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Adventure Game Studio: baixar versions anteriors

Adventure Game Studio (AGS) provides the tools to make your own adventure, for free!

Aquí hi ha 54 versions d’Adventure Game Studio, des de 5 de novembre del 2021 fins a l’actual, 3.6.2.22. Cadascuna enllaça amb els instal·ladors del mateix desenvolupador.

2021: 2 2 21 2022: 8 8 22 2023: 10 10 23 2024: 13 13 24 2025: 12 12 25 2026: 9 9 26

54 versions en 5 anys · unes 11 per any

VersióDataMidaFitxers
3.6.2.22Darrera versió 22 d’octubre del 2026 — 32 bits EXE (Inno Setup)
Notes de la versió
This is a 3.6.2 Patch 12.
Editor:
- Editor's setting "Popup message on compile" will be applied when saving rooms too.
- Fixed Project Tree and View Selection tree controls flickering when being hovered over by a mouse cursor.
- Fixed Editor crashing on launch when there's a game with a very long name present in "Recent Games" list.
- Fixed autocomplete crashing if there's an unclosed string literal in script.
- Fixed autocomplete registering non-existing variables if a string literal contained a variable declaration syntax as a part of a string.
- Fixed script editor hanging forever when there's a "]" character typed right at the beginning of a new line.
Compiler:
- Fixed forward struct declarations. They could cause obscure mistakes sometimes.
- Fixed line numbering in script files with UNIX line endings (LF).
Engine:
- Do not start blocking animation or movement for a disabled Character or Object.
This could lead to infinite game freeze, as neither animation or movement are updated if the object is disabled, and since the action is blocking, it will wait in a loop forever.
- Fixed Buttons switching to their "MouseOver" graphic when mouse cursor hovers them, even though their parent GUI is overlayed by another, clickable GUI.
- Fixed inconsistent Slider handle position, introduced by a incorrect slider fix in the previous patches. The slider looks should now be synced with 3.6.0 (and higher versions).
- Fixed a Room applying special view for the player character did not adjust the loop to be within a valid range.
- Fixed loop range limit used when selecting a suitable loop after changing to another normal view or unlocking a temporary view. Previously, it seems, it used full range of loops in the current normal view, now it should use only first 4 or 8 standard standing loops (depending on "use diagonal loops" setting).
- Fixed potential crash which could occur if script is trying to access certain Room Object's properties via 'object[]' array in a Room that has no objects or does not have this specific object.
- Fixed that after restoring a save with less number of objects (of any type), accessing these objects in script would lead to a script error.
- Fixed that the new room is not drawn immediately with Crossfade and Dissolve transition, but only after "Before fade in" event callback completes.
- Fixed loading of 1-, 4- and 8-bit BMP files which width is not multiple of 4.
- Fixed Software renderer not clearing surface after the room viewport is moved around screen.
- Fixed Software renderer displaying room viewport incorrectly if it's moved partially offscreen.
- Fixed Debug(0) ("give all inventory") cheat reducing larger inventory item quantity to 1.
- Fixed formatting mistakes in some game log messages.
Compatibility:
- Global messages and Room messages now properly support unicode texts (in case of translations).
- Fixed slider handle visual position in pre-3.6.0 games.
- Fixed legacy pathfinder's regression, which can lead to chararacter not being to arrive at certain area (happens when running old games).
3.6.2.21 1 d’agost del 2026 — 32 bits EXE (Inno Setup)
Notes de la versió
This is a 3.6.2 Patch 11.
Editor:
- Room Editor supports Del key for deleting objects.
- Fix clicking on a room background when in the "Character" or "Object" mode does not select the Room in the property grid.
Engine:
- Game.SimulateKeyPress() now supports composite key codes, such as eKeyCtrlA and eKeyAlt, and simulates two key presses in this case (regular and mod key).
- Fixed key + mod combinations are not passed into the "on_key_press" callback properly when in the "new" key handling mode (regression since the last patch).
- Fixed couple of mistakes in a smooth walk transition, introduced by the previous patch.
3.6.2.20 9 de juliol del 2026 — 32 bits EXE (Inno Setup)
Notes de la versió
This is a 3.6.2 Patch 10.
Editor:
- Double clicking the Translation in Project Explorer will now attempt to open the translation file in the associated application (if none is registered, the system should ask you to do so).
- Made it so that in Log Panel's config Output and Filter settings are synced: when user decreases any Output level the respective Filter level will be adjusted to be not higher than that, and when user increases any Filter level the respective Output level will be adjusted to be not lower than that.
- Made it so that when Editor recreates a spritefile from sources, it would also created a new sprite index file (sprindex.dat).
- Fixed window may appear offscreen on program launch if number of active monitors have changed since the previous session.
- Fixed Editor compiling a game data file of a wrong name, if game's "filename" setting contains dots.
- Fixed Editor compiling a Web/Emscripten game build generated a faulty "my_game_files.js" if the game's filename contains single quote marks (apostrophes). This mistake would result in game not being able to launch in the browser.
- Ensure that Room Editor displays placeholder sprite 0 for objects which had a non-existing sprite assigned to them (so that they could be seen in the editor).
- Fixed autocomplete in script not processing indexed attributes properly.
- Fixed Editor not detecting and reporting "unlinked script functions" for Room events properly.
- Fixed missing comments for Type.GetByName() script functions.
- Fixed automatic game build on /compile exiting the program with a error code if there were only script warnings.
Engine:
- Implemented smoother transition between segments of the walking path for characters: now they will not make a small pause at the end of each segment, but keep moving with the same speed, unless having to turn on spot first. This also fixes a unexpected slowdown occuring when a character is moving along a path consisting of very short segments in zig-zag pattern.
- Fixed mouse cursor's starting position to be in the center of the actual game's resolution, and not at (160, 100) as if it's always 320x200.
- Fixed SetGameOption(OPT_PORTRAITSIDE) not always working correctly.
- Fixed speech skip key setting not working properly if it's assigned any letter key.
