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  • ...'''ignore.objs''' command allows a [[screen object]] to move through other objects. ...mmand allows a [[screen object]] to ignore and pass onto and through other objects.
    1 KB (203 words) - 21:15, 8 April 2019
  • The '''unanimate.all''' command deactivates all screen objects. ...l objects will no longer be updated, moved or cycled on screen. This means objects must be re-[[animate.obj|initialized]] before they can be used again.
    1 KB (203 words) - 18:10, 24 April 2019
  • ...observe.objs''' command prevents a screen object from moving through other objects. If [[screen object]] '''oA''' was previously set to ignore other objects (using the '''[[ignore.obj]]''' command), the '''observe.objs''' command re
    1 KB (183 words) - 17:32, 14 April 2019
  • The '''force.update''' command redraws all screen objects immediately, without waiting until the start of the next interpreter cycle. ...ter cycle]]. The '''force.update''' command tells AGI to redraw all screen objects immediately. Screen bjects will also be redrawn at the end of the next [[in
    1 KB (216 words) - 09:42, 31 March 2019
  • [[Category:AGI Pages]] <div align="center" style="font-size: 22pt">AGI Game Specific Files</div>
    2 KB (319 words) - 20:44, 1 June 2024
  • The '''distance''' command calculates the distance between two [[screen objects]], and stores the result in a [[variable]]. ...ulated in NOT the shortest straight line between the two objects. Instead, AGI uses the following formula:
    2 KB (243 words) - 11:23, 30 March 2019
  • [[Screen object|Screen objects]] must be initialized with the '''animate.obj''' command before they can be If the object number exceeds the [[max screen object]] count, AGI will raise [[trappable error #13]].
    1 KB (193 words) - 17:05, 23 March 2019
  • ...n still move about the screen, and it will cause [[collisions]] with other objects - it will just be invisible. ...t AGI tests against to determine if an object gets added to the screen. So objects with priority greater than 22 never get drawn.
    4 KB (559 words) - 19:08, 21 April 2019
  • ...n still move about the screen, and it will cause [[collisions]] with other objects - it will just be invisible. ...t AGI tests against to determine if an object gets added to the screen. So objects with priority greater than 22 never get drawn.
    4 KB (579 words) - 19:28, 21 April 2019
  • ...Each screen object must be initialized, assigned a loaded [[View Resource (AGI)|view]] resource, positioned on the screen and then drawn in order to appea Screen objects are represented in source code by the letter 'o' and their index number (i.
    5 KB (864 words) - 23:30, 20 April 2019
  • ...animation frame. The term itself comes from film animation where animated objects are drawn on transparent plastic sheets and placed over a static background ...)|picture resource]], is drawn. On top of this, [[Animated Object|animated objects]] are drawn using cels, which are bitmap images (see note below) with a des
    2 KB (254 words) - 17:08, 14 April 2019
  • ...interaction of [[screen object]]s with the background [[Picture Resource (AGI)|picture]]. <syntaxhighlight lang="agi">
    1 KB (200 words) - 21:08, 22 April 2019
  • <div align="center"><span style="font-size: 22pt">AGI Logic Command Reference</span><br /></div> ...a scripting language that can be compiled into pseudo-code, which is what AGI reads during game play.
    3 KB (484 words) - 19:48, 22 March 2019
  • ...s to 'jump' over a block if their [[step.size|step size]] is large enough. AGI uses the leftmost pixel of a screen object's baseline to compare to the blo ...must''' be less than Y2, or the block will always be ignored by all screen objects.
    3 KB (397 words) - 11:04, 24 March 2019
  • The default behavior for [[screen object|screen objects]] is to observe [[block|blocks]]. Use the '''ignore.blocks''' command to al In addition to ignoring blocks, this command will also cause objects to ignore conditional [[control lines]] (pixels with [[priority]] of 1 on t
    2 KB (201 words) - 20:07, 8 April 2019
  • [[AGI Studio Help File]] * [[Moving Objects]]
    523 bytes (66 words) - 14:01, 30 January 2024
  • [[Category:AGI Pages]] The default height of the base band when AGI starts is 48 (pixel rows 0 - 47). This arrangement works well for most [[ro
    2 KB (222 words) - 11:11, 28 January 2022
  • ...type refers to the items that are listed in the game's [[OBJECT File (AGI)|AGI OBJECT file]]. ...item to a single question mark does not appear to be required. Most [[Fan AGI Release List|fan games]] continue using the question mark for item 0 and an
    761 bytes (128 words) - 13:58, 30 January 2024
  • ...heap]], which may cause unexpected results, including possibly [[crashing AGI]]. <syntaxhighlight lang="agi">
    2 KB (334 words) - 20:34, 23 April 2019
  • ...ry item. It also has a byte that determines the maximum number of Animated Objects. ...at most object files are encrypted. I say most because some of the earlier AGI games were not, in which case you can skip to the next section. Those that
    2 KB (388 words) - 11:22, 26 March 2019

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