package Maintainer(s):

Software Author(s):

  • Chris Jones et al

Tags:

ags AdventureGameStudio

Adventure Game Studio

This is not the latest version of Adventure Game Studio available.

3.5.0.23 | Updated: 23 Jan 2020

Downloads:

400

Downloads of v 3.5.0.23:

192

Maintainer(s):

Software Author(s):

  • Chris Jones et al

Adventure Game Studio 3.5.0.23

This is not the latest version of Adventure Game Studio available.

All Checks are Passing

2 Passing Test


Validation Testing Passed


Verification Testing Passed

Details

To install Adventure Game Studio, run the following command from the command line or from PowerShell:

>

To upgrade Adventure Game Studio, run the following command from the command line or from PowerShell:

>

To uninstall Adventure Game Studio, run the following command from the command line or from PowerShell:

>

NOTE: This applies to both open source and commercial editions of Chocolatey.

1. Ensure you are set for organizational deployment

Please see the organizational deployment guide

  • Open Source or Commercial:
    • Proxy Repository - Create a proxy nuget repository on Nexus, Artifactory Pro, or a proxy Chocolatey repository on ProGet. Point your upstream to https://chocolatey.org/api/v2. Packages cache on first access automatically. Make sure your choco clients are using your proxy repository as a source and NOT the default community repository. See source command for more information.
    • You can also just download the package and push it to a repository Download

3. Enter your internal repository url

(this should look similar to https://chocolatey.org/api/v2)

4. Choose your deployment method:


choco upgrade ags -y --source="'STEP 3 URL'" [other options]

See options you can pass to upgrade.

See best practices for scripting.

Add this to a PowerShell script or use a Batch script with tools and in places where you are calling directly to Chocolatey. If you are integrating, keep in mind enhanced exit codes.

If you do use a PowerShell script, use the following to ensure bad exit codes are shown as failures:


choco upgrade ags -y --source="'STEP 3 URL'"
$exitCode = $LASTEXITCODE

Write-Verbose "Exit code was $exitCode"
$validExitCodes = @(0, 1605, 1614, 1641, 3010)
if ($validExitCodes -contains $exitCode) {
  Exit 0
}

Exit $exitCode

- name: Ensure ags installed
  win_chocolatey:
    name: ags
    state: present
    version: 3.5.0.23
    source: STEP 3 URL

See docs at https://docs.ansible.com/ansible/latest/modules/win_chocolatey_module.html.

Coming early 2020! Central Managment Reporting available now! More information...


chocolatey_package 'ags' do
  action    :install
  version  '3.5.0.23'
  source   'STEP 3 URL'
end

See docs at https://docs.chef.io/resource_chocolatey_package.html.


Chocolatey::Ensure-Package
(
    Name: ags,
    Version: 3.5.0.23,
    Source: STEP 3 URL
);

Requires Otter Chocolatey Extension. See docs at https://inedo.com/den/otter/chocolatey.


cChocoPackageInstaller ags
{
   Name     = 'ags'
   Ensure   = 'Present'
   Version  = '3.5.0.23'
   Source   = 'STEP 3 URL'
}

Requires cChoco DSC Resource. See docs at https://github.com/chocolatey/cChoco.


package { 'ags':
  provider => 'chocolatey',
  ensure   => '3.5.0.23',
  source   => 'STEP 3 URL',
}

Requires Puppet Chocolatey Provider module. See docs at https://forge.puppet.com/puppetlabs/chocolatey.


salt '*' chocolatey.install ags version="3.5.0.23" source="STEP 3 URL"

See docs at https://docs.saltstack.com/en/latest/ref/modules/all/salt.modules.chocolatey.html.

5. If applicable - Chocolatey configuration/installation

See infrastructure management matrix for Chocolatey configuration elements and examples.

Private CDN cached downloads available for licensed customers. Never experience 404 breakages again! Learn more...

This package was approved by moderator gep13 on 23 Jan 2020.

Description

Adventure Game Studio is Free and Open Source.
AGS provides everything you need from within one easy-to-use application.
Create, test and debug your game, all in one place.


tools\chocolateyinstall.ps1
$ErrorActionPreference = 'Stop'; 

$toolsDir   = "$(Split-Path -parent $MyInvocation.MyCommand.Definition)"

$url        = 'https://github.com/adventuregamestudio/ags/releases/download/v.3.5.0.23/AGS-3.5.0.23-P1.exe' 

$packageArgs = @{
  packageName   = $env:ChocolateyPackageName
  unzipLocation = $toolsDir
  fileType      = 'exe' 
  url           = $url

  softwareName  = 'Adventure Game Studio 3.5.0' 
  
  checksum      = 'dba33862d916b13f724cd0f7df1bd999'
  checksumType  = 'md5'

  validExitCodes= @(0, 3010, 1641)
  silentArgs   = '/VERYSILENT /MERGETASKS="!vcredist" /SUPPRESSMSGBOXES /NORESTART /SP-' 
}

Install-ChocolateyPackage @packageArgs 

Log in or click on link to see number of positives.