- Fixed GUI controls rendered very smudged with Linear filter in Direct3D/OpenGL.
- Fixed engine not always detecting audio driver failure on initialization, and thus not creating a "dummy" audio driver as a replacement (necessary for audio scripts to work without errors).
- Fixed particular rare OGG Vorbis clips not playing.
3.6.2.19 9 de maig del 2026 — 32 bits EXE (Inno Setup)
Notes de la versió
Editor:
- Don't issue a warning if the script function of the standard interaction name is linked to a different event (e.g. "Character_Look" linked to a "Interact" event).
- When run with a "/compile" command-line argument, Editor will automatically recreate sprite file from sources (if possible) without asking a question. This helps automatic game builds.
- Fixed a project tree's item is activated without intent when user double clicks to open a folder, and project tree scrolls down so that a different item appears under mouse cursor.
- Fixed AudioClip's label missing ID after clip is renamed in the project explorer.
- Fixed unhandled exception in the "Change ID" dialog occuring if the item has ID greater than the total number of items. This situation may occur if the project file was modified by hand.
- Fixed copy-pasted gui controls always get linked to a GlobalScript, and not a script module of their parent GUI.
- Fixed that if a room editor is opened, and user changes one of the present Character's RealName, such Character becomes impossible to select in the room.
- Fixed Walk-behind's baseline is not drawn in the room editor if Zoom is less than 100%.
- Fixed game plugin's extra dependencies not found in the Compiled/Windows folder when game is run from the Editor.
Engine:
- Fixed a potential error occuring when a animating object or character was assigned a view's loop without any frames (possibly a regression since some previous patches).
- Fixed ListBox.FillDirList() and File.GetFiles() not being able to find files in subdirectories, if a search pattern has relative parent path.
- Fixed a mistake in ListBox.FillDirList() and File.GetFiles(), which could prevent files from different places (like from game package and game directory) to be merged in a single list when using $DATA$ location token.
- Fixed ListBox.FillDirList() and File.GetFiles() listing files from within the game package with their relative parent paths. It is supposed to list only filenames, for consistency with the regular files on disk.
- Fixed ListBox.FillDirList() and File.GetFiles() not sorting the filenames alphabetically properly if these names contain non-latin unicode characters.
- Fixed ListBox.FillSaveGameList() always sorting saves by the filetime, disregarding the function parameters.
- Fixed Dictionary and Set not sorting their items properly if the keys contain non-latin unicode characters.
- Fixed a potential error that may occur when a temporary dynamic object is created inside the script function's parameter list, but there's a blocking action or a Wait call between when it's created and when it's passed into the function.
Example case: "func( WaitAndReturnValue(), String.Format(...) )".
- Fixed another rare case when a WAV file can get stuck in the end of the playback forever.
3.6.2.18 28 de març del 2026 — 32 bits EXE (Inno Setup)
Notes de la versió
This is a 3.6.2 Patch 8.
Editor:
- All input fields that allow decimal values with a fractional part now use a dot ('.') separator regardless of the local system settings. This is done primarily to make it easier to share values between property fields and script.
- Fixed Editor treating custom properties names as case-sensitive when loading them from the project file, although they are considered case-insensitive everywhere else.
- Fixed deleted custom property values were remaining in objects data, apparently forever (they were not visible, unless you re-add the property under same name).
- Fixed "dialog_request" not being added automatically to GlobalScript if it's missing. (Regression since 3.6.2 Patch 7.)
- Fixed Editor resizing its own application window instead of Help window when Help->Index or Help->Contents menu command was ordered by user.
Engine:
- Character and object scaling properties, and auto-tracking Camera positions will now be updated extra time prior to "Room Before Fade-in" and "late_repeatedly_execute_always" events. This is done to ensure that user scripts can read proper up-to-date values during these events.
- Fixed characters and room objects scaling not being updated while the cutscene is being skipped. (Regression in 3.6.2)
- Fixed user script functions that match the existing engine API would not get registered and not called in script (engine functions get called instead). NOTE: such situation may occur if certain deprecated engine API functions were disabled during compilation, and user script have declared functions with names identical to these. (Regression in 3.6.2)
- Fixed ListBox.FillDirList() and File.GetFiles() not finding any files if request was made to search right in the game's directory. (Regression in 3.6.2, or possibly earlier version)
- Fixed inventory cursor not updated immediately if OPT_FIXEDINVCURSOR option is set.
3.6.2.17 11 de març del 2026 — 32 bits EXE (Inno Setup)
Notes de la versió
This is a 3.6.2 Patch 7.
Editor:
- Restore AutoComplete showing static struct members for the struct's instances. Static members were supposed to be shown for instances too, unless they are tagged by $AUTOCOMPLETESTATICONLY$ marker in script. (Broken in earlier 3.6.2 patches)
- Fixed bad file created when the new room template is overwriting existing one.
- Fixed editor was not loading any script changes done externally when compiling the game.
- Fixed Mouse Cursors having "Character" as a type name displayed in the property grid's title.
Engine:
- Try initialize a "dummy" audio driver if other known drivers failed. This will not make player hear anything, but prevents typical script errors which might occur when the audio playback is not created.
- Optimize DynamicSprite.ChangeCanvasSize() and Crop() functions to not recreate a bitmap in case the sprite's size does not actually change.
- Improved "--loadsavedgame" command-line option. Allow to pass a save slot number instead of a exact file name as an argument, and try to find the file both in the game's own directory and saves folder.
- Fixed SetRestartPoint() was writing a save immediately instead of waiting until the current script ends, as it should. (Regression in 3.6.2)
- Fixed a error in the engine if there was any blocking action run in game_start(). (Regression since one of the previous 3.6.2 updates)
