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Releases: adventuregamestudio/ags

v.3.6.0.6 - Alpha 7

18 Jul 21:20
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v.3.6.0.6 - Alpha 7 Pre-release
Pre-release

An Alpha build of a SDL2-based engine, for public test.

Several game breaking problems fixed:

  • Editor not saving sprite file correctly after new sprites were added;
  • Some OGV videos not loading;
  • AudioChannel.PositionMs only returning values with second-precision;
  • Papagayo lip sync not working well (related to the above);
  • few less important ones.

v.3.6.0.5 - Alpha 6

16 Jul 06:03
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v.3.6.0.5 - Alpha 6 Pre-release
Pre-release

An Alpha build of a SDL2-based engine, for public test.

Backported a number of simplier Script API entries from ags4 branch.

  • DrawingSurface.DrawImage() and DrawSurface() now accept optional source rect coordinates, so you can draw a chosen part of the sprite directly;
DrawingSurface.DrawImage(int x, int y, int spriteSlot, optional int transparency, optional int width, optional int height,
		optional int cut_x, optional int cut_y, optional int cut_width, optional int cut_height);
  • Room.Exists(): tests if the room of certain number is available;
  • WaitMouse(): complements other Wait* functions.
  • SkipWait(): skips current Wait (will normally only work from repeatedly_execute_always callback).
  • All the Wait* functions now accept "0" as "no timeout", in which case waiting may only be interrupted using either corresponding input or SkipWait.
  • All the Wait* functions now return a code telling how they were interrupted:
    • positive value means a key code;
    • negative value means a -(mouse code);
    • 0 means timeout or interrupt with a script command.[/quote]
  • Characters now may be scaled freely, not limited to 5 - 200% (new range is 1 - 32767 for technical reasons).
  • Object.SetView() now resets loop and frame to 0 by default. Previously default was -1 which made object retain loop & frame, which was often unexpected, and could cause game errors.
  • Object.ManualScaling and Scaling properties, now letting to scale an object by command similar to Character (previously objects were only scaled by the walkable area).
  • Game.BlockingWaitSkipped: returns the last reason of the last blocking action interruption: this is same as Wait* function return value, but also works for skipped blocking speech, and so on.
  • Speech.TextOverlay and Speech.PortraitOverlay: give access to the text and portrait overlays of a current blocking speech. In practice these are only available in repeatedly_execute_always callback. Among other things, these properties allow to detect appearance, removal, and change of the blocking speech; also calling Speech.TextOverlay.Remove() will work as a speech interrupt.
  • System.Log(): prints into the engine log.

v.3.6.0.4 - Alpha 5

04 Jul 18:39
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v.3.6.0.4 - Alpha 5 Pre-release
Pre-release

An Alpha build of a SDL2-based engine, for public test.

Updated to include all changes from v.3.5.1.8.

Updated SDL_Sound library (fixes some sound formats).

Partial Unicode support in the engine; supports translations saved in UTF-8 (see description in PR).

v.3.5.1.8

22 Jun 14:38
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This is a 3.5.1 Patch 1.

Editor:

  • Fixed script compiler sometimes was not specifying actual Dialog number when reporting errors
    in the dialog scripts.

Engine:

  • Fixed Game.TranslationFilename always returning empty string (regression).
  • Fixed GUI controls which were toggled from disabled to enabled state not responding to the
    mouse clicks until the mouse is moved (regression).
  • Fixed OpenGL did not apply a Linear filter when "Render sprites in screen resolution"
    option is off.

3.5.1 Release

04 Jun 16:27
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This is a stable 3.5.1 release. The contents of this update are listed in Changes.txt as usual.

People who were working on this release:
@AlanDrake
@criezy (bug fixing)
@ericoporto
@ivan-mogilko
@jduo (implemented "--console-attach" option for Windows)
@morganwillcock
@rofl0r
@sonneveld

v.3.5.1.6 - Beta 7

22 May 14:12
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v.3.5.1.6 - Beta 7 Pre-release
Pre-release

3.5.1 Beta 7, for public test.

New changes:

Updated with fixes from v.3.5.0.32.

Editor:

  • Fixed translation compiler did not correctly save some of the escaped sequences, such as "\n".

Engine:

  • Fixed crash occuring when the speech is using text window gui with zero Padding and the speech
    text is an empty line.
  • Fixed crash in Direct3D and OpenGL renderers that occured if game uses a plugin that performs
    software drawing on screen, and one of the rooms is smaller than the game's resolution.
  • Fixed "--test" mode was lost upon restoring a save.

Compatibility:

  • Fixed engine was applying player's position too early when ChangeRoom was called for 2.72 and
    earlier games, which could result in wrong placement in the new room if the character was
    walking right before the transition.

Android:

  • Corrected game scanning in AGS launcher, now it will work consistently with the desktop ports,
    and detect any compatible game data files named ".ags" or ".exe".

v.3.6.0.3 - Alpha 4

11 May 21:10
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v.3.6.0.3 - Alpha 4 Pre-release
Pre-release

An Alpha build of a SDL2-based engine, for public test.

Updated to include all changes from v.3.5.1.5.

Fixed major memory leak in the audio subsystem.

v.3.5.0.32

10 May 21:31
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This is a 3.5.0 Patch 10.

Engine:

  • Fixed managed handle error that occured if you would copy an element of any string array
    returned by Dictionary.GetKeysAsArray(), GetValuesAsArray() and Set.GetItemsAsArray();
    for example: assign array's element to a local variable.

v.3.5.1.5 - Beta 6

09 May 15:55
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v.3.5.1.5 - Beta 6 Pre-release
Pre-release

3.5.1 Beta 6, for public test.

New changes:

Editor:

  • Implemented classic Color Picker dialog for the Color type values in the property grid,
    instead of the default one which does not allow user-defined colors.

v.3.5.1.4 - Beta 5

30 Apr 01:37
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v.3.5.1.4 - Beta 5 Pre-release
Pre-release

3.5.1 Beta 5, for public test.

New changes:

Script API:

  • File.Open() now supports $CONFIGFILE$ tag which will try to open user config file for reading or
    writing regardless of where config is located on disk.
  • Added System.SaveConfigToFile() which writes current engine settings to the user config file.
    Only the options that can be changed at runtime are written back at the moment.