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#ags #sprite #gameMy Main Channel: Game Studio Demo Experiment: https://web.facebo. Stasis is a 2015 science fiction horror point-and-click adventure game developed by The Brotherhood Games. Viewed from an isometric perspective, the game requires interactions with computers, combining items and puzzle solving. Develop your game for multiple systems. Visionaire Studio supports many different platforms. Adventure Game Studio allows you to create your own point-and-click adventure games, similar to the early 90's Sierra and Lucasarts adventures. It consists of an easy-to-use editor to create your games, and a run-time engine to play them. The game interface is fully customizable, with classic Sierra and Verb Coin templates provided by default. Jul 29, 2010 In this series of articles you will learn the very basics of Adventure Game Studio, a free and easy-to-use tool for creating your own point-and-click adventure games. I will walk you through the process of making a short example game step by step. Please read this article in the plummy, paternal tones of a mid-seventies educational videotape.
Think you've got what it takes?
Adventure Game Studio (AGS) provides the tools to make your own adventure, for free! Bring your story and artwork and slot it in, and let AGS do the rest.
AGS provides everything you need from within one easy-to-use application. Create, test and debug your game, all in one place. Why wait? Get cracking on your first game now!
Hundreds of games have been made with AGS.
From quick time-fillers to full-length epic adventures, we've got plenty of choice of free games for you to play!
Music and sound
Sound and music are an essential part of any gameplay experience, and AGS 3.2 and higher provides a re-written audio system giving you full control over your game audio.
File formats
AGS is able to play the following types of audio file: OGG, MP3, MIDI, WAV (uncompressed), MOD, XM, IT, S3M and VOC.
The only limitation to this is that AGS is only able to play one MIDI file at a time. If you attempt to play two MIDI music files simultaneously, the first one will be cut off when the second one starts playing.
OGG is a digital music format similar to MP3, but achieving better compression and higher quality. More importantly, it is a totally free format so no royalty payments or licenses are required to use it. For more information and programs to encode your music to OGG, see https://www.vorbis.org/
Audio in the Editor
Look under the 'Audio' branch in the project tree. Here you'll find sub-nodes called 'Speech', 'Types' and two default folders called 'Music' and 'Sounds'.
Speech
At the moment, voice speech files are not set up within the editor. See the Speech help page to find out more about adding speech to your game.
Audio Types
Audio Types allow you to group together similar types of audio files. The standard distinction here is between Sound and Music, whereby you usually only want one Music file to be playing at any one time; whereas you might have several simultaneous sound effects.
Double-click on an Audio Type and it will open up; you can see its properties in the Property Grid. Here, the 'MaxChannels' setting allows you to specify how many audio clips of this type are allowed to play at the same time. The 'VolumeReductionWhenSpeechPlaying' setting allows you to have AGS automatically reduce the volume of these audio clips while speech is playing, to make it easier for the player to hear the speech over the background music.
You'll probably find that the default settings here are fine, and in many games you won't need to change them.
Importing audio files
Now let's get on to the important question -- how do you add sound and music to your game? Well, if you right-click on the 'Sound' or 'Music' folders (or any other folders that you create yourself), you'll see an option called 'Add Audio Files'.
Select this option, and you'll be given a dialog box to find the audio files that you want to import. Once imported, they'll be assigned script names automatically. If you already name the soundfiles you create and want to use in a short and descriptive way you don't have to rename them in the game project and save a lot of time and keep both your game project and the assets organized.
Double-click an audio file in the project tree to open a window where you can preview it, as well as change its properties in the Property Grid.
Using folders to organize sounds
Rightclick on the main music node, on one of the subordinate type folders or any user-created subfolder to these to create a subfolder to that node. It is good practice to add some new subfolders when you start a new project or you will have to drag and drop a lot of files later (as you can not drag and drop them in droves but only one at a time). You could split your music into Chapter 1 music, Chapter 2 music, etc or split it to 'music calm' and 'music battle' or whatever you need.
The same applies to the folder for sounds and sound effects, add subfolders to it to split your sound library into 'Menu sounds' for button presses and 'game sounds' for in-game sounds. Sort them by chapter or by room, this will make finding, navigating and addressing the sounds so much easier.
Playing audio in the game
The script to play an audio clip in the game is very simple. For example:
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plays the audio clip called aExplosion.
Priorities and channels
AGS currently has an 8-channel audio system, which means that up to 8 sounds can be playing at the same time. One channel is always reserved for the speech voice-over and you cannot change that, so you have 7 at your disposal. By default Audio Types reserve one channel for music and one for ambient sounds; thus leaving 5 available for other types, but you can change that to your needs.