- Fixed character, who was facing a diagonal loop, unexpectedly switching to an orthogonal loop after idle animation, if the idle view has only 1 frame in its diagonal loops.
- Fixed a rare case when a character would interrupt its continuous idle animation when commanded to walk, even though no actual walk takes place, because the character is either at destination or too close to destination for making a step.
- Fixed engine was printing "character stop moving" into the log unnecessarily in some cases.
- Fixed DynamicSprite.Crop() was letting to "crop" to an invalid region of a source image.
Compatibility:
- In pre-3.6.2 games don't snap a character to a walkable area if it stopped moving while turning on a spot. This behavior was accidentally required in some very old games to keep character positions correct.
3.6.2.16 5 de gener del 2026 — 32 bits EXE (Inno Setup)
Notes de la versió
This is a 3.6.2 Patch 6.
Editor:
- Save last size and position of the "Sprite Import" dialog.
- Fixed potential memory corruption occuring when importing 4-bit sprites of odd sizes.
- Fixed minor visual mismatches in GUI previews occuring for high-res games.
- Fixed Font's ProjectFilename property value having two dots before extension.
Engine:
- Support "--audiodriver" command line argument for explicitly selecting an audio driver.
- Support "--script-log" command line argument, which creates a script execution log.
- Fixed default Slider's handle drawn with 1 pixel offset mistake. (Regression after Patch 5)
- Fixed multiline dialog options having unnecessary indentation at new lines in case there's already an indentation after option numbering or a "bullet" graphic.
- Fixed extra black frame displayed after a OGV playback. (Regression since one of the earlier patches)
WinSetup:
- Do not show "Accessibility" tab if all the option groups have been disabled by the default game config.
3.6.2.15 21 de novembre del 2025 — 32 bits EXE (Inno Setup)
Notes de la versió
This is a 3.6.2 Patch 5.
Editor:
- Fixed 8-bit sprite import with "Leave as-is" option when image file does not use a transparent color. This resulted in regular color in slot 0 becoming a transparent instead.
- Fixed Callstack panel not getting cleared when the game is shutdown, and clicking on its items could bring Editor into the wrong state.
- Fixed crash occuring under some conditions when the Editor is trying to display a tooltip with the struct's member in script.
- Fixed Autocomplete not displaying members of dynamic array's elements (was displaying dynamic array's "Length" property instead).
- Fixed Autocomplete mistakes related to multidimensional arrays declared in script. (Although v3.* script compiler does not support multidimensional arrays, this fix prevents strange results if user have these in script for some reason.)
- Fixed Autocomplete displaying generated types (dynamic array types), which it should not show to the user.
- Fixed Autocomplete not displaying parent type's extender methods for child types.
- Fixed script tooltip displaying extra pair of brackets for dynamic array variables.
Engine:
- Fixed Slider unexpectedly incremented MaxValue if it appears equal to MinValue.
- Fixed Character's speech text's behavior being modified by a non-blocking voice clip run by a Game.PlayVoiceClip() call.
- Fixed Game.PlayVoiceClip() not supporting narrator's voice.
- Fixed voice clips played by Game.PlayVoiceClip() not resuming after restoring a save.
(This is an old mistake present since the PlayVoiceClip function was introduced.)
3.6.2.14 20 d’octubre del 2025 — 32 bits EXE (Inno Setup)
Notes de la versió
This is a 3.6.2 Patch 4.
Editor:
- Make Font's OutlineFont property provide a drop-down list with fonts.
- Restrict Room's BackgroundAnimationDelay property to a range of 0-255 (engine's limitation).
- Fixed Character's animating preview not updating if a View is being edited at the same time.
- Fixed Font preview scrolling too far down, and sometimes causing some letters to cut off.
- Fixed View Editor reacting to shortcuts such as F or Delete when the input focus is set to a selected Frame's properties.
- Fixed Editor reporting "the script name in use" errors for Room Objects and Hotspots that don't have any script name set.
- Fixed Editor Preferences resetting Android JDK and SDK path if one was typed or pasted directly into the text box rather than selected using a Folder browse dialog.
- Fixed Editor displaying an "unhandled exception" if an older file cannot be deleted while rebuilding the game. Should be recording such error and display as a regular message box or in the output panel.
Engine:
- Returned "Linear" filter for Software renderer. It was temporarily cut during development of version 3.6.0, but we forgot to bring it back.
- Do not enable "infinite FPS mode" if game script calls SetGameSpeed with a value 1000 or higher.
The problem is that the script API does not have any means to turn this mode off, so game will be stuck in "maxed FPS". The remaining method is Ctrl+E hotkey used to toggle "infinite FPS" if the game is run with "--fps" command line argument.
- Do not apply disabled effect on a Button which runs a blocking animation. Also do not hide its parent GUI if game options tells that GUIs should be hidden when the interface is disabled.
- Changes to the current room's masks will now be remembered in game saves.
(This only refers to he current room; the mask changes are still reset when player leaves the room, just like the changes to room backgrounds.)
- Dynamically update debug overlay with a room mask on it if a room mask is being drawn upon.
- Do not quit if failed to run PlaySilentMIDI(), log a warning instead.
- Do not try animating a cursor if the assigned view is invalid or contains no frames in loop 0.
- Don't log warnings for File.Exists and Game.GetSaveSlotDescription when a file was not found, as these functions are meant to test a file existence.
- Fixed engine's general misbehavior occuring if any Character, GUI or AudioClip does not have any ScriptName assigned.
- Fixed "Box Out" room transition not using a color set with SetFadeColor() when running with a Software renderer (this behavior was implemented in 3.6.2).
- Fixed room background animation running too fast if the BackgroundAnimationDelay was set to a value > 127.
- Fixed Character.FaceDirection() and similar commands not resetting idle state.
- Fixed Character.WalkStraight for games with legacy "low-res" coordinates setting.
- Fixed severe performance drop when dialog options are displayed (regression in 3.6.2).
- Fixed dialog options were rendering twice per game frame (this did not cause any graphical glitches, but could cause extra performance issues).
