Credits

  • Adventure Game Studio was originally developed by Chris Jones

  • The latter versions and engine ports to various platforms are product of collaborative work of the following people (in alphabetic order):

    Alan Van Drake
    Benjamin Penney
    Benoit Pierre
    Bernhard Rosenkraenzer
    Cameron Cawley
    Cristian Morales Vega
    Dominik Mierzejewski
    Donovan Watteau
    Edmundo Ruiz Ghanem
    Edward Rudd
    Erico Vieira Porto
    Ferdinand Thiessen
    Francesco Ariis
    Gilad Shaham
    Ivan Mogilko
    James Duong
    Janet Gilbert
    Jochen Schleu
    Joe Lee
    John Steele Scott
    Martin Sedlak
    Matthew Gambrell
    mausimus
    Michael Rittenhouse
    Morgan Willcock
    Nick Sonneveld
    Ori Avtalion
    Pablo Navarro
    Paul Wilkinson
    Per Olav Flaten
    Peter Bouillon
    Piotr Wieczorek
    rofl0r
    Ryan O'Connor
    Scott Baker
    Shane Stevens
    Shawn R. Walker
    Stefano Collavini
    Steve McCrea
    Steven Poulton
    Sunit Das
    Thierry Crozat
    Tobias Hansen
    Tom Vandepoele
    Tzach Shabtay Walter Agazzi

  • Windows editor original splash design by abstauber

  • Windows editor icons by Klaus

  • Sierra-style game template by Rui "Trovatore" Pires, and updated by Morgan Willcock,

  • New BASS and Verb Coin game templates by Morgan Willcock, based on ideas by Bjorn Ludwig and Electroshokker respectively

  • Sierra-style, BASS and Verb Coin templates are sharing art by ProgZmax, CaesarCub, Hobo, Selmiak and Jim Reed

  • Tumbleweed game template by abstauber

  • Script editor component is scintilla by Neil Hodgson (https://www.scintilla.org/)

  • Editor uses irrKlang .NET audio player (https://www.ambiera.com/irrklang/)

  • GIF loading by Magick.Net (https://www.imagemagick.org/)

  • Docking panel suit by WeiFen Luo and contributors (http://dockpanelsuite.com/)

  • JSON handled with Newtonsoft.Json by James Newton-King (https://www.newtonsoft.com/json)

  • Engine backend graphics, sound and inputs using SDL2 by Sam Lantinga and many other (https://libsdl.org/)

  • Sound uses SDL_Sound and MojoAL, by Ryan C. Gordon (https://github.com/icculus)

  • Engine bitmap drawing using Allegro 4 game programming library by Shawn Hargreaves and many others (https://liballeg.org/)

  • TrueType font display uses ALFont by Javier Gonzalez and the FreeType project

  • Hi-color fade out/in routines by Matthew Leverton

  • Sprite anti-aliasing code by Michael Bukin

  • Deflate compression algorithm for sprites and any other game data is performed using Miniz library, which is Copyright (C) 2013-2014 RAD Game Tools and Valve Software and (C) 2010-2014 Rich Geldreich and Tenacious Software LLC

  • OGG Theora player is APEG by Chris Robinson, using the Ogg Theora decoder, which is available from https://www.xiph.org/

  • Windows engine uses libcda CD player by Peter Wang.

Thanks to all the AGS beta testers for all their suggestions and bug reports.