In cases where actual malware is found, the packages are subject to removal. Software sometimes has false positives. Moderators do not necessarily validate the safety of the underlying software, only that a package retrieves software from the official distribution point and/or validate embedded software against official distribution point (where distribution rights allow redistribution).

Chocolatey Pro provides runtime protection from possible malware.

Version Downloads Last Updated Status
Adventure Game Studio 3.5.0.23 192 Thursday, January 23, 2020 Approved
Adventure Game Studio 3.5.0.22 39 Sunday, December 22, 2019 Approved
Adventure Game Studio 3.4.3.1 141 Tuesday, April 9, 2019 Approved

AGS 3.5.0 - Patch 1
Full release number: 3.5.0.23
Released: 30th December 2019

Changes in the Patch 1:

Editor:

  • Fixed changing Audio Clip ID or deleting a clip could break sound links in view frames.
  • Fixed importing an older version project during the same editor session, in which one game was already opened, could assign previous game's GameFileName property to the next one.
  • Fixed some fonts may be not drawn on GUI preview after any font with lower ID was modified.
  • Fixed Pause and Stop buttons were enabled when first opening an audio clip preview, and clicking these could lead to a crash.
  • Fixed a potential crash during audio clip preview (related to irrKlang .NET library we use).
  • Fixed a potential resource leak in the sprite preview.

Engine:

  • Fixed IsKeyPressed script function returning values other than 0 or 1 (broke some scripts).
  • Fixed grey-out effect over disabled GUI controls was drawn at the wrong coordinates.

Templates:

  • Updated Tumbleweed template to v1.3.

VERSION 3.5.0, December 2019

Pleasem check the Upgrading to AGS 3.5 entry on the manual for more details on differences between this release and the previous one.

People who were working on this release:
@AlanDrake
@ivan-mogilko
@kmar (new pathfinding)
@mgambrell (better threaded audio support and bug fixes)
@monkey0506 (steam/gog plugin stubs)
@morganwillcock
@persn (Editor's Color Themes)
@rofl0r (bug fixes)
@scottchiefbaker (fixes to building on some Linux systems)
@sonneveld
@tobihan (fixes to building on some Linux systems)
@toojays (OpenGL support on Linux)
@tzachshabtay (new navigation bar for the Room Editor)

Common features:

  • Now using Allegro v4.4.3 library (previously v4.4.2).
  • Support for large files: compiled game, sprite set, room files now may exceed 2 GB.
  • Deprecated relative assets resolutions: now sprites, rooms and fonts are considered to
    match game's resolution by default and not resized, unless running in backwards-compatibility
    mode.
  • Allow room size to be smaller than the game's resolution.
  • Removed fonts count limit.
  • Raised imported sprites count limit to 90000 and removed total sprite count limit
    (this means you may have around 2 billions of dynamic sprites).
  • Removed length limit on the Button and TextBox text (was 50 and 200 respectively).
  • Removed limit on ListBox item count (was 200).

Editor:

