It's easy to overlook mouse cursors, but they provide the essential interface between the player and the game world. In AGS, each mouse cursor provides a different mode of interaction to the player.

Unlike most of AGS, mouse cursors modes are not generic - that is, AGS has special coded behaviour for some of the cursors. This means that you are unable to customize what some of the cursor modes do - let's list these ones briefly:
All the other cursors are 'normal' cursors, in that you can use them for whatever purposes you want.
![]()
If you want to create a Lucasarts-style game where the mouse cursor disappears during cutscenes, the easiest way to do it is simply to import a blank image over the Wait mouse cursor.
The Cursors editor pane is fairly self-explanatory. Use the property grid to set a graphic for the cursor; and click inside the graphic to set the cursor's hotspot, as we did for inventory items. (The hotspot sets which spot under the cursor will be activated when you click with it).
There are a couple of other options you can set for cursors, let's cover them briefly:
![]()
You can right-click the "Mouse cursors" tree node and choose "New Cursor" to create additional cursors to the standard 10. If you do so however, any extra cursors you create will not have events created for them, so you will have to handle their clicks using the "Any Click" events.
The empty game template comes with a couple of basic fonts, but you don't have to use them - you can import your own.

By default, you'll see three fonts are available. Font 0 is the standard font used in message boxes. Font 1 is the speech font, used with lucasarts-style speech; and font 2 is an outline font for the speech font.
Outlines are pretty much essential for lucasarts-style speech. Since the text is drawn directly onto the screen and not onto a message box, without an outline it could be very hard to read the text, depending on what colour the screen happened to be behind it.
There are two ways to do outlines - AGS can do an automatic outline, or you can import a special outline font. They both have advantages:
AGS supports both TrueType (TTF) and SCI (Sierra's format) fonts. To overwrite an existing font, simply open up its editor and click the "Import over this font" button. To create a new font slot, right-click the Fonts tree node, and select "New font".
The advantage of SCI fonts is that they are significantly faster to render than TTF fonts; but the disadvantage is that they only support 128 characters, which means that they are only useful for English. If you want to support other languages then you'll need to import a TTF font in order for the extended characters such as é, í and ñ to work.
Where can you get a SCI font? Well, there are two ways:
![]()
If you go to your Windows Fonts folder to try and import a TTF font, you will not be able to do so (double-clicking them will open them up in the Windows Font Viewer). Unfortunately there is nothing I can do about this - you must either type the filename in manually, or copy the font to another folder and import it from there.
![]()
By default, font 0 is used as the normal text font, and font 1 is used as the speech font. To use any additional fonts, the script properties Game.NormalFont and Game.SpeechFont can be used to change the active fonts.
That's it for the "Getting Started" tutorials. I hope they've helped you to get a grasp of the AGS basics. If there's anything you didn't really understand or that you think should be covered but wasn't, please let us know on the Beginners Technical Forum, so that the tutorials can be improved to explain it better.