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Definition: AGAST

Part of Speech Definition
Verb 1. An alternative spelling for "Aghast": [Websters]
2. See Aghast.[Websters]
3. Seldom used base verb from the following inflections: agasting, agasted, agasts, agaster, agasters, agastingly and agastedly.[Eve - graph theoretic]
Adjective 1. Rarely used base adjective of the adverb agastly.[Eve - graph theoretic]
Adverb Form
(agastly)
1. Virtually never used adverbial inflection of the rarely used adjective agast.[Eve - graph theoretic]

Source: Webster's Revised Unabridged Dictionary (1913), compiled from various sources, under license.

Top

"Agast" is a common misspelling or typo for: aghast.

Date "Agast" was first used in popular English literature: sometime before 1379. (references)


Extended Definition: AGAST


AGAST

AGAST
Image:GreatBookOfAGAST.png
Developed by Todd Zankich and Russell Bailey
Initial release  ?
Latest release Morningstar 1.1b Patch 1 / December 14, 2003
Preview release Unstable / Internal only
OS Windows
Platform Personal Computer
Available in English
Genre Game Engine
License Freeware
Website AGAST homepage

AGAST (Adventure Game Authoring System) is a freeware product primarily aimed at the creation of adventure games in the spirit of The Secret of Monkey Island, Myst and King's Quest.

It features its own scripting language which allows the creation of games ranging from basic adventure games to complex 2D games with animated characters and parallax. Indeed, Morningstar's expanded programming language and powerful new hardware-accelerated graphics engine lets you go beyond classic adventures into new realms of sophistication.

AGAST features a lively and helpful community forum, which members use to showcase games and ask for support. The forum also houses sample scripts which can be used by other members for their projects. Announcements, releases and plans related to AGAST are primarily posted on the forums.

AGAST Morningstar

In 2003, the old AGAST system received a significant and complete overhaul, the outcome of which was entitled AGAST Morningstar. Morningstar featured several major new features and changes to the core AGAST system, including a new GUI system (Midnight), new IDE, hardware accelerated graphics and ANGEL, a highly customized version of SciTE 1.53 with many useful new features, including popup function hints.

Morningstar ushered in a new era for the AGAST development system. Powered by a brand-new, hardware accelerated graphics system, sporting lots of language improvements, and packed with powerful new standard scripts, Morningstar expanded AGAST's already impressive flexibility.

The first version of Morningstar was released on August 24, 2003. The latest version of Morningstar is 1.1b.

Legacy AGAST

The last version of the legacy AGAST system was 1.08h, which was released in October 2002. Updates for this system were more frequent than those for Morningstar, mainly because this system was lacking in many features that are present in Morningstar, and Morningstar lacks the bugs that were present in the legacy system.

Since the legacy system did not rely on DirectX, it was more portable to other operating systems using emulators (e.g. WINE)

This system has now been completely replaced by Morningstar, and is no longer supported.

Add ons

Although AGAST itself features only a scripting environment, a number of 3rd party utilities have been released to aid game design, resulting in there being a full featured IDE available. These utilities include a path editor, scene editor, sprite editor, dialog editor and font editor, amongst others:

  • PathEdit - In many ways the AGAST utility, Michael Schmidlkofer's PathEdit vastly simplifies the process of defining where characters can and can't walk.
  • Diabolog - Taaus and Bip-Bip's dialog editor speeds the process of generating dialog scripts.
  • Streamliner - Frank Schreiber's excellent integrated development environment, complete with a file manager, logical view, and syntax highlighting.
  • AGAST Scenery - lets you edit and preview movemaps, z-buffers and the objects of a scene. Also previews how your actor will look if he/she is wandering around in a scene, correctly scaled, z-buffered and animated.
  • SceneEdit - Master Beta's graphical editor for AGAST scenes makes laying out new scenes a snap. The included version plugs into Streamliner for added convenience.
  • SpriteEdit - a sprite editor and animator utility
  • layer2sprite - layer2sprite is a utility which converts layered .psd files to AGAST sprites. Each layer in the source file becomes a frame in the animation. The idea is to eliminate the tedious process of creating sprites in file formats which don't natively support animation.
  • GIF2Sprite - Another contribution by Master Beta, this converts animated GIFs to PCX files for use with AGAST.
  • font edit - Marrika's handy utility for tweaking fonts at the pixel level. Also imports TrueType fonts.
  • AGAST utility pack - contains Streamliner, SceneEdit, PathEdit, FontEdit, Diabolog, GIF2Sprite

