github adventuregamestudio/ags v.3.6.0.26
v.3.6.0.26 - Beta 6

latest releases: v3.6.1.24, v3.6.1.23, v3.6.1.22...
pre-release23 months ago

3.6.0 Beta release, for public test.

Common features:

  • Increased Room Objects limit to 256 (was 40).

Editor:

  • When creating new room objects they will now have their script names set to some default value.
  • In sprite manager's "export all" dialog added "skip if local" option.
  • In sprite manager's context menu added command "Create source files for all sprites with missing / external sources...".
  • Fixed going to a "find all" result in dialog script did not highlight the found text, and sometimes did not scroll down to it.

Script API:

  • Added InputType enum which defines input devices and lets create their sets as flags.
  • Added WaitInput(), a more generic and extendable function that accepts a combination of flags telling which input types to wait for.
  • All Wait* functions now return the reason they were skipped: a combination of InputType flag and a respective key or button code.

Engine:

  • Upgraded SDL_Sound lib to commit 32ee23e2018378225eba2c2bca8c2264bdbd369f.
  • Improved file writing times (e.g. when doing a game save) by using buffered file stream. Initial tests showed 50% faster file writing.
  • Engine now shares the video texture data for all game objects on screen sharing same sprite. This improves perfomance in case there are multiple objects which use same image.
  • Made Animate() function's volume be relative to Character.AnimateVolume for characters.
  • Implemented debug key controls for calling a built-in save and restore game dialogs. These controls have to be set in user config as "save_game_key" and "restore_game_key" in "[override]" category. These may be used by testers if the game is missing a save function or one is bugged.
  • Added "cache_size" and "stream_threshold" options to config in "[sound]" category, they setup the rules for sound caching and choosing whether to load a clip fully into mem or stream one.
  • Fixed dialog script's "goto-previous" command not working if used from the first sub-topic run using "goto-dialog" (a very-very old bug).
  • Fixed renderer error occuring if room background frames are of different sizes.
  • Fixed game fps sped up if SetGameSpeed() is called repeatedly in game script.
  • Fixed Overlay.CreateRoomTextual() creating a screen overlay instead.
  • Fixed WFN fonts rendered with misplaced letters if the text is drawn with negative coordinates.
  • Fixed TheoraPlayer stopping too early on some videos.
  • Fixed sprite cache size was never set from config.
  • Fixed game not closing while window is minimized.
  • Fixed crash when quitting with error during restoring a save.
  • Fixed potential crash on exit on Windows when built in "release" configuration.

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