  • Editor requires .NET Framework 4.5 to run. Dropped Windows XP support.
  • Editor preferences are now stored using .NET configuration model, instead of the
    Windows registry.
  • Added support for custom UI color themes.
  • Added "Window" - "Layout" submenu with commands for saving and loading panel layout.
  • Game and room templates are now by default saved in AppData/Local/AGS folder.
    Editor finds them in both program folder and AppData.
  • Allow to change IDs of most of the game items in the project tree by swapping two
    existing items. This is done by calling a context menu and choosing "Change ID".
  • Added "Game file name" option to let users easily set compiled game file's name.
  • Added "Allow relative asset resolutions" option to "Backwards Compatibility" section.
    Disabled by default, it makes game treat all sprites and rooms resolution as real one.
  • Added "Custom Say/Narrate function in dialog scripts" options which determine what
    functions are used when converting character lines in dialog scripts to real script.
  • New revamped sprite import window.
  • Sprites that were created using tiled import can now be properly reimported from source.
  • Added context menu command to open sprite's source file location.
  • Using Magick.NET library as a GIF loader. This should fix faulty GIF imports.
  • New sprite export dialog that lets you configure some export preferences, including
    remapping sprite source paths.
  • Sprites have "Real" resolution type by default. "Low" and "High resolution" are kept
    for backwards compatibility only. When importing older games resolution type will be
    promoted to "Real" whenever it matches the game.
  • New navigation bar in the room editor, which allows to select any room object
    or region for editing, show/hide and lock room objects and regions in any combination.
    These settings are saved in the special roomXXX.crm.user files.
  • Improved how Room zoom slider works, now supports downscale.
  • Added "Export mask to file" tool button to the Room Editor.
  • Added MaskResolution property to Rooms. It ranges from 1:1 to 1:4 and lets you define
    the precision of Hotspot, Regions and Walkable Areas relative to room background.
  • Added "Default room mask resolution" to General Settings, which value will be applied
    to any room opened for editing in this game for the first time.
  • Added "Scale movement speed with room's mask resolution" to General Settings.
  • Removed Locked property from the Room Object, objects are now locked by the navbar.
  • Split GUI's Visibility property into PopupStyle and Visible properties.
  • Added Clickable, Enabled and Visible properties to GUI Controls.
  • "Import over font" command now supports importing WFN fonts too.
  • Removed "Fonts designed for high resolution" option from General Settings. Instead added
    individual SizeMultiplier property to Fonts.
  • Alphabetically sort audio clips in the drop lists.
  • Display audio clip length on the preview pane without starting playback.
  • Sync variable type selector in Global Variables pane with the actual list of supported
    script types.
  • Added ThreadedAudio property to Default Setup.
  • In preferences added an option telling whether to automatically reload scripts changed
    externally.
  • Added "Always" choice to "Popup message on compile" preference. Successful compilation
    popup will only be displayed if "Always" choice is selected.
  • Added shortcut key combination (Shift + F5) for stopping a game's debug run.
  • Don't display missing games in the "recent games" list.
  • Build autocomplete table a little faster.
  • Disabled sending crash reports and anonymous statistics, because of the AGS server issues.
  • Corrected .NET version query for the anonymous statistics report.
  • Fixed Default Setup was not assigned a proper Title derived of a new game name.
  • Fixed crash and corruption of project data when writing to full disk.
  • Fixed saving sprite file to not cancel completely if only an optional step has failed
    (such as copying a backup file).
  • Fixed changing character's starting room did not update list of characters on property
    pane of a room editor until user switches editing mode or reloads the room.
  • Fixed room editor kept displaying selection box over character after its starting room
    has changed.
  • Fixed room editor not suggesting user to save the room after changing object's sprite
    by double-clicking on it.
  • Fixed sprite folders collapsing after assigning sprite to a View frame or an object.
  • Fixed view loops displayed with offset if the view panel area was scrolled
    horizontally prior to their creation.
  • Fixed MIDI audio preview was resetting all instruments to default (piano) after pausing
    and resuming playback.
  • Fixed MIDI audio preview had wrong control states set when pausing a playback.
  • Fixed autocomplete not showing up correctly if user has multiple monitors.
  • Fixed autocomplete crashing with empty /// comments.
  • Fixed script compiler could leave extra padding inside the compiled scripts filled with
    random garbage if script strings contained escaped sequences like "\n" (this was not good
    for source control).

Scripting:

  • Fixed compiler was not allowing to access regular properties after type's static properties
    in a sequence (for example: DateTime.Now.Hour).

Script API:

  • Introduced new managed struct Point describing (x,y) coordinates.
  • Introduced StringCompareStyle enum and replaced "caseSensitive" argument in String functions
    with argument of StringCompareStyle type.
  • Implemented Dictionary and Set script classes supporting storage and lookup of strings and
    key/value pairs in sorted or unsorted way. Added SortStyle enum for use with them.
  • Implemented Viewport and Camera script classes which control how room is displayed on screen.
  • Implemented Screen struct with a number of static functions and properties, which notably
    features references to the existing Viewports. Deprecated System's ScreenWidth, ScreenHeight,
    ViewportWidth and ViewportHeight in favor of Screen's properties.
  • Added Game.Camera, Game.Cameras and Game.CameraCount properties.
  • All functions that find room objects under screen coordinates are now being clipped by the
    viewport (fail if there's no room viewport at these coordinates). This refers to:
    GetLocationName, GetLocationType, IsInteractionAvailable, Room.ProcessClick, GetWalkableAreaAt
    and all of the GetAtScreenXY functions (and corresponding deprecated functions).
  • Added Character.GetAtRoomXY, Hotspot.GetAtRoomXY, Object.GetAtRoomXY, Region.GetAtScreenXY,
    replaced GetWalkableAreaAt with GetWalkableAreaAtScreen and added GetWalkableAreaAtRoom.
  • Replaced Alignment enum with a new one which has eight values from TopLeft to BottomRight.
  • Renamed old Alignment enum to HorizontalAlignment, intended for parameters that are
    only allowed to be Left, Center or Right.
  • Added new script class TextWindowGUI, which extends GUI class and is meant to access
    text-window specific properties: TextColor and TextPadding.
  • Added new properties to GUI class: AsTextWindow (readonly), BackgroundColor, BorderColor,
    PopupStyle (readonly), PopupYPos.
  • Added Button.TextAlignment and Label.TextAlignment.
  • Added missing properties for ListBox: SelectedBackColor, SelectedTextColor, TextAlignment,
    TextColor.
  • Replaced ListBox.HideBorder and HideArrows with ShowBorder and ShowArrows.
  • Added TextBox.ShowBorder.
  • Added AudioClip.ID which corresponds to clip's position in Game.AudioClips array.
  • Added Game.PlayVoiceClip() for playing non-blocking voice.
  • Added SkipCutscene() and eSkipScriptOnly cutscene mode.
  • Allowed to change Mouse.ControlEnabled property value at runtime.
  • Added Game.SimulateKeyPress().
  • Added optional "frame" parameter to Character.Animate and Object.Animate, letting you begin
    animation from any frame in the loop.
  • Deprecated "system" object (not System struct!).
  • Deprecated Character.IgnoreWalkbehinds and Object.IgnoreWalkbehinds.
  • Deprecated DrawingSurface.UseHighResCoordinates. Also, assigning it will be ignored if game's
    "Allow relative asset resolutions" option is disabled.

