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/  Forum Index
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      /  Why not to AmigaOS? Adventure Game Studio
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Phantom 
Why not to AmigaOS? Adventure Game Studio
Posted on 10-Nov-2008 18:11:13
#1 ]
Elite Member
Joined: 2-Aug-2007
Posts: 2047
From: Unknown

Till now, Adventure Game Studio is one or probably the best engine to create an adventure game. But it's luckily only for windows users. Windows users have the editor. But there are intepreters for Linux and MacOS. So why not AmigaOS too?

I think it's very good to have an interpreter, so every game we create in windows, we can run it in AmigaOS.

I don't know if this a difficult task to do. I'm waiting your comments and ideas.

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Samurai_Crow 
Re: Why not to AmigaOS? Adventure Game Studio
Posted on 10-Nov-2008 19:18:55
#2 ]
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Joined: 18-Jan-2003
Posts: 2320
From: Minnesota, USA

@Phantom

Link please?

-edit-
To the interpreter source codes that is... I found the editor page.

Last edited by Samurai_Crow on 10-Nov-2008 at 07:25 PM.

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Samurai_Crow 
Re: Why not to AmigaOS? Adventure Game Studio
Posted on 10-Nov-2008 19:34:35
#3 ]
Elite Member
Joined: 18-Jan-2003
Posts: 2320
From: Minnesota, USA

@Phantom

Without the source code or the specifications to the file format, it would be easier just to write new games using Hollywood. It works on AmigaOS 3.x, AmigaOS 4.x, MorphOS, AROS, MacOSX PPC and Windows.

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NutsAboutAmiga 
Re: Why not to AmigaOS? Adventure Game Studio
Posted on 10-Nov-2008 22:11:08
#4 ]
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Joined: 9-Jun-2004
Posts: 13047
From: Norway

@Phantom

I have been writing my own for many years now, if you like you try it if see me on IRC ask for it. (My nick LiveForIt)

It's not complete, but I liks some feedback on my work, maybe you have some good ideas I can use.

Last edited by NutsAboutAmiga on 10-Nov-2008 at 10:11 PM.

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Phantom 
Re: Why not to AmigaOS? Adventure Game Studio
Posted on 11-Nov-2008 0:37:06
#5 ]
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Joined: 2-Aug-2007
Posts: 2047
From: Unknown

@Samurai_Crow

www.adventuregamestudio.co.uk

I never used Hollywood, but it's a generic engine.

@NutsAboutAmiga

I would like to try your program. But why you kept it private those years?

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Samurai_Crow 
Re: Why not to AmigaOS? Adventure Game Studio
Posted on 11-Nov-2008 16:56:56
#6 ]
Elite Member
Joined: 18-Jan-2003
Posts: 2320
From: Minnesota, USA

@Phantom

taken from the FAQ of that website:
Quote:
Q. Will you do a (Palm/BeOS/etc) port?
A. Due to me having only a limited experience with these operating systems, I will not port it to any further OS at this time. Also, due to AGS's resource requirements, it is not really practical to port it to any hand-held systems.

Q. Then can I have the source code, to port it myself?
A. Sorry, AGS is not open-source. There are many reasons for this which I will not go into here. The main two are:
(1) I made another application open-source in the past, and someone took it, changed the copyright and tried to release it as their own
(2) The AGS file formats are proprietary to make it harder for people to "hack" other people's games. If the source code was available, it would be easy for someone to write some sort of de-compiler for use with other peoples games.

Q. But the GPL will protect you... go on, can I have the source?
A. No it won't. In theory it does, but what happens when someone goes and breaches it? I don't have the time or energy to waste chasing up lamers who have blatantly ignored the license agreement. Sorry.

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Phantom 
Re: Why not to AmigaOS? Adventure Game Studio
Posted on 11-Nov-2008 16:58:37
#7 ]
Elite Member
Joined: 2-Aug-2007
Posts: 2047
From: Unknown

@Samurai_Crow

I see. So the only way is Hollywood. Thanks really for the info Samurai.

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TheAMIgaOne 
Re: Why not to AmigaOS? Adventure Game Studio
Posted on 11-Nov-2008 17:13:37
#8 ]
Cult Member
Joined: 10-Jan-2004
Posts: 776
From: United Kingdom

@Phantom

Ive know about this program for a while, but there is also another adventure type interpreter that is available known as SCI Studio which is the engine behind Kings Quest and other adventue games. Thou this is completely opensource to my knowledge


http://www.bripro.com/scistudio/

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Phantom 
Re: Why not to AmigaOS? Adventure Game Studio
Posted on 11-Nov-2008 17:20:21
#9 ]
Elite Member
Joined: 2-Aug-2007
Posts: 2047
From: Unknown

@TheAMIgaOne

Yes, I saw this one (thanks for the reminder). But it's Sierra style games, so limited enough. But it's a good start if anyone will port it to AmigaOS.

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TheAMIgaOne 
Re: Why not to AmigaOS? Adventure Game Studio
Posted on 11-Nov-2008 18:06:24
#10 ]
Cult Member
Joined: 10-Jan-2004
Posts: 776
From: United Kingdom

@Phantom

Im actually working on a Java Interpreter for a Classic amiga/Pc game which i could easily hope to extend to an editor, thus a game designer for that game type. If the plan works id then covert the java to AmigaC to complete to portablity loop

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AmigaOneXE OS4.1.6

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Phantom 
Re: Why not to AmigaOS? Adventure Game Studio
Posted on 11-Nov-2008 18:07:48
#11 ]
Elite Member
Joined: 2-Aug-2007
Posts: 2047
From: Unknown

@TheAMIgaOne

That's really interesting. Keep up with more info updates in the future.