A larger (but not exhaustive) list

Features

  • Scripting - AGAST provides a flexible object-oriented scripting language that supports a set of methods and attributes to allow you easy access to the internal engine.
  • Multiple resolution support.
  • Vertex buffer
  • Alpha channels

List of AGAST games

The following is a non-exhaustive list of completed AGAST games (built on both Morningstar and the legacy system):

Short list of demos from AGAST main page

Short list of games posted on AGAST forums

The Scripting Language

Example

var TalkedToGravedigger = false;

event Talkto -> Gravedigger

{
Ego:

walk(100, Gravedigger.PositionY);
turn(DIR_EAST);
"Do you know what time it is?"

Gravedigger:

if TalkedToGravedigger
{
"I already told you, it's just after ten."
}
else
{
TalkedToGravedigger = true;
"It's just after ten o'clock."
}

resume;

}

Explanation

This is an event script that is triggered when you talk to a gravedigger, by clicking the "Talkto" mouse-pointer on the "Gravedigger" on-screen character. "Ego" is the name of the user's character (that was the convention used in Sierra's games, and it's also the Latin pronoun "I"). This script tells Ego to walk over the x-coordinate 100 and the y-coordinate of the Gravedigger, turn toward him, and ask what time it is. The first time the user asks, the gravedigger replies "It's just after ten o'clock." Every time after that he replies "I already told you..." The variable "TalkedToGravedigger" is used to keep track of this. Whenever an event is triggered, control is taken away from the user. The "resume" function gives it back.

For a more thorough insight, consult the AGAST guide.

History and Development

It was the best of times, it was the worst of times. If I go back to about 1993-94, when I was learning C++, already knew some Pascal, C, and ASM, just started jr. college, I really wanted to write a tile-based game like Zelda, and was willing to re-invent lots of wheels to do it. That's when I figured it would make the most sense to use some kind of data file to describe a game rather than defining it in source code. (This was always pretty obvious to everyone.) There were ways to describe doors, enemies, persistent variables and counters, dialogs, etc. But it was all data, and no code. Next I realized that was stupid, and with the same amount of work, or less, I could just write a program that could be interpreted as commands rather than just data definitions. That's when scripts and objects came in. Having no idea how to write an actual compiler, I made up something with if-statements, loops, and variables, and lots of symbols. If I remember, it looked something like this:

object fred
[
100 -> x
10 -> y
]
script myscript
[
-> var1
-> var2
y + 1 -> var3
somefunction -> var1 + 10
start
[
fred:
loop
[
delay 1
dosomething
]
]
]

It was a very simple but effective language, but it would have been harder for other programmers to pick up, because it was so unusual. I can't even remember all the peculiarities, but the core ideas are there, as you can see. That was written for DOS using Watcom 32-bit mode and DOS 4GW, with some of the utilities written is 16-bit Pascal. I called it Build and Engine. Around that time, everything was going to Windows 95 and DirectX, so I decided to re-write more concisely using everything I had learned. This system I called AGHAST. Around 1996 perhaps, I started going to CSULB and took an actual compiler class. Whereas jr. college was a lot of hands on stuff that encouraged me to play around, this instruction was more theoretical. There was already a well-established science behind compilers that took me away from my own cute but incomprehensible language to something that looked a lot more like C. So I threw away pretty much everything and started from scratch on AGAST.

The name didn't take me long. I already had AGHAST which took me a good 5 minutes to come up with. It had to be a term which didn't appear all over Altavista, came up early in alphabet order, and was easy to type and remember. It probably took me twice as long to remove the H.

Then one day I read a usenet post about what was to become what was to become SCRAMM, and I thought I'd better put mine up on the web so that anyone else making such systems would pick up some ideas (like start and delay!). Then, even if I didn't finish, someone else would make a system I could use. But people read it, and most couldn't tell the difference between AGAST and whatever else was out there. There were maybe about 5 people who wrote me and seemed to really say "wow, I see what you're doing, and this is something!"

