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  • ...] that is used by the first [[AGI Room|room]] in the game, and a default [[AGI Inventory Object|inventory object]]. ...such as setting up the game's menus, saving and restoring, and a set of [[AGI Debugging|debugging]] commands. Without the template game, game programmers
    6 KB (993 words) - 10:27, 28 March 2019
  • ...ching signal line)]] will no longer be set when these conditions occur. If ego's priority is released, or set to a value less than 15, it returns to norma ...ove 22 get converted to a value that is above 255, which is the value that AGI tests against to determine if an object gets added to the screen. So object
    4 KB (559 words) - 19:08, 21 April 2019
  • ...ching signal line)]] will no longer be set when these conditions occur. If ego's priority is released, or set to a value less than 15, it returns to norma ...ove 22 get converted to a value that is above 255, which is the value that AGI tests against to determine if an object gets added to the screen. So object
    4 KB (579 words) - 19:28, 21 April 2019
  • ...of the next [[interpreter cycle]] after '''object.on.water''' is executed, AGI will [[shuffle]] the position of the object if any pixel of its baseline is ...by shuffling as described above, at the end of each [[interpreter cycle]] AGI automatically clears any land or water restriction.
    2 KB (304 words) - 23:01, 13 April 2019
  • Object oA stops moving. If the object is ego (object 0), the <code>[[program.control]]</code> command is issued by the i [[AGI Studio Help File]]
    523 bytes (66 words) - 14:01, 30 January 2024
  • The '''new.room''' command causes AGI to halt execution of the current [[logic]] script. The current [[room]] num # [[ego]]is set to [[player.control|player control]];
    4 KB (596 words) - 17:56, 12 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 ...een Object Data Structure]] Topic for details on the information stored in AGI for each screen object.
    5 KB (864 words) - 23:30, 20 April 2019
  • ...ovement mode, but will also switch to player control mode if the object is ego. ...heap]], which may cause unexpected results, including possibly [[crashing AGI]].
    2 KB (275 words) - 17:49, 23 April 2019
  • ...o will cause the object to take a step in every cycle, but due to a bug in AGI, it also causes the object to ignore [[block|blocks]] and disables the [[au ...heap]], which may cause unexpected results, including possibly [[crashing AGI]].
    2 KB (269 words) - 19:46, 23 April 2019
  • <div align="center" style="font-size: 22pt">AGI Base Logic Generator</div> | Software = AGI Base Logic Generator
    5 KB (778 words) - 17:07, 12 May 2024
  • [[Screen object]] '''oA''' begins moving toward the point ('''X''', '''Y'''). AGI calculates the best direction based on distance from the point. The screen If '''oA''' is [[ego]], it automatically switches to [[program.control|program control mode]]. I
    4 KB (564 words) - 15:17, 11 April 2019
  • [[AGI|AGI]] is a game engine which imposes significant memory and resource constraint ...gic]], [[AGI Picture Resource|picture]], [[AGI View Resource|view]], and [[AGI Sound Resource|sound]] resources in a game.
    5 KB (829 words) - 14:22, 24 March 2019
  • [[Screen object]] '''oA''' begins moving toward the point '''vX''', '''vY'''. AGI calculates the best direction based on distance from the point. The screen If '''oA''' is [[ego]], it automatically switches to [[program control mode]]. It also returns t
    4 KB (568 words) - 16:22, 11 April 2019
  • ...:20060622035203/http://eds.org/~david/agi/fanmade/ralph.htm|eds.org/~david/agi/fanmade/ralph.htm]] (web archive)</ref> ...:20060622035203/http://eds.org/~david/agi/fanmade/ralph.htm|eds.org/~david/agi/fanmade/ralph.htm]] (web archive)</ref>
    3 KB (391 words) - 17:29, 9 February 2024
  • AGI does not check that object number oA is a valid object. If it is not, the r <syntaxhighlight lang="agi">
    1 KB (144 words) - 19:22, 29 March 2019
  • ...pears to affect 'click to move' functionality in the later [[versions]] of AGI. adj.ego.move.to.x.y();
    1 KB (221 words) - 17:03, 23 March 2019
  • ...ming can load a LGC.SWIM which deals with commands like SWIM, and standing ego up when he is no longer in water. It would be a nuisance and a waste of dis * [[Special Variables|Special variables (AGI)]]
    1 KB (203 words) - 20:56, 29 April 2019
  • ...the Adventure Game Interpreter (AGI) system used by King's Quest 2 and all AGI games after that. Regardless of which theory is correct, the one thing that ...m knows the goat by the codename 14 and Sir Grahame by the name Ego. So if Ego moves to room 11 in search of the goat, the program must remember to draw 1
    4 KB (550 words) - 19:57, 24 February 2021
  • ...te this command on a screen object that has not been properly initialized, AGI will display random data from an undefined location in memory. <syntaxhighlight lang="agi">
    1 KB (203 words) - 16:45, 14 April 2019
  • <div align="center" style="font-size: 22pt">AGI Piano</div><br /> | ReleaseName = AGI Piano
    2 KB (328 words) - 14:57, 7 February 2024

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