- Fixed that room objects may not get drawn during dialog options if they are started right at entering the room, and running game loops is disabled when options are shown.
- Fixed video playback in Software renderer mode displaying frames in a wrong order.
- Fixed PlayVideo() does not clear the screen before playing a video in Software render mode, which could result in having traces of previous scene staying on screen.
- Fixed a DynamicSprite not updated on screen after CopyTransparencyMask() call (except when running with a Software renderer).
- Fixed that disabled Buttons may not have their looks updated if GUI disabled style was changed in script ("OPT_WHENGUIDISABLED").
- Fixed wrong text color used for a speech with "Sierra with background" style when no GUI is assigned as a text window and speech is displayed in a standard box.
- Fixed automatic font outline could miss som
3.6.2.13 4 de setembre del 2025 — 32 bits EXE (Inno Setup)
Notes de la versió
This is a 3.6.2 Patch 3.
Common:
- Removed a very old limit of 14 chars max lipsync filename.
Editor:
- In case of multiple objects selected in the editor (such as GUI controls or View Frames) Properties Grid will now hide properties that are not allowed to be assigned same value, such as ID or Name.
- Resize all Buttons when changing an Image for multiple selected buttons at once.
- In Room Editor added separate checkbox for "Move Room Objects From Bottom-Left". The respective Character's checkbox will no longer affect Room Objects.
- Fixed editor not being able to find a event function in script if there was a comment on the same line as a function declaration.
- Fixed bad script generated for Global Variables of String array type.
- Fixed editor was suggesting Room 301 as a first non-state-saving room, while 300 is the one.
- Fixed a error in "New Room" and "Change Room Number" dialogs where having number 300 and ticking "don't save state" checkbox would cause "value out of range" exception.
- Fixed "Show sprite usage" did not account for Slider's background image.
- Fixed text input fields on Colour Finder and Lip Sync panels did not fallback to the default text field setting in Color Theme in case their individual settings were missing.
Compiler:
- Fixed a crash caused by meeting certain unicode characters in script (outside of string or character literals).
Engine:
- When a room state restored from a save has a different number of Room Objects, it will be automatically fixed to match the number of Objects found in the current game's room.
- Removed error triggered if a Wait or any similar "waiting" command was called in the starting room's "Before fade-in" event. For some reason this error was only shown if it's the first room in the game, which does not make much sense. There's still a warning logged in this circumstance.
- Fixed magenta color on room background could be treated as transparent when it's a part of a walk-behind (regression in 3.6.2).
- Fixed switching display modes while running a 16-bit game could lead to current graphical overlays (like character portraits, etc) become corrupted.
- Fixed engine to not automatically switch from an empty view loop when animating character by command (should only do that when animating walking).
- Fixed text height calculation did not account for the outline font's size (only for automatic outlining).
- Fixed standard dialog options surface had excessive height (regression in 3.6.2).
- Fixed mouse cursor may not get updated after "Before fade-in" event if there was a Display function called in it.
- Fixed function such as Game.ScanSaveSlots(), ListBox.FillSaveGameList(), and similar, wrongly error when a single-slot range is passed (min slot = max slot).
- Fixed a potential crash occuring when engine was trying to log a warning in case a invalid font was assigned to a Game's or GUIControl's Font property.
- Fixed engine overwriting existing translations when duplicate keys are found in the translation file (it should keep the first met translation instead).
- Fixed engine to not try to translate empty lines. There was a rare error when the translation contained an incorrect entry with empty key line but non-empty translation, in which case engine could display that "translation" anytime any label has empty text.
WinSetup:
- Fixed "Translation" option always reset to default when starting the setup program.
3.6.2.12 19 de juliol del 2025 — 32 bits EXE (Inno Setup)
Notes de la versió
This is a 3.6.2 Patch 2.
Editor:
- The multiline Text edit window can now be called for all the "free text" properties in the game, by pressing the "..." button.
- "Edit Custom Properties" and "Edit property schema" dialogs are now resizable, and remember their size and position.
- When making a game template Editor will now use an optional "template.files" file, if one is found in the project folder. This file should contain include/exclude filepath patterns, and lets include subfolders into the template too.
- Fixed Editor application freezing at the Splash screen if any exception occured when starting up. Now it should close itself properly.
- Fixed "Export sprites" dialog visual style and being cut on Windows 11.
- Fixed script preprocessor not recognizing macros which begin with a underscore.
- Fixed that error reports occuring when opening a room had only their first line displayed in a message box, instead of a full error message.
- Fixed wrongly issued warnings about voice-over filenames not matching selected naming style.
- Fixed that during a test game run new function names may still be auto-inserted into the object's event property when user clicks on "..." button (or double clicks the gui control), while actual functions won't be added to script, as the script is forbidden from being modified during game test.
- Fixed that if there was already a function name inserted into a gui control's event property, but actual function not present in script, the function is not created when user double clicks the gui control.
Compiler:
- Fixed error occuring when processing a global variable which type is an empty struct.
Script API:
- Fixed default values for save slots range in FillSaveGameList(), RestoreGameDialog() and SaveGameDialog(), they did not match historical behavior of these functions. The default slots range is now 0-99.
Engine:
- Fixed game refusing to load if a font file is not found, use font 0 as a fallback instead.
(This restores a historical behavior, but now it works for any font, not only WFNs.)
- Fixed characters being forcedly moved to a walkable area after a call to FaceLocation() or a similar function.
- Fixed a single black frame displayed before the video when PlayVideo() is called.
- Fixed "fade-out" transition could sometimes not play to the end.
- Fixed mouse cursor and @OVERHOTSPOT@ labels displayed for 1 frame between fade-in and "After fade-in" event, which could cause them flickering unexpectedly if "After fade-in" script contains blocking cutscene.
- Fixed @OVERHOTSPOT@ labels not redrawing after blocking action ends if the cursor remains over the same hotspot where it was before the action.
- Fixed game interface could become enabled for a single game frame each time right before the Dialog options are displayed. This could cause e.g. a "normal" cursor or @OVERHOTSPOT@ text to appear for the split second.
- Fixed gui texts aligned to Bottom or Right had a position mistake in 1 pixel.
- Fixed slightly broken slider's handle position for thin sliders with very small handle sprites.
- Fixed SayAt() not being clamped at the screen width (as it was historically).
- Fixed AudioClip.IsAvailable not working correctly.
- Fixed sprite cache or texture cache not initializing properly if their size in config is assigned to a too large number. The cache sizes will be now correctly limited to the max possible size available to the current engine build (32-bit or 64-bit).
Compatibility:
- Corrected a fix for the misaligned text centering on buttons in pre-3.6.0 games (the previous fix introduced in 3.6.2 Patch 1 happened to be breaking some other cases).
WinSetup:
- If any of the cache sizes in config is set to a value not present in the option lists, the list will be assigned to the nearest matching value, instead of resetting to default.
3.6.2.11 14 de juny del 2025 — 32 bits EXE (Inno Setup)
Notes de la versió
This is a 3.6.2 Patch 1.
Editor:
- On failed new font import do not replace the font with font 0 in preview, as that's confuses users and hides import errors.
- Fixed an unhandled exception which occured on Text Parser panel when user pressed Enter while no item is selected.
Engine:
- Try to detect incorrect argument types in string formatting functions such as String.Format, in attempt to avoid crashes when a '%s' format is used (this is still not 100% secure though).
- Do not quit with error if a wrong GUI type is assigned as a "TextWindow GUI", display default message box instead and log a warning.
- Fixed a crash occuring when reading Character.DestinationX/Y properties while the character is turning on spot after a call to FaceDirection.
- Fixed a crash occuring when SpeechView is assigned a view that has no loops.
- Fixed Lucas-Arts speech positioning mistake occuring, for example, when there's a big transparent GUI covering whole screen.
- Fixed dialog options with no text, they were displayed and could be selected by player, which should not be happening.
- Fixed Character.PlaceOnWalkableArea() and Room.NearestWalkableArea() returning wrong results if Room's mask resolution is not 1:1.
- Fixed Direct3D and OpenGL renderers displaying sprites with occasional "magenta" pixels when "Smooth scaled sprites" setting is enabled but graphic filter is set to "Nearest-neighbour".
Compatibility:
- Support detecting and loading game data from Linux game ports where it's called "agsgame.dat", and is created using an older version of the third-party "agspack" utility.
- Disable smooth walk transition in pre-3.6.1 games, as apparently this breaks logic in some of them where precise walking coordinates and/or timing is required by scripts.
- Fixed misaligned text centering on buttons in pre-3.6.0 games.
3.6.2.10 17 de maig del 2025 — 32 bits EXE (Inno Setup)
Notes de la versió
This is a stable 3.6.2 release. The contents of this update are listed in Changes.txt as usual.If you're making games with this, please be sure to read "Upgrading to 3.6.2" article in the manual.People who were working on this release:
@AlanDrake (fixes)
@edmundito (fixes)
@ericoporto
@ivan-mogilko
@rofl0r (compatibility fixes for old games)
@tag2015 (compatibility fixes for old games)Also:
homelightgames - made scalable images for the wizard dialogs.
3.6.1.36 21 d’octubre del 2026 — 32 bits EXE (Inno Setup)
Notes de la versió
Editor:
- Fixed script editor hanging forever when there's a "]" character typed right at the beginning of a new line.
Compiler:
- Fixed forward struct declarations. They could cause obscure mistakes sometimes.
Engine:
- Fixed ListBox.FillDirList() and File.GetFiles() not finding any files if request was made to search right in the game's directory. (Regression in 3.6.1)
- Fixed inconsistent Slider handle position, introduced by a incorrect slider fix in the previous patches (Patch 12/13). The slider looks should now be synced with 3.6.0 (and higher versions).
- Fixed "give all inventory" debug cheat reducing larger inventory item quantity to 1.
- Fixed Software renderer not clearing surface after the room viewport is moved around screen.
- Fixed Software renderer displaying room viewport incorrectly if it's moved partially offscreen.
- Fixed 48khz OGG clips may have extra silence added to them in the end, causing "hickups" when the sound playback is looped.
- Fixed particular rare OGG Vorbis clips not playing.
- Fixed another rare case when a WAV file can get stuck in the end of the playback forever.
Compatibility:
- Fixed slider handle visual position in pre-3.6.0 games.
3.6.1.35 6 de gener del 2026 — 32 bits EXE (Inno Setup)
Notes de la versió
This is a 3.6.1 Patch 13.
Editor:
- Fixed minor visual mismatches in GUI previews occuring for high-res games.
- Fixed Callstack panel not getting cleared when the game is shutdown, and clicking on its items could bring Editor into the wrong state.
Engine:
- Fixed default Slider's handle drawn with 1 pixel offset mistake. (Regression after Patch 12)
- Fixed Slider unexpectedly increasing MaxValue by 1 if it was assigned equal to MinValue.
- Fixed multiline dialog options having unnecessary indentation at new lines in case there's already an indentation after option numbering or a "bullet" graphic.
- Fixed Character's speech text's behavior being modified by a non-blocking voice clip run by a Game.PlayVoiceClip() call.
- Fixed Game.PlayVoiceClip() not supporting narrator's voice.
- Fixed SetTextOverlay() script function ignoring new position parameters.
3.6.1.34 20 d’octubre del 2025 — 32 bits EXE (Inno Setup)
Notes de la versió
This is a 3.6.1 Patch 12.
Contains bug fixes accumulated for the last several months, that are applicable to 3.6.1.
Editor:
- Restrict Room's BackgroundAnimationDelay property to a range of 0-255 (engine's limitation).
- Fixed View Editor reacting to shortcuts such as F or Delete when the input focus is set to a selected Frame's properties.
Compiler:
- Fixed a crash caused by meeting certain unicode characters in script (outside of string or character literals).
Engine:
- Do not enable "infinite FPS mode" if game script calls SetGameSpeed with a value 1000 or higher.
The problem is that the script API does not have any means to turn this mode off, so game will be stuck in "maxed FPS". The remaining method is Ctrl+E hotkey used to toggle "infinite FPS" if the game is run with "--fps" command line argument.
- Do not quit with error if a wrong GUI type is assigned as a "TextWindow GUI", display default message box instead and log a warning.
- Do not quit if failed to run PlaySilentMIDI(), log a warning instead.
- Do not try animating a cursor if the assigned view is invalid or contains no frames in loop 0.
- Don't log warnings for File.Exists and Game.GetSaveSlotDescription when a file was not found, as these functions are meant to test a file existence.
- Fixed engine's general misbehavior occuring if any Character, GUI or AudioClip does not have any ScriptName assigned.
- Fixed room background animation running too fast if the BackgroundAnimationDelay was set to a value > 127.
- Fixed Character.FaceDirection() and similar commands not resetting idle state.
- Fixed dialog options were rendering twice per game frame (this did not cause any graphical glitches, but could cause extra performance issues).
- Fixed slightly broken slider's handle position for thin sliders with very small handle sprites.
- Fixed sprite cache or texture cache not initializing properly if their size in config is assigned to a too large number. The cache sizes will be now correctly limited to the max possible size available to the current engine build (32-bit or 64-bit).
- Fixed Software renderer could potentially crash when the sprite cache reaches its limit and there's an overlay displayed on screen.
- Fixed switching display modes while running a 16-bit game could lead to current graphical overlays (like character portraits, etc) become corrupted.
- Fixed a DynamicSprite not updated on screen after CopyTransparencyMask() call (except when running with a Software renderer).
- Fixed SeekMIDIPosition() and GetMIDIPosition() crashing the game if a "silent MIDI" is playing.
- Fixed NumPad key presses doubling up when NumLock is on in a "old key-handling mode".
- Fixed WaitInput() with infinite timeout suspending forever in a skipped cutscene.
- Fixed mouse clicks could stop working after a call to a InventoryScreen() function, if player character does not have any items.
- Fixed engine overwriting existing translations when duplicate keys are found in the translation file (it should keep the first met translation instead).
- Fixed engine to not try to translate empty lines. There was a rare error when the translation contained an incorrect entry with empty key line but non-empty translation, in which case engine could display that "translation" anytime any label has empty text.
- Fixed a "division by zero" crash occuring when the engine is precaching a View without frames.
Compatibility:
- If PlayVideo() is used to play a non-OGV file, then engine will lookup to a OGV file of the same name to play instead. This is made to let game authors or players of old games to convert wmv/avi video assets to ogv without recompiling game scripts.
- Fixed loading games made by v2.56 editor which contain custom properties.
- Fixed loading saves made by v3.4 - v3.4.1 engine in games with custom properties.
- Disable smooth walk transition in pre-3.6.1 games, as apparently this breaks logic in some of them where precise walking coordinates and/or timing is required by script
3.6.1.33 17 de maig del 2025 — 32 bits EXE (Inno Setup)
Notes de la versió
This is a 3.6.1 Patch 11.Editor:
- Clear output panels when loading a different project.
Engine:
- Fixed engine could run scheduled previous room's event after changing to a different room.
This could happen, for example, if the room was changed in "on_event" with eEventEnterRoomAfterFadein; in such case a previously scheduled "After Fade-in" would run before proper "Before Fade-in" of the new room.
- Fixed in 8-bit games Fade effect did not having a frame delay (was passing instantly).
Compatibility:
- Fixed certain old 8-bit games (like "Trilby's Notes") did not recover after the FadeOut() script command.
3.6.1.32 13 d’abril del 2025 — 32 bits EXE (Inno Setup)
Notes de la versió
This is a 3.6.1 Patch 10.
Editor:
- Fixed a check for an imported room mask size did not correctly account for the room's mask resolution setting (it worked, but mishandled some edge cases).
- Fixed exceptions occuring when reimporting a sprite or a audio clip from source, if the source filename string was wrapped in double quotes.
- Fixed script variables generation could sometimes produce a non-latin character in a variable name if the Editor is running on a system with non-English current locale.
- Fixed '\n' linebreaks not saved correctly in dialog option strings.
- Fixed translation compiler mistreating escaped opening bracket in a text line ("\[");
it must keep it as-is, because "[" char is a old-style line break in AGS.
- Fixed LogPanel not applying filter settings right after they were changed.
Engine:
- Fixed a AudioChannel did not report a correct Position right after a AudioClip.PlayFrom() call.
- Fixed Button resizing to sprite 0 size if NormalGraphic is set to 0 (default button look).
- Fixed Character movement recalculation when changing move speeds while walking, and movement path contains 45-degrees diagonal segments.
- Fixed a solid Character (serving an obstacle) can get ignored by a walking Character, if the obstacle character's position appears within the walking character's own blocking zone.
(This seems to be a redundant condition introduced very long time ago in the engine by mistake.)
- Fixed object's look not updated after it was assigned a dynamic sprite, redrawn, sprite deleted, object redrawn without a sprite (used a placeholder), and then another dynamic sprite assigned with coincidentally the same number.
- Fixed font outline index limited to 127 (although we theoretically support higher font numbers).
- Fixed font outline parameters not initialized correctly if engine is built by a system that treats "char" as unsigned 8-bit type.
- Fixed a crash which occured when script mistakenly tried to call RunInteraction() for a inventory item 0.
- Fixed loading translation entries larger than 1024 bytes.
- Fixed SDL log level was defaulting to "verbose" if not read from config (should be "info").
WinSetup:
- Fixed "Save and Run" command sometimes caused 2 engine processes, one of which terminated later.
This did not prevent a game from running, but could result in temporary CPU and memory overload.