Engine:

  • New pathfinder based on the A* jump point search.
  • Implemented new savegame format. Much cleaner than the old one, and easier to
    extend, it should also reduce the size of the save files.
    The engine is still capable of loading older saves, temporarily.
  • Implemented support for sprite batch transformations.
  • Implemented custom room viewport and camera.
  • Removed limits on built-in text wrapping (was 50 lines of 200 chars max each).
  • Removed 200 chars limit for DoOnceOnly token length.
  • Try to create all subdirectories when calling File.Open() for writing,
    DynamicSprite.SaveToFile() and Game.SetSaveGameDirectory().
  • Reimplemented threaded audio, should now work correctly on all platforms.
  • Made debug overlay (console and fps counter) display above any game effects (tint, fade, etc)
  • Made fps display more stable and timing correct when framerate is maxed out for test purposes.
  • Print debug overlay text using Game.NormalFont (was hard-coded to default speech font).
  • Improved performance of hardware-accelerated renderers by not preparing a stage bitmap
    for plugins unless any plugin hooked for the particular drawing events.
  • Reimplemented FRead and FWrite plugin API functions, should now work in 64-bit mode too.
  • Support "--gfxdriver" command line argument that overrides graphics driver in config.
  • Implemented "--tell" set of commands that print certain engine and/or game data to stdout.
  • Use "digiid" and "midiid" config options to be used on all platforms alike and allow these to
    represent driver ID as a plain string and encoded as an integer value (for compatibility).
  • Completely removed old and unsupported record/replay functionality.
  • Replaced number of fatal errors reported for incorrectly called script functions with
    a warning to the warnings.log instead. This is done either when arguments may be fixed
    automatically, or script command simply cannot be executed under current circumstances.
  • Expanded some of the error messages providing more information to end-user and developers.
  • Fixed engine could not locate game data if relative path was passed in command line.
  • Fixed potential bug which could cause DoOnceOnly tokens to be read incorrectly from a savedgame.
  • Fixed engine crashing with "division by zero" error if user set InventoryWindow's ItemWidth or
    ItemHeight to 0.
  • Fixed engine crashing if Object.SetView is called with a view that does not have any loops.
  • Fixed old walk-behind cut-outs could be displayed on first update in a room if the room's
    background was modified using raw drawing commands before fade-in. This happened only when
    running Direct3D or OpenGL renderer. Note that this bug was probably never noticed by players
    for a certain barely related reason.
  • Fixed BlackBox-in transition done by software renderer could have wrong aspect ratio.
  • Fixed Direct3D and OpenGL displayed pink (255, 0, 255) fade as transparent.
  • Fixed Direct3D was slightly distorting game image in pixel perfect mode.
  • Fixed Direct3D was not clearing black borders in fullscreen, which could cause graphical
    artifacts remaining after the Steam overlay, for example.
  • Fixed potential crash that could happen when switching between fullscreen and windowed mode,
    or switching back into game window (only observed on Linux for some reason).
  • Fixed a bug in mp3/ogg decoder where it assumed creating an audiostream succeeded without
    actually testing one.

Linux:

  • Use same FreeType library sources as Windows version, which suppose to fix TTF font glitches.
  • Re-enabled threaded audio setting.
  • APPDATADIR script paths are now mapped to "XDG_DATA_HOME/ags-common", making sure it is a
    writeable location.

Windows:

  • Windows version of AGS is now built with MSVS 2015 and higher.
  • Engine is marked as a DPI-aware application that supposed to prevent window scaling by system.

WinSetup:

  • Added "Enable threaded audio" checkbox.

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