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  • [[Tutorials and Guides|Tutorials and Guides Table of Contents]]<br /><!-- [http://www.iki.fi/jterho/agi AGI Background Creati ...on room design. You often must take the bands’ position on the AGI playing screen into account when planning the placement of background features. On this pa
    10 KB (1,733 words) - 14:02, 26 December 2013
  • [[Tutorials and Guides|Tutorials and Guides Table of Contents]]<br /> ...h. Discarding resources that are being used by other [[AGI Animated Object|objects]] can crash the game, and there are even more subtle bugs that can arise if
    5 KB (829 words) - 14:22, 24 March 2019
  • [[Adventure Game Interpreter Specifications|Table of Contents]] ...sions. It is possible that the inclusion of the maximum number of animated objects value in the OBJECT file in later AGI v2 versions replaced the need for the
    20 KB (3,294 words) - 19:38, 2 March 2018
  • [[Tutorials and Guides|Tutorials and Guides Table of Contents]]<br /> * '''[[View Resource (AGI)|View]]''' -- The on-screen animated objects are all stored in [[View Resource (AGI)|View resources]]. A View resource
    8 KB (1,455 words) - 17:37, 14 April 2019
  • [[Tutorials and Guides|Tutorials and Guides Table of Contents]]<br /> ...perform in the game. The player could also move their character around on screen using the arrow keys.
    9 KB (1,460 words) - 12:20, 26 December 2013
  • [[Tutorials and Guides|Tutorials and Guides Table of Contents]]<br /> <blockquote>''After you restore a game, the game is corrupted (screen, objects, anything)''</blockquote>
    7 KB (1,110 words) - 11:54, 28 December 2013
  • [[Tutorials and Guides|Tutorials and Guides Table of Contents]]<br /> * The interpreter recalculates movement for animated objects.
    10 KB (1,712 words) - 01:42, 29 December 2013
  • [[Adventure Game Interpreter Specifications|Table of Contents]] ...each picture file: the visual screen and the priority screen. The priority screen contains priority bands and control lines. In version 3 games, this file is
    19 KB (3,293 words) - 14:46, 24 March 2019
  • *initialize the hash table, adding predefined symbols ...This value is then compared against entries in the compiler's symbol hash table to determine what it represents. If more than one symbol has the same hash
    19 KB (3,133 words) - 01:42, 15 February 2022
  • [[Adventure Game Interpreter Specifications|Table of Contents]] ...yer could move a character around the screen, behind, in front of and over objects. Other commands could be typed in, just like a text adventure. This concept
    8 KB (1,319 words) - 00:50, 3 March 2018
  • '''AGDS''' is a specialized set of commands which help manipulate objects on a 3-D plane. Before looking at the commands, it is important to understa ...thin the banner page room, a logo picture, a title picture and the credits screen.
    24 KB (3,897 words) - 20:53, 29 April 2019
  • '''''Picture''''' resources are full-screen images, usually used for backgrounds. They are vector-based rather than bit ...e lowest priority). If an object with a priority of 12 is displayed on the screen, it would be behind the tree but in front of the wall. The priority of a vi
    23 KB (3,652 words) - 17:16, 14 April 2019
  • [[Adventure Game Interpreter Specifications|Table of Contents]] * a number of objects controlled by the interpreter, one of which (the object 0) may be controlle
    33 KB (5,115 words) - 19:35, 2 March 2018
  • [[Tutorials and Guides|Tutorials and Guides Table of Contents]]<br /> When the game loads, make ego walk to room 2 (the screen to the left of the current one). Go up to one of the pillars and type "clim
    13 KB (2,192 words) - 12:19, 26 December 2013
  • ...ding the new room's logics it positions ego at the appropriate edge of the screen, animates him, loads whichever view ego had in the previous room, and sets ...in the background screen. Note that this no longer affects the foreground screen. Call show.pic() when you're ready to show the user what you have wrought.<
    48 KB (7,640 words) - 20:18, 28 March 2018
  • [[Adventure Game Interpreter Specifications|Table of Contents]] ...p.update|stop.update]]</code> and <code>unanimate</code> are issued to all objects;
    70 KB (10,906 words) - 19:35, 2 March 2018
  • [[Adventure Game Interpreter Specifications|Table of Contents]] ...), and has a View resource associated with it, which is its picture on the screen. And, as the movement direction changes, the interpreter automatically choo
    65 KB (10,734 words) - 19:45, 2 March 2018
  • ...pasting the command now works correctly; in text screen editor, loading a screen file that doesn't match current colwidth needs to make sure the colwidth mo ...o see how text added by print and display commands will look when added to screen; added new feature to picture editor to show small markers that show where
    20 KB (3,287 words) - 19:46, 22 March 2024
  • [[Tutorials and Guides|Tutorials and Guides Table of Contents]]<br /> # Pets tend to be very versatile objects, frequently their personality will pervade the entire game. (Floyd, of cour
    148 KB (26,378 words) - 14:49, 26 December 2013

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