3.6.1.31 14 de gener del 2025 — 32 bits EXE (Inno Setup)
Notes de la versió
This is a 3.6.1 Patch 9.Editor:
- Fixed dragging an item to a folder in Project Explorer might cause that item to visibly appear in a wrong folder, if there are folders which name differ only in letter case.
Engine:
- Fixed Character.Animate() could cause game to error reporting "invalid loop" if this character was idling at the time, and Character.LockView() was not called prior to Animate().
- Fixed inventory cursor hotspot (crosshair) not drawn properly over item sprites with alpha.
OSX:
- Fixed location of global config file: was in game installation directory, now in "Library/Application Support/uk.co.adventuregamestudio".
3.6.1.30 17 de novembre del 2024 — 32 bits EXE (Inno Setup)
Notes de la versió
This is a 3.6.1 Patch 8.
Editor:
- Fixed game cannot be loaded if its GameFileName setting is an empty string.
- Fixed pressing Alt was not selecting Main Menu.
- Fixed error occuring when trying to assign an image to the multiple selected View Frames if they have different initial images.
- Fixed script preprocessor directive "#else" in the nested conditions.
Engine:
- Made File.ReadStringBack() support reading back strings without null-terminator in the end
(ReadStringBack() reads a string, which has its length prepended to the sequence of chars).
- Improved graphic mode selection when game window is moved to a secondary monitor.
Note that still not all graphic setups are reliable on secondary monitors, specifically "real fullscreen" mode may be behaving unexpectedly if you try to switch to it on non-primary display.
- Fixed AudioChannel's Paused state is not saved when saving the game.
- Fixed error in case a character was walking while being locked to a temporary View, and switched to a directional loop which does not exist in the locked view.
- Fixed active item cursor's image may duplicate itself onto other cursors under certain conditions.
(this is regression since 3.6.1 Patch 6)
- Fixed Inventory Window in automatic mode not redrawing its contents immediately when player character changes.
- Fixed ListBox.FillDirList() may add case-sensitive duplicates on platforms with case-sensitive filesystems.
- Fixed room's fade-out effect playing while skipping a cutscene (it must skip instantly).
- Fixed FadeOut or FadeIn not toggling screen state if they are inside a skipped cutscene. This could have resulted in screen not turning to black or not restored as expected if cutscene was skipped by player.
- Fixed Wait() delay of value > 32k would be treated as infinite timeout.
- Fixed Ctrl + Alt key combination not working (toggle mouse lock). This is a regression in 3.6.1.
- Fixed game may fail loading on platforms with strict memory alignment (e.g. MIPS processors).
Compatibility:
- Fixed SetCharacterViewEx() not treating "align" parameter according to old-style set of values.
- Fixed SetTextOverlay() could cause internal mistakes leading to unexpected errors in game.
- Fixed Wait() calls for pre-3.6.0 versions of Script API, where negative delay was treated as 0.
WinSetup:
- Fixed setup not distinguishing "desktop resolution" and "native resolution" from explicit resolution sizes when saving or loading config. Made sure that it remembers exactly the choice that user made ("desktop", "game resolution" or explicit resolution size).
- Fixed "native game resolution" not present in the list if it equals desktop resolution.
- Fixed nearest resolution selection in case config requested a resolution equal to the native game's resolution, but that resolution was not among the supported ones.
3.6.1.29 23 de setembre del 2024 — 32 bits EXE (Inno Setup)
Notes de la versió
This is a 3.6.1 Patch 7.
Engine:
- Hotfix mouse cursor not being drawn sometimes after changing rooms (regression in 3.6.1 P6).
3.6.1.28 16 de setembre del 2024 — 32 bits EXE (Inno Setup)
Notes de la versió
This is a 3.6.1 Patch 6.Editor:
- Fixed Ctrl+C and Ctrl+V not working in GUI editor.
- Fixed sprite export and copying a sprite to clipboard operations were always exporting a 32-bit image, regardless of the actual sprite's color depth.
- Fixed "Recreate spritefile" command was unintentionally converting any sprite to 32-bit if its source was not found, and it was taking existing image from the old spritefile.
Engine:
- Fixed Software renderer could crash the game under some circumstances when the sprite cache's limit is exceeded (this is a regression in 3.6.1).
- Fixed text-based lipsync's frame delay calculation: the existing formula was causing the delay value to "jump" back and forth with the slightest difference of speech text length, resulting in the speech lines of close length to be played with the notably different animation speeds.
- Fixed drawing a 32-bit sprites on a 8-bit surface (e.g. a room mask), it was done wrong and was causing a memory corruption too.
- Fixed drawing a room's walkable mask in script could cause errors during character walking if used colors exceeded walkable area number limit.
- Fixed walk-behinds not drawn over characters and objects anymore (regardless of their baselines) after walk-behind mask was changed using drawing operations in script.
- Fixed Game.SimulateKeyPress() not working in "old key-handling mode" (regression since 3.6.0).
- Fixed script location is not reported in case of logical errors in engine's functions (regression since 3.6.0).
WinSetup:
- Removed an obscure "Use 85 Hz display" option.
3.6.1.27 5 d’agost del 2024 — 32 bits EXE (Inno Setup)
3.6.1.26 10 de juliol del 2024 — 32 bits EXE (Inno Setup)
3.6.1.25 10 de juny del 2024 — 32 bits EXE (Inno Setup)
3.6.1.24 2 de maig del 2024 — 32 bits EXE (Inno Setup)
3.6.1.23 8 d’abril del 2024 — 32 bits EXE (Inno Setup)
3.6.1.22 1 d’abril del 2024 — 32 bits EXE (Inno Setup)
3.6.0.60 5 d’abril del 2025 — 32 bits EXE (Inno Setup)
Notes de la versió
Editor:
- Fixed translation compiler mistreating escaped opening bracket in a text line ("\["); it must keep it as-is, because "[" char is a old-style line break in AGS.
Engine:
- Fixed loading translation entries larger than 1024 bytes.
WinSetup:
- Fixed "Save and Run" command sometimes caused 2 engine processes, one of which terminated later.
This did not prevent a game from running, but could result in temporary CPU and memory overload.
3.6.0.59 27 de febrer del 2025 — 32 bits EXE (Inno Setup)
Notes de la versió
Engine:
- Fixed deleted DynamicSprite which is still assigned to a mouse cursor may cause engine's sprite cache to enter a corrupt state, eventually leading to a crash.
3.6.0.58 1 d’abril del 2024 — 32 bits EXE (Inno Setup)
3.6.0.57 20 de febrer del 2024 — 32 bits EXE (Inno Setup)
Notes de la versió
Editor:

