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Re: Writing Your Own AGL Games?
Posted By: Sam, on host 12.16.110.5
Date: Wednesday, December 9, 1998, at 12:51:45
In Reply To: Re: Writing Your Own AGL Games? posted by Issachar on Wednesday, December 9, 1998, at 11:57:06:

> After thinking things through a little more, though, I figured, "Well, Sam's got enough to do already that he definitely wouldn't be able to code in even a finished game design with all the description and every option clearly in place. And he won't want to just distribute the source to anyone who asks...

Well, your reservations are correct. I'm not going to distribute any AGL source, and I'm not going to code in anything other than to help you debug the occasional bug that you can't fix yourself. But you don't need the AGL *engine* source to write an AGL game, you just need the specs for the AGL language. And as far as "making sure every option is in place," and so forth, the AGL engine does all that for you. You specify what the options *are* in the AGL language, and the AGL engine will do all the layout stuff for you. If you wrote a game in the AGL language (AGLL? Sounds good to me.) then, assuming it was bug-free, I would literally have to do *nothing* to get it up and running other than put all the files in the right place. The AGL engine would do the rest by magic. So no, I won't code your design up for you, but if you or anyone else were willing to design *and* code a game, obviously I would be thrilled beyond belief.

I'll make my AGLL specs into a more comprehensive tutorial and post it soon.

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