NOTE: Because total number of channels is a constant, AGS does not guarantee to reserve exactly as many channels as you set. Channels are reserved in the order of types in the project, so if you set 'MaxChannels' to 5 for music and 5 for sounds, then at runtime the game will reserve 5 for music and only 2 remaining for sounds.
If you try to play an audio clip and there are no channels available, then an existing one will be stopped and the new one will take its place. However, this will only happen if the new audio clip has an equal or higher priority than one of the currently playing sounds.
Thus, the priority allows you to decide which audio clips are more important than others. For example, you might set a footstep sound as low priority, and a door opening as high priority. This can be configured at the folder level in the editor, and also by changing the properties of an individual audio clip (by default they will inherit from their containing folder).
Sometimes you might not want the priority of the sound to be fixed in the editor -- you might want to decide it at run-time in the script. For this reason the Play command has an optional parameter which allows you to explicitly specify the priority when you play it, for example:
NOTE: having only one channel reserved for an audio type and all clips having same priority by default will make any new played sound of that type replace the previous one automatically. This may be useful, for example, to ensure that only one music clip is playing at the same time in your game.
See also:AGS Audio Channel Troubleshooting
Seeking and changing volume
So, how do you change a sound once it is playing? Well, there are no methods on the Audio Clip to do this, because you might be playing two copies of the same sound at once, and then AGS wouldn't know which one you wanted to access. That's where Audio Channels come to the rescue.
When you use the Play() command, AGS returns to you an AudioChannel* instance representing the channel on which the sound is playing. You can store this to a global variable and access it later on. For example:
This will start the aExplosion audio clip playing, and then change its volume to 20%
.
Using Audio Channels
Supposing you want to start playing a sound now, and then change its volume or panning later on. How would you do that? Well, you'd need to keep the AudioChannel around, so that you can access it later. The easiest way to do that is to make it a Global Variable; if you open the Global Variables editor, you can create a new AudioChannel* variable (let's call it longWindedSound). Then when you play the sound you set it like this:
longWindedSound = aExplosion.Play();
later on, elsewhere in the script, you can change the volume by doing:
Note the check for null here -- this makes sure that your game won't crash if the sound isn't playing (it might have finished, or not have been started yet).
Overall system volume
There is a property called System.Volume that controls the overall game volume, which you can use with some sort of volume control slider for the player. All individual sound volumes work within the overall system volume.
Conclusion
The new audio system in AGS gives you much more control over your game audio. Please see the following sections for a complete list of the supported commands:
AudioClip reference, AudioChannel reference
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Voice speech
With AGS you can link a line of dialog to a speech file, to enable 'talkie'- style games. Suppose you have a dialog script with the following:
Normally this would display the words in the speech text above the characters heads. However, you can add the special character '&' to symbolize that a voice file should also be played.
The file name has format XXXXY.EXT, where XXXX is made of up to first four letters of the character's script name (except the leading 'c'), the Y is the speech file number (with no leading or trailing zeroes or padding of any kind), and EXT is the file extension.
For example, if you have dialog script:
or common script using Say script function:
Both of those examples would play EGO10.WAV with the first line, and MICH7.WAV with the second. When a line of text has a voice linked to it, the text on the screen will not be removed until the voice file has finished playing. If the player interrupts it by clicking the mouse or pressing a key, the text and voice will be stopped. Voice files must be placed in the 'Speech' sub-directory of the game folder.
NOTE: WAV, OGG and MP3 format files can be used for speech.
NOTE: You cannot use speech file numbers above 9999. That is, you can have EGO1.OGG all the way up to EGO9999.OGG, but not EGO10000.OGG or higher.
Speech is compiled into a file called SPEECH.VOX and is separate from the rest of your game data so that you can offer it as an optional extra download to the player. The game will function correctly if the file is not present.
SeeAlso:Speech.VoiceMode
The AudioCache folder
When you import audio files into AGS, you'll probably notice that a folder inside your game folder, called AudioCache, starts to fill up with files. What is it and why is it there?
Well, when you import audio into AGS, you might be importing it from anywhere -- it could be off your hard drive, but it might also be off a USB stick or a CD. AGS can't rely on the audio files always being there because you might remove the USB stick or delete the files on it.
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Therefore, when you import audio into AGS it makes a copy of the file in the AudioCache folder. AGS also remembers where the file came from, and when you compile your game it will check if the file has been updated in its original location -- if so it will copy the latest version to the AudioCache.
But if the source file no longer exists, your game will continue to build just fine because AGS has its own copy of the file.
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This allows AGS to stick to one of its core principles, that all the files you need to build your game are within the game's folder. That way, you have complete security in knowing that by backing up your game folder, your game will be safe if the worst happens.