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NutsAboutAmiga 
Re: Why not to AmigaOS? Adventure Game Studio
Posted on 11-Nov-2008 18:09:33
#12 ]
Elite Member
Joined: 9-Jun-2004
Posts: 13047
From: Norway

@Phantom

Quote:

Phantom wrote:
@Samurai_Crow

www.adventuregamestudio.co.uk

I never used Hollywood, but it's a generic engine.

@NutsAboutAmiga

I would like to try your program. But why you kept it private those years?


well thats my life story really, started on AMOS, switched to Blitz, gave up for few years, A500 gut under powered, used a Toshiba laptop for few years, then a 800mhz PC, then 1.2Ghz PC, started using Linux, wrote it for svgalib did not like wrote it again for SDL, and then finally I found my way back home to Amiga whit AmigaONE-XE, wrote it again for graphic.library did not like it switched to Intuition and Picasso96.

lots small and large projects in between, some that never made it some that did.

Well thats basicly where I'm right now.

Picasso96, Reaction GUI.

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Phantom 
Re: Why not to AmigaOS? Adventure Game Studio
Posted on 11-Nov-2008 18:11:17
#13 ]
Elite Member
Joined: 2-Aug-2007
Posts: 2047
From: Unknown

@NutsAboutAmiga

Reaction.

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NutsAboutAmiga 
Re: Why not to AmigaOS? Adventure Game Studio
Posted on 11-Nov-2008 18:28:38
#14 ]
Elite Member
Joined: 9-Jun-2004
Posts: 13047
From: Norway

@Phantom

The games will not use reaction, only the adventure editor.

I have never used MUI, I used Gadtools whit BlitzBasic, so Gadtools was the first toolkit I looked at when started coding for AmigaOS4.x.

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Phantom 
Re: Why not to AmigaOS? Adventure Game Studio
Posted on 11-Nov-2008 18:38:48
#15 ]
Elite Member
Joined: 2-Aug-2007
Posts: 2047
From: Unknown

@NutsAboutAmiga

I was speaking about the editor too. BlitzBasic is good, but AmiBlitz it's very awesome. I pressume that you had already tried it out.

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Fransexy 
Re: Why not to AmigaOS? Adventure Game Studio
Posted on 11-Nov-2008 21:27:20
#16 ]
Elite Member
Joined: 8-Jun-2004
Posts: 2334
From: Elche (Alicante), spain

@Samurai_Crow

Could you compile another different game development language?
it´s named Fenix, it´s based on sdl and has been ported to linux, windows, BeOS,MacOSX and GP32, GP2X, Dreamcast and PS2 so it seems to be very portable.
I tried to compile it, it configure the makefile without problems and compile almost all parts and only have errors on a few files. ("undeclared first use this function" type errors)
I do not know much about C programing so i do not know how fix the problems but i´m sure that an experienced developer would port it in a few hours

the links are:

Official site http://fenix.divsite.net/index.php?opcion=1&lang=en
Download source http://sourceforge.net/projects/fenix

If you port it, please tell me what do you changed to compile so i can learn

Thanks!

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Samurai_Crow 
Re: Why not to AmigaOS? Adventure Game Studio
Posted on 11-Nov-2008 22:50:52
#17 ]
Elite Member
Joined: 18-Jan-2003
Posts: 2320
From: Minnesota, USA

@Fransexy

I downloaded the source from the Sourceforge project page and am looking at it right now. My MicroA1-c is on loan to DiscreetFX in order to port Aladdin4d to OS4 so I can't do an OS4 version right now. It looks like all of the documentation in the PDF file is not in English. I think SpotUp tried to compile it and couldn't get anywhere with it either.

Since it is interpreted I would predict it could be done faster by using the Mattathias parser generator when it is finished. This will allow complete compilation or at the very least JIT compilation of the scripting language using LLVM. I am working on Mattathias on my Linux-based PC laptop at the moment but once it is ready it will simplify the writing of scripting languages and programming languages in general.

I'll look at Fenix sometime when I get the chance later. I'm sorry I couldn't give you the answer you were looking for.

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NutsAboutAmiga 
Re: Why not to AmigaOS? Adventure Game Studio
Posted on 12-Nov-2008 23:32:53
#18 ]
Elite Member
Joined: 9-Jun-2004
Posts: 13047
From: Norway

@Phantom

Quote:

Phantom wrote:
@NutsAboutAmiga

I was speaking about the editor too. BlitzBasic is good, but AmiBlitz it's very awesome. I pressume that you had already tried it out.


the last thing I did before I gave up, on version two was a script compiler written In BlitzBasic2, it was never finished.

started of whit wrong programming language (AMOS), so started to learn an other (BlitzBasic2), my personal problem whit basic in general, it that they come in different dialects, so you can't take your sourcecode from one dialect of basic to an other, all commands different from one to the other, it has been hard to find right librarys to use in Linux and AmigaOS, but lot easier then to use basic.

I more free to be creative whit C, no language restrictions, easier to debug, and its portable between operating systems.

Last edited by NutsAboutAmiga on 12-Nov-2008 at 11:36 PM.

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