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  • ...n and the priority screen. The priority screen contains priority bands and control lines. In version 3 games, this file is not compressed with adaptive LZW as Ego is the name given to the player character (e.g. Rosella, Roger, Graham). The AGI games have commands which
    19 KB (3,293 words) - 14:46, 24 March 2019
  • # [[ego]]is set to [[player.control|player control]];
    4 KB (596 words) - 17:56, 12 April 2019
  • ...st part of this article series. What we will do is add the ability for the player to climb the wall of the castle. If they go up to either of the two pillars ...n use the variable name "ego" to refer to object 0 (the character that the player controls).
    13 KB (2,192 words) - 12:19, 26 December 2013
  • ...n will assume all notes should be played with the instrument "PIANO1". To control what timbres (instruments) are used, you may specify a configuration file a When you play the ROLs, remember to tell your player to use BNK835.BNK, especially for MT32INS.CFG since that file uses unusual
    5 KB (720 words) - 16:28, 12 May 2024
  • [[The Craft of Adventure - A Bill of Player's Rights|3]] | ...fit the game. Another amusing touch is that ranks tend to be named for the player's profession in the game - so, a musician might begin as "Novice"
    18 KB (3,113 words) - 15:49, 26 December 2013
  • ...blem, though, just something to watch out for, especially when drawing the control lines. ...in the final game. Areas above this control line can’t be accessed by the player. This is why the rocks above the line and the ocean don’t show up on the
    10 KB (1,733 words) - 14:02, 26 December 2013
  • ...he gaming world to the concept of a 3D graphical adventure game, where the player could move a character around the screen, behind, in front of and over obje * "Version control" section renamed "AGI interpreter versions".
    8 KB (1,319 words) - 00:50, 3 March 2018
  • ...- the visual screen and the priority screen. The visual screen is what the player sees when playing the game. [[View Resource (AGI)|Views]] are placed on top ...control lines” which determine where the ego (the object controlled by the player) can walk.
    23 KB (3,652 words) - 17:16, 14 April 2019
  • ...ater in a ROOM, no dynamic logic is loaded to deal with water. Somehow the player needs to be told we don't understand what he said. LAST LOGICs handles all ...ty", from 0 to 15. Priorities 4 to 15 determine the 3-D plane, 0 to 3 are "control" priorities, with special meaning.
    24 KB (3,897 words) - 20:53, 29 April 2019
  • ...GI Specifications: Chapter 2 - Overview#ss2.7|2.7  Priority Bands and Control Lines]] : [[AGI Specifications: Chapter 3 - AGI Internals#parsing|3.8  Player Input Parsing]]
    8 KB (961 words) - 20:33, 2 March 2018
  • ...l objects, sets the horizon to the default, then does a stop.sound(), user.control(), and unblock(). After loading the new room's logics it positions ego at t ===<br /> Priority Control of Animated Objects ===
    48 KB (7,640 words) - 20:18, 28 March 2018
  • |align="center"|<code>313-314</code>||<code>Player control (1) / Program control (0)</code> |align="center"|<code>37-38</code>||<code>Control bits, with bit masks defined as follows:</code>
    20 KB (3,294 words) - 19:38, 2 March 2018
  • program.control(); The word type is words that the player has typed in, not words that are stored in the <code>words.tok</code> file.
    70 KB (10,906 words) - 19:35, 2 March 2018
  • ...n that is held in memory and contains control information invisible to the player. As a picture is drawn, both screens are updated depending on whether drawi ...something which only needs to be drawn on the priority screen such as the control lines. There are no arguments for this action.
    24 KB (3,796 words) - 19:37, 2 March 2018
  • These are used to control animations on the screen. When a view is loaded, it is assigned to an obje ...s of the Template Game. They would only have one room, and one view - the player. This I believe is because it is very easy to work out how to print text,
    15 KB (2,552 words) - 14:27, 24 March 2019
  • [[The Craft of Adventure - A Bill of Player's Rights|3]] | ...ine and an electric drill. There were puzzles without rhyme or reason. The player was a characterless magpie always on the lookout for something cute to do.
    29 KB (5,054 words) - 15:51, 26 December 2013
  • ...st 4 colors (0-3) have different uses than the rest of them. These are for control lines). ...strate what would happen if the priority of the rock were set to 5 and the player walked behind the rock. Ego would be drawn in front of the rock instead of
    14 KB (2,515 words) - 13:53, 26 December 2013
  • ...d by the interpreter, one of which (the object 0) may be controlled by the player using the keyboard; ...them, develop scenery and a dictionary of words for the dialogue with the player. To describe all of these, resources are used. To create some of the resour
    33 KB (5,115 words) - 19:35, 2 March 2018
  • ...tive to some special lines and areas drawn on the background (for example, control barriers or water surface). The result of tests determines the progress of ...s programmatically associated with objects the interpreter or the user can control, have to be first created using the VIM utility, as well as the background
    65 KB (10,734 words) - 19:45, 2 March 2018
  • # [[#13 The player's good buddies, pets]] .../>Note: Please interpret he as he/she whenever being used to refer to the player.<br />
    148 KB (26,378 words) - 14:49, 26 December 2013

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