One of them, of course, was Russell, and he even offered to help. I never took these offers too seriously, because most people didn't realize the amount of work it really takes. I'm talking like 15 hours a day, sometimes, for months at a time minus school (except I somehow found more time to work on it during finals). But Russell seemed serious enough, and so I asked what he's good at, and he said "graphics" along with some other things. But "graphics" is what I mainly remembered, maybe because that's where AGAST was really slow. My routines had been place holders for what should have been much faster ones. They were good enough for something like Monkey Island, which was my main criteria for AGHAST and AGAST, but faster graphics meant much more could be done. Much to my amazement, Russell came through and made the graphics routines much faster in a short amount of time, has done hundreds of improvements in probably every area (language, compiler, sound/music, etc.), and then redid the entire subsystem in Direct3D acceleration (Morningstar). I haven't done much in the last couple years except cheer him on! I don't know how he does it, because when I was working, the last thing I could stand to do was come home and programming. I wanted stuff done, but just didn't have the energy to do it. This has led me to the theory that Russ is actually an android that was sent from the future.

And of course lots of people have helped immensely in lots of other ways, like with programming, and utilities, and graphics, and I hate to gloss over all that. But I think everyone around here knows about the more recent stuff.

—Todd Zankich, AGAST developer

Todd got most of it.

I was looking at building a generic adventure game toolkit for (at first) my own use. I went looking around at what other people were doing. Back then, a lot of people still believed SCRAMM was going to come out, and BOT would still be in active development for a while. (At least, I think it was. I could be getting things wrong within the range of a couple of months.)

Anyhow, I stumbled over the AGAST home page again, and took a serious look at the system for the first time. What I found was that it did a lot of the things I wanted, the way I wanted to do them. It also had elegant solutions for a number of things I hadn't devised elegant solutions for. I wanted to contribute something, though.

So, I posted on the board and e-mailed Todd, and he asked if I could write some graphics routines to spec. I said "sure," and whipped some up. At the time, I spent a lot of my free time working on optimized software rendering routines, so it didn't take too long. The improved graphics engine made its debut in AGAST 1.06.

After that, things just flowed. Darris appeared on the board working on Passage (the art for which was mostly done when he found AGAST). A while later Jonathan Lessard showed up with a really pretty demo game, and made vague noises about a commercial project. Roger (ad7) released the first complete AGAST game (I think), JBR. There was a snow demo (Roger), and a rain demo (me), and a strange little game called Secret Agent X. At some point in there, I saw a DOS version of AGS.

There was a new board. Passage got released, as did Ozzie and the Quantum Playwright. The Hunter: Part 1 appeared. SLUDGE came out. AGAST 1.08 added classes, faster graphics, and a crapload of other new features.

The new board got broken, so we got another new board. For a while I kept getting told AGAST was pointless, but Glumol would be better. AfterShocked! came out. So did Eye of the Kraken. I quietly wrote the new graphics system at the heart of Morningstar. (I actually did that very quickly, but the release it was in took a while because it involved more testing than any previous release.) I had the good fortune to see an AGAST demo in which an adventure industry professional was involved.

We got another new board. Morningstar came out. You probably remember stuff since then. :o)

I may or may not be an android from the future. Either way, maintaining AGAST takes a lot of energy and time I don't have. It's a wonder I manage it, and I couldn't without all of Todd's help and support.

—Russell Bailey, AGAST developer

Message Board Problems

The AGAST forums have a history of problems. Many of the first ones were hosted by various free providers, and as such weren't reliably hosted. This led to a lot of downtime on the forums, and eventually the forums were hosted on the main AGAST page (under phpBB), although the data from the various previous forums was lost:

For the last two years, the AGAST board was graciously hosted by a user. Recently, his service provider deleted all of his files and locked him out. We've put together a new board, but we unfortunately lack access to the old post and registration databases.

—Russell Bailey, AGAST developer

Even these newer forums were subject to spam, bots and hacking attempts, resulting in many databases (and posts) being lost.

System Requirements

See also

  • Amateur adventure game

External links


Source: adapted by the editor from Wikipedia, the free encyclopedia; from the article "AGAST". Image Credit.



Topics by Level of Interest: AGAST

Topics sorted by level of Interest Level (1=low, 600=high)     Topics sorted Alphabetically Level (1=low, 600=high)
AGAST 28     AGAST 28

Source: the editor, created by/for EVE to gauge likely levels of human interest in linguistically triggered topics (compiled across various sources, such as Wikipedia and specialty expression glosses).