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SourceControl
The AGS Editor supports integration with source control systems like SourceSafe and Perforce.
What is source control?
Source Control allows you to easily keep copies of old versions of your files, so that if you break something you can easily look back and see what your script was like in previous versions.
AGS does not provide this functionality itself, but it is able to integrate with Source Control applications such as SourceSafe and Perforce in order to allow you to easily check things in and out.
Which providers are supported?
AGS supports any source control system that can integrate with Visual Studio (this is called the MSCCI interface). Most source control systems are quite heavyweight and designed for use by large teams, but there are smaller systems like SourceSafe available which work well on a standalone PC.
How do I use it?
If AGS detects an installed source control system, an extra option "Add to source control" will appear on the File menu. Use this to add your game to source control, and from then on whenever AGS attempts to edit a file it will prompt you to check it out if necessary.
You can check in files by using the "Show Pending Checkins" option that appears on the File menu once you've added your game to source control.
Which files does AGS put under source control?
AGS currently puts the main game file and your scripts, rooms, fonts and translations under source control. Optionally, you can also add sound, music and sprites by changing the setting in the General Settings pane.
Getting Started in AGS
Editor Reference
- Music and sound
- Distributing your game
- Backing up your game
- The text parser
- Translations
- Global variables
- Custom Properties
- Plugins
- Lip sync
- New Game templates
- Debugging features
- Auto-number speech files
- Integration with Windows
- Source Control integration
Engine
Scripting
- Scripting tutorial part 1
- Scripting tutorial part 2
- Pointers in AGS
- Calling global functions from local scripts
- The script header
- String formatting
- Multiple Scripts
- Understanding blocking scripts
- Dynamic Arrays
- Extender functions
- Game variables
- Predefined global script functions
- repeatedly_execute (_always)
- Custom dialog options rendering
- Built-in enumerated types
- Script language keywords
- AudioChannel functions and properties
- AudioClip functions and properties
- Character functions and properties
- DateTime functions and properties
- Dialog functions and properties
- DialogOptionsRenderingInfo functions and properties
- DrawingSurface functions and properties
- DynamicSprite functions and properties
- File functions and properties
- Game / Global functions
- GUI functions and properties
- GUI control functions and properties
- GUI Button functions and properties
- GUI InvWindow functions and properties
- GUI Label functions and properties
- GUI List Box functions and properties
- GUI Slider properties
- GUI Text Box functions and properties
- Hotspot functions and properties
- Inventory item functions and properties
- Maths functions and properties
- Mouse functions and properties
- Multimedia functions
- Object functions and properties
- Overlay functions and properties
- Palette functions
- Parser functions
- Region functions and properties
- Room functions
- Screen functions
- Speech functions and properties
- String functions
- System functions and properties
- Text display / Speech functions
- ViewFrame functions and properties
Working on Legacy games
Upgrading from a previous version
- Upgrading to AGS 2.7
- Upgrading to AGS 2.71
- Upgrading to AGS 3.0
- Upgrading to AGS 3.1
- Upgrading to AGS 3.2
- Upgrading to AGS 3.3
- Upgrading to AGS 3.3.5
- Upgrading to AGS 3.4
- Upgrading to AGS 3.4.1
Legal Notice
Getting in touch