Adventure Game Engine is a freeware that allows you to create your own Point & Click adventure games for Windows, Mac OS X, Linux, Web, iOS and Android. It is free for personal and commercial use.
Note that you do not need to learn any script language if you decide to use Adventure Game Engine.
Adventure Game Engine is a new AGE of Point & Click adventure games.
Minimum Supported Versions:
Mac OSX 10.6
Windows Store 10
Adventure Game Engine works with assets that are just standard XML files. The first letter of the asset name indicates the asset type and cannot be changed, because the asset file name is also an UID (without extension) used in all scripts. An asset is also an instance because there is only one instance per asset, and all instances are created at start. For memory reasons, media files are loaded and freed only with scenes.
Scenes (e.g. S_HOME.xml, S1_HOME.xml where 1 is the chapter number)
Objects (e.g. O_HERO.xml, O1_HERO.xml)
Dialogs (e.g. D_WELCOME.xml, D1_WELCOME.xml)
Players (e.g. P_HERO.xml, S1_HERO.xml)
Cinematics (e.g. C_INTRO.xml, C1_INTRO.xml)
Each asset type has its own editor, detailed below.
Scenario Editor (Timeline and Puzzles)
The Scenario Editor is the main editor of Adventure Game Engine that allows you to design your story and puzzles in the form of a diagram. Moreover, it is a powerful editor because it can simulate a savegame from any box without launching the runtime.
All boxes has two scripts: the first script is executed when the box is started (ENTER), and the second script is executed when the box is stopped (EXIT). A box cannot be started twice.
The Destiny box allows to create different paths in your story, that the gamer will be able to choose or not. You can also merges these paths if you do not want to write different ends.
Scene Editor (Places)
The Scene Editor allows you to create a place with characters, objects, doors and cells for the path finding.
You can add events that will be called if the scene is active.
Object Editor (Characters and Objects)
The Object Editor allows you to create your characters and objects. There are no differences between a character and an object. Object is used as an abstract term.
All media files are located in folders, not in the XML file but no paths are stored because the folder name is used to define the animation name too. So, to add a new animation, just create a new folder with frames (PNG files) in the object folder and click on import button. That's all! It is very easy and fast to edit an objet because there are no intermediate steps between software and data.
You can add events that will be called if the object is active.
Dialog Editor (Conversations)
The Dialog Editor allows you to write conversations between any objects. There are two kinds of sentences: choices and texts.
A text is always blue and can be spoken by anyone. It's just a sentence displayed above the speaker during he's talking. The text is drawn with the color defined in the corresponding object asset.
A choice is always red and can be spoken only by the current player. The gamer can choose a sentence among a list of choices when he's talking. A choice has its own properties and it is possible to say or not to say the text. Why? For example if you want to propose "Talk about his job" to gamer, you would probably want your character says another sentence. Choices are automatically disabled after use but you can change this option.
A sound file can be linked with any sentence if you want to support human voices for your characters.
You can write for each box a script that will be executed just after the speech. It is useful to success a puzzle box of the scenario editor during a conversation.
Player Editor (Inventories)
The Player Editor allows to manage inventories. It is possible to control several players like Day of the Tentacle with a switching mode.
Cinematic Editor (Videos)
The Cinematic Editor allows you to select the good video and sub-title for each language. Videos must be encoded in OGV.
The Shader Editor allows you to create your own selection. You can use one shader for the background, one shader for each object and one shader collection for the entire scene (post processing). Shaders are compatible with all supported platforms.
Language (Pseudo scripts)
Adventure Game Engine use an interpreter with simple commands to execute your scripts. There are two kinds of scripts: Box scripts and Event scripts. Event scripts must validates boxes and Box scripts must change states.
The official demo: The Pieman
Do you know BHL? It's a french philosopher... You mission is to pie this funny guy... The source code of this game is available with AGE. And the Web version is available here: