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  • ...bject]] control mode to program control instead of [[player.control|player control]]. program.control();
    1 KB (174 words) - 21:20, 18 April 2019
  • The '''player.control''' command restores [[player control]] over the [[ego]] [[screen object]]. player.control();
    1 KB (149 words) - 07:07, 15 April 2019
  • ...nt mode to 'normal', and if the object is ego, also sets the ego to player control mode. ...ect is the [[ego]] object (o0) it also switches to [[player.control|player control]] mode.
    2 KB (309 words) - 17:24, 23 April 2019
  • ...ic]] scripts contain the commands that AGI uses to perform game functions, control game play and manipulate other resources such as [[picture|pictures]] and [ *'''[[:Category:Flow Control Commands|Flow Control Commands]]'''
    3 KB (484 words) - 19:48, 22 March 2019
  • The '''release.key''' command restores ego control keys to normal mode. ...move in that direction. As soon as the key is released, ego will stop. The player must hold the key down for ego to keep moving.
    2 KB (225 words) - 14:35, 19 April 2019
  • ...o sets an object to 'normal' movement mode, but will also switch to player control mode if the object is ego.
    2 KB (275 words) - 17:49, 23 April 2019
  • The '''hold.key''' command sets the [[ego]] control keys to hold mode. ...move in that direction. As soon as the key is released, ego will stop. The player must hold the key down for ego to keep moving.
    2 KB (224 words) - 19:41, 8 April 2019
  • ...ling the '''allow.menu''' command with '''A''' = 0 resets an internal menu control value to FALSE; using a non-zero argument sets the internal value to TRUE. [[Player Input Commands]]<br />
    2 KB (278 words) - 17:04, 23 March 2019
  • ...e]] and [[Sound|sound]] resources and to receive and act on input from the player, thus determining everything that happens in the game. Each room generally
    1 KB (171 words) - 17:16, 14 April 2019
  • ...To be technically accurate, ego is the animated object that the player can control using either the keyboard, joystick or mouse.
    1 KB (198 words) - 17:30, 14 April 2019
  • ...control|program control mode]]. It also returns to [[player.control|player control mode]] automatically when it reaches its target location. ...it might work fine from where you test it, but it may be possible for the player to move ego into such a position where they will get “stuck” when being
    4 KB (564 words) - 15:17, 11 April 2019
  • Let's look at a room's &quot;visual screen&quot; (what is visible to the player) and its hidden priority screen. This example is Room 12 from King's Quest ...(animated objects) on the screen are the wizard Manannan and Gwydion (the player, on the right). As said above, the priority of an object is determined by i
    8 KB (1,328 words) - 16:27, 26 December 2013
  • ...atically switches to [[program control mode]]. It also returns to [[player control mode]] automatically when it reaches its target location. ...it might work fine from where you test it, but it may be possible for the player to move ego into such a position where they will get “stuck” when being
    4 KB (568 words) - 16:22, 11 April 2019
  • ...nts the player in the game. This is the screen object which the player can control, moving around the screen as they progress through the game. .../or [[mouse]]. None of the other objects can be controlled directly by the player.
    5 KB (864 words) - 23:30, 20 April 2019
  • [data.html#object The OBJECT file] - list of inventory objects the player can get<br />[data.html#words The WORDS.TOK file] - list of words accepted ...item. When the view is displayed using the show.obj command (i.e. when the player "examines" an object), the first cel of the first loop is displayed on scre
    9 KB (1,550 words) - 16:02, 26 December 2013
  • ...only referred to as "[[Ego|ego]]", is special. This is the object that the player moves around using the arrow keys. ...fling]]' to ensure the object is not drawn outside the playable area, on a control line or on another object (if the object is not ignoring other objects).
    20 KB (3,338 words) - 19:56, 6 February 2022
  • ...ee, a rock or a table in your background image, you’ll presumably want the player to move the character around it – after all, this is where the “<span s ...easier solution would be to make the boulder “larger” in depth by drawing control lines which prevent characters from walking in areas where the graphics err
    9 KB (1,508 words) - 17:35, 14 April 2019
  • ...sed interface where the player entered actions to perform in the game. The player could also move their character around on screen using the arrow keys. ...ability to provide a pseudo-3D look to scenes in the game by allowing the player's character to stand in different parts of the screen behind some objects a
    9 KB (1,460 words) - 12:20, 26 December 2013
  • ...sn't have levels or &quot;health points,&quot; and throughout the game the player controls the protagonist, who walks around picking up objects and using the ...ors) which the player can cause the main character to travel through. The player can pick up objects, use them, travel to a new room where they pick up new
    10 KB (1,669 words) - 01:44, 29 December 2013
  • ...e and position, [[View Resource (AGI)|view]]/[[loop]]/[[cel]] data, motion control information, and a 2 byte bit-field of flags that AGI uses to manage the ob ...px; text-align:left;" | '''object motion:''' determines the type of motion control for the object; objects can be set to move to a specific location, wander a
    24 KB (3,687 words) - 00:36, 21 April 2019

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