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The Games and other Sierra Adventure stuff / Re: The Realm Online
« Last post by bowz on November 11, 2026, 11:58:09 AM »
Hey everyone, I stumbled upon this and a previous thread regarding the Realm.
I was wondering if anyone out there has the client software for the 1.x build?
I've been scouring the internet and the most I could find is 2.x and up.

This is purely for nostalgia, but the Realm 1.x had different intro music. It was replaced with the drum roll in 2.0.
I thought it would fun to find that again.

I'm also surprised to learn the Realm could have been a QfG mmo. That would have blown my mind as a kid. It's too bad this game was never really pushed to its full potential.
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AGI Development Tools / Re: Winagi 3.0.1 IS HERE
« Last post by Scavenger on November 01, 2026, 08:51:30 PM »
This is super cool, I've been poking at it a bit and it's running very well on my computer. I'm not sure why more compilers don't have the TODO: list, that's amazing.

I'll let you know if I find any bugs. Opening a template as a game project DOES cause a mysterious error but that is my fault, creating a new project from the template works as expected.
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AGI Development Tools / Winagi 3.0.1 IS HERE
« Last post by AGKorson on November 01, 2026, 10:58:19 AM »
It is done:
https://github.com/AGKorson/WinAGI-GDS/releases/tag/v3.0.1

No AI, 100% human coded. Enjoy.
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AGI Development Tools / Re: New NAGI fork and NAGI Font Editor
« Last post by AGKorson on October 28, 2026, 12:29:37 PM »
Yeah, I just saw that on you GItHub page after I asked. I always found it annoying. Will you have a binary available? I need to wait until I move my new system over to Win11 to install the newer dotNet runtimes.

By the way, AGILE started as a way to play games being developed in VisualAGI using an updated AGI library from that project.The intent was to keep it all in C#.

There is a release that has the binary files: https://github.com/AGKorson/nagi/releases

I'm aware of AGILE, and WinAGI does include support for AGILE as a platform. TBH I'm not sure if Lance added support for extended characters and custom palettes. If not, I'll leave that to him if he wants to do it.

My intention with WinAGI's platform support was to include all of the most common interpreter options currently available. NAGI may be written in C, but it's still a very good interpreter.
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AGI Development Tools / Re: New NAGI fork and NAGI Font Editor
« Last post by Collector on October 27, 2026, 06:42:16 PM »
Yeah, I just saw that on you GItHub page after I asked. I always found it annoying. Will you have a binary available? I need to wait until I move my new system over to Win11 to install the newer dotNet runtimes.

By the way, AGILE started as a way to play games being developed in VisualAGI using an updated AGI library from that project.The intent was to keep it all in C#.
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AGI Development Tools / Re: New NAGI fork and NAGI Font Editor
« Last post by AGKorson on October 27, 2026, 05:41:54 PM »
Yes. In Nick's 2.0.7 update he added that but it showed the AGI quit message.  I changed it to just quit without asking.
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AGI Development Tools / Re: New NAGI fork and NAGI Font Editor
« Last post by Collector on October 27, 2026, 04:51:53 PM »
Interesting. Does the Windows close button now work?
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AGI Development Tools / New NAGI fork and NAGI Font Editor
« Last post by AGKorson on October 27, 2026, 01:42:34 PM »
While tweaking the integration of NAGI as an available platform for running games from within WinAGI, I ended up forking Nick's NAGI repo and making a few mods. This new fork of NAGI can now display all 256 character glyphs (meaning extended characters will now show up correctly). It also adds a palette section to the nagi.ini file, allowing you to easily support custom color palettes. A few other improvement/enhancements are also included.

https://github.com/AGKorson/nagi

In order to actually see all characters, the NAGI font files need to be updated. My fork includes a set of fonts that expand the original NAGI fonts, and it also includes a set that exactly mimics the original MSDOS character glyphs, giving a nice retro feel to NAGI instead of its original smoothed font style.

I wrote a simple tool that can easily create and edit NAGI font files. You can find it here:

https://github.com/AGKorson/NAGI-Font-Editor
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AGI Development Tools / Re: AGI IS HERE
« Last post by rdhelms on October 26, 2026, 01:10:40 PM »
Quote
I think there's a really interesting opportunity here for applying the concepts from the development environment you've created to a modern engine (either existing or, as would be my preference, a custom-built one) as a way of making interactive storytelling accessible to a wider audience. I could see kids experimenting with this, initially using English but then eventually learning what the generated code does. AGI is pretty limited as a language and I'm sure we could come up with something that had more of the modern conveniences people expect. I've always thought of AGI as a great tech to experiment ideas with, due to its simplicity, before going on to apply them to more advanced systems. Have you had any thoughts about taking the idea further?

pmkelly: What you're describing is almost exactly what started me down the road for https://daventry.io/ - I started with just wanting to be able to play my old Sierra games in the browser, but then expanded to showing an editor view for those games, and I've been gradually trying to iterate on the editor's capabilities to hopefully make it easier for anyone to make their own games from scratch.

The app currently supports importing and playing most AGI games and early SCI games. I also added support for importing games like Pong, Mystery House, and Open Adventure / Colossal Cave. In theory I could keep adding support for importing and playing arbitrarily more game types, but I think I'm a bit more curious about actually making the game creation flow better.
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AGI Development Tools / Re: AGI IS HERE
« Last post by pmkelly on October 25, 2026, 10:56:51 AM »
Damn, this is incredible! I've only had a brief chance to play with it but looks very promising so far. I'm glad, but not surprised, that it was able to reproduce the engine functionality. There was another experiment I did with the game "Captain Bible" (https://github.com/peterkelly/captain-bible-re) where i had Codex reproduce a mostly-working implementation of the game engine.

Really nice work on the LSP + monaco editor integration btw.

What I love most is the concept - and the non-AI parts of are something I'd been dreaming about for years (interactive editing), having been inspired by Smalltalk and its ability to change the behaviour of a program (and in fact any part of the operating system) while its running without requiring a restart.

I can only imagine how much the game devs at Sierra would have loved to have something like this back in the day. I've heard some of the stories Al Lowe has told about what it was like trying to program in AGI back in the day and he often found it frustrating. That said, the idea of a high-level domain-specific language for making games is something that gave Sierra a massive advantage. And in the AI age I'm a big believer in the idea of using DSLs as a target for agentic coding due to the fact that simplicity can lead to better results (less of a search space) and be more comprehensible.

At my previous job, we had our own DSL we'd developed for scientific workflows (https://github.com/peterkelly/rex), which we used as part of a drug-discovery platform. Researchers could interact with it via an agent and could ask it to carry out various types of in-silico experiments and it would write a program in the DSL to carry out the experiment. Most of our users didn't even know it was generating code since it all happened transparently in the background.

I think there's a really interesting opportunity here for applying the concepts from the development environment you've created to a modern engine (either existing or, as would be my preference, a custom-built one) as a way of making interactive storytelling accessible to a wider audience. I could see kids experimenting with this, initially using English but then eventually learning what the generated code does. AGI is pretty limited as a language and I'm sure we could come up with something that had more of the modern conveniences people expect. I've always thought of AGI as a great tech to experiment ideas with, due to its simplicity, before going on to apply them to more advanced systems. Have you had any thoughts about taking the idea further?
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