Hi all. Dave Gilbert here. I run Wadjet Eye Games, and for almost a decade we've been making and publishing games made in AGS. You might know us from Blackwell, Gemini Rue, Primordia, Resonance, and the recent Technobabylon. We also published Chris Burton's game "Da New Guys 2!"
AGS is great, but it rapidly showing its age and I don't think it's going to be viable for much longer. So I've recently made the leap to Unity and to AC.
I am VERY new to this engine and it's all strange and scary to me. So you'll be sure to see lots of questions from me and laugh about what at newb I am. Nice to meet you all!
-Dave
Comments
Having come from AGS as well, it took a few attempts to find out the best way to make an adventure game engine in Unity. My first attempt tried to emulate AGS' workflow 1:1, but it was quickly apparent that Unity has a very specific way it likes to do things, and trouble brews if you try to do anything different. So while I've had AGS in mind when building AC, some of it's features have had to deviate by necessity. I recently answered some questions from another AGS user, which you may find useful here.
I don't know if you're going to continue your low-res style with AC (looking forward to finding out, though!), but you might be interested in seeing what @Humaldo, another AGS-convert, is doing with it, as he may have some useful tips to share.
Sadly, things like Apple enforcing 64bits runtimes for the app store and the support of newer and greater hardware took AGS away from the game.
On the other hand, Unity handles all the future-proof and compatibility things, Chris has made a great adventure engine with almost everything you'll ever need :P and he's such a gentleman always around here to help.
So, welcome
While it's true that the core to building logic (Cutscenes, Hotspot interactions, etc) is the ActionList system, they can be customised or even bypassed completely with scripting. New Actions can be plugged in (see this tutorial), and Hotspots can be set to refer to script files rather than Interation objects when clicked on.
You can also run custom scripts as part of your ActionLists: the Object: Send message Action allows you to invoke functions on any gameobject with a script you want to call. But again: custom Actions allow you to do basically anything.
For Unity sprites, there is this blog post published just yesterday:
http://blogs.unity3d.com/2015/06/19/pixel-perfect-2d/
And I still have to try it but think this extension could help also: https://www.assetstore.unity3d.com/en/#!/content/14498
On compatibility, sprites are full compatible.. but for example I don't use 2D AC camera because the transformations that uses to pan and the one that 2Dtoolkit camera does overwrite one with the other. Also I round to integer all the transform movements (camera and characters) to have everything aligned to units.
But as I said... I'm looking for some way to have pixel perfect without using 2DToolkit, or becoming crazy :P