- Fixed a warning condition for copying 32-bit bitmaps to a desktop clipboard of less color depth.
- Fixed keyboard shortcuts for GUI Editor's Copy and Paste commands.
- Fixed a rare exception when scrolling the room in the editor.
- Fixed "Auto-number speech lines" and "Create voice acting script" operations failing if a Character's name contains underscore.

Compiler:

- Fixed escaped character literals not being parsed correctly. This makes character literals like '\n' and '\t' actually work in script.

Engine:

- Updated SDL_Sound library to 2.0.3.
- Improved OpenGL texture management, which should result in less system and video memory spent on sprite textures.
- Fixed Character.AddWaypoint() potentially using wrong walkspeed, if multiple characters or objects are ordered to start a non-blocking move in a mixed order.
- Fixed Character.AddWaypoint() is using incorrect speed if this room has a non 1:1 mask resolution, and "Scale speed with mask resolution" setting is enabled.
- Fixed Overlay.Create() crashing the engine if a non-existing sprite is passed as an argument.
- Fixed Say("...") command get stuck in endless loop if Speech.DisplayPostTimeMs is non-zero.
- Fixed PlayFlic() not working if called second time in game. This is likely a regression since 3.6.0.
- Fixed NumPad keys not handled properly by the engine (in on_key_press, IsKeyPressed, and TextBox control). This is a regression since 3.6.0.
- Fixed OpenGL renderer causing scaled sprites to have colored outlines sometimes while using Linear filter.
3.6.0.56 9 de gener del 2024 — 32 bits EXE (Inno Setup)
Notes de la versió
- Fixed engine incorrectly reporting a script loading error, which may occur if the total size of script's global variables is bigger than the size of the compiled bytecode.
3.6.0.55 7 de gener del 2024 — 32 bits EXE (Inno Setup)
3.6.0.54 4 de desembre del 2023 — 32 bits EXE (Inno Setup)
3.6.0.53 3 de novembre del 2023 — 32 bits EXE (Inno Setup)
3.6.0.52 15 de setembre del 2023 — 32 bits EXE (Inno Setup)
3.6.0.51 8 d’agost del 2023 — 32 bits EXE (Inno Setup)
3.6.0.50 2 de juliol del 2023 — 32 bits EXE (Inno Setup)
3.6.0.49 6 de juny del 2023 — 32 bits EXE (Inno Setup)
3.6.0.48 2 de maig del 2023 — 32 bits EXE (Inno Setup)
3.6.0.47 3 d’abril del 2023 — 32 bits EXE (Inno Setup)
3.5.1.27 29 de març del 2023 — 32 bits EXE (Inno Setup)
3.5.1.26 5 de març del 2023 — 32 bits EXE (Inno Setup)
3.5.1.21 11 de setembre del 2022 — 32 bits EXE (Inno Setup)
3.5.1.20 21 d’agost del 2022 — 32 bits EXE (Inno Setup)
3.5.1.19 13 de juliol del 2022 — 32 bits EXE (Inno Setup)
3.5.1.18 5 de maig del 2022 — 32 bits EXE (Inno Setup)
Notes de la versió
Editor:
• Fixed batch sprite export with "Set exported file as sprite source" option was assigning new source paths without file extension.

Engine:
• Perfomance fix: GUIs changing Transparency or Visible state should not redraw their surface.

Compatibility:
• Allow AudioClip.Play to to place clips on a crossfade channel, which is normally unaccessible from script. This prevents errors in some games that relied on this behavior.
3.5.1.17 1 d’abril del 2022 — 32 bits EXE (Inno Setup)
Notes de la versió
Engine:
• Fixed crash when visible viewport does not have any linked camera.
• Fixed ListBox.FillSaveGameList() may include save slots with negative slot number (e.g. when the save file has "*.-01" extension).
• Fixed potential crash after failed RunAGSGame() call.
• Fixed search for the game data by GUID when restoring a save belonging to another game;
• this was implemented in 3.5.1, but appeared to not work correctly.
3.5.1.16 1 de març del 2022 — 32 bits EXE (Inno Setup)
Notes de la versió
This is a 3.5.1 Patch 9.

Editor:
• Removed restriction on max dialog topics in the project. The dialog limit in the engine was
• removed in 3.4.1, but remained in the Editor by oversight.
• Fixed Audio Clip items in the project tree not displaying their IDs right after being renamed.

Compiler:
• Fixed crash occuring when compiler tries to report "Already referenced name as import" error.

Engine:
• Added "--translation" and "--no-translation" command-line arguments.
3.5.1.15 5 de febrer del 2022 — 32 bits EXE (Inno Setup)
3.5.1.14 7 de gener del 2022 — 32 bits EXE (Inno Setup)
3.5.1.13 31 de desembre del 2021 — 32 bits EXE (Inno Setup)
3.5.1.12 5 de novembre del 2021 — 32 bits EXE (Inno Setup)

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