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  • ...ought of as the "main character" for the game. To be technically accurate, ego is the animated object that the player can control using either the keyboar ...al variables]] that exist specifically to provide useful information about ego, for example:
    1 KB (198 words) - 17:30, 14 April 2019
  • The '''program.control''' command changes the [[ego]] [[screen object]] control mode to program control instead of [[player.con ..., '''[[move.obj.v]]''' or '''[[wander]]''' command on ego will also switch ego to program control mode automatically.
    1 KB (174 words) - 21:20, 18 April 2019
  • The '''player.control''' command restores [[player control]] over the [[ego]] [[screen object]]. By default, [[ego]] ([[screen object]] o0) is controlled by the player via the [[keyboard]],
    1 KB (149 words) - 07:07, 15 April 2019
  • ...other commands. If a [[view]] is not loaded before being used in commands, AGI will generate one of several [[trappable errors]]. [[View|Views]] should be AGI adds a script entry to the [[script stack]] each time a view resource is lo
    2 KB (238 words) - 21:56, 10 April 2019
  • ...bject's movement mode to 'normal', and if the object is ego, also sets the ego to player control mode. ...ct]] '''oA''' to 'normal' [[movement mode]]. If the screen object is the [[ego]] object (o0) it also switches to [[player.control|player control]] mode.
    2 KB (309 words) - 17:24, 23 April 2019
  • ...de]] to ‘follow ego’, meaning it will always move toward the [[ego]] object (o0). follow.ego([[screen object|obj]] oA, [[number|byt]] DISTANCE, [[flag|flg]] fCAUGHT);
    3 KB (387 words) - 18:46, 30 March 2019
  • ...heap]], which may cause unexpected results, including possibly [[crashing AGI]]. <syntaxhighlight lang="agi">
    2 KB (278 words) - 19:55, 23 April 2019
  • The '''release.key''' command restores ego control keys to normal mode. ...starts, pressing and releasing a [[direction key]] starts [[ego]] moving. Ego will continue moving until a different direction key, or the 'stop' key ('5
    2 KB (225 words) - 14:35, 19 April 2019
  • The '''hold.key''' command sets the [[ego]] control keys to hold mode. ...starts, pressing and releasing a [[direction key]] starts [[ego]] moving. Ego will continue moving until a different direction key, or the 'stop' key ('5
    2 KB (224 words) - 19:41, 8 April 2019
  • '''Defines''', in [[AGI|AGI]] [[Logic Resource (AGI)|logic]], allow you to provide a proper name for the [[Variable|variables]] <syntaxhighlight lang="agi">
    2 KB (351 words) - 13:57, 30 January 2024
  • ...you know that [[AGI Ego|ego]] has gone to a new room when the background [[AGI Picture Resource|picture]] changes. ...es each room its own behavior. When the game switches to a new room, the [[AGI Flag|flag]] <code>f5</code> is set to indicate that this is the first inter
    1 KB (229 words) - 13:42, 24 March 2019
  • ...go]]''' modes, changing direction with '''set.dir''' doesn't work, because AGI will automatically change direction back to keep the object moving toward i ...'s direction, you have to change the value of [[reserved variable]] [[v6 (ego direction)]].
    2 KB (333 words) - 22:48, 20 April 2019
  • AGI does not check that object number oA is a valid object. If it is not, the <syntaxhighlight lang="agi">
    1 KB (149 words) - 17:18, 29 March 2019
  • AGI does not check that object number '''oA''' is a valid object. If it is not, <syntaxhighlight lang="agi">
    1 KB (144 words) - 21:26, 28 March 2019
  • ...mode]] of [[screen object]] '''oA''' is set to 'wander'. While wandering, AGI will randomly change the direction and distance the object travels. The dis If '''oA''' is [[ego]], it automatically switches to [[program.control|program control mode]].
    2 KB (272 words) - 19:46, 24 April 2019
  • ...of the next [[interpreter cycle]] after '''object.on.land''' is executed, AGI will [[shuffle]] the position of the object if it is currently entirely on ...erpreter cycle]] AGI automatically clears any land or water restriction on ego.
    2 KB (358 words) - 22:50, 13 April 2019
  • ...ommended that you follow this structure. Once you get more experience with AGI you might like to experiment with this a bit. <syntaxhighlight lang="agi">
    4 KB (682 words) - 16:01, 26 December 2013
  • <div align="center"><div style="font-size: 22pt">How to use the AGI Mouse 1.0 API</div><ref>http://www.agidev.com/articles/a.php?id=25</ref><br ...he mouse with extreme ease. This document shows you how to make use of the AGI Mouse 1.0 API.
    4 KB (660 words) - 19:51, 20 February 2024
  • AGI does not check that screen object number oA is a valid object. If it is not <syntaxhighlight lang="agi">
    1 KB (168 words) - 16:44, 9 April 2019
  • ...] 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) - 18:18, 11 April 2022
  • [[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
  • <syntaxhighlight lang="agi"> <syntaxhighlight lang="agi">
    13 KB (1,882 words) - 14:00, 30 January 2024
  • <div align="center" style="font-size: 22pt">AGI Piano</div><br /> | ReleaseName = AGI Piano
    2 KB (328 words) - 14:57, 7 February 2024
  • ...ill allow you to find out what it’s current direction is. The direction of ego (object 0) is always stored in v6. To stop an object’s movement, use <cod * <code>[[follow.ego]]</code>
    2 KB (278 words) - 14:01, 30 January 2024
  • ''From [http://www.agidev.com/ AGI Development Site] (''http://www.agidev.com'')'' * [[View Resource (AGI)|View Resources]]
    17 KB (2,931 words) - 14:00, 30 January 2024
  • ...board shortcuts, joystick buttons, and menu items. Controllers are used by AGI to take specific actions based on [[keyboard input]] or [[menu]] selections AGI allocates two different but related a tables in memory to manage controller
    6 KB (946 words) - 10:11, 11 February 2022
  • ...background animations, or still props. Each object has a [[View Resource (AGI)|view]] assigned to it, and objects can be placed anywhere on the screen an Object 0, commonly referred to as "[[Ego|ego]]", is special. This is the object that the player moves around using the a
    20 KB (3,338 words) - 19:56, 6 February 2022
  • ...20090424191551/http://eds.org/~david/agi/fanmade/hippie.htm|eds.org/~david/agi/fanmade/hippie.htm]] (web archive)</ref> ...20090424191551/http://eds.org/~david/agi/fanmade/hippie.htm|eds.org/~david/agi/fanmade/hippie.htm]] (web archive)</ref>
    3 KB (388 words) - 19:55, 7 February 2024
  • <div align="center"><span style="font-size: 22pt">Limitations of AGI Priority Bands and Some Workarounds</span><br /> ...code like this to the logic of the room (the following assumes that <code>ego</code> has been defined as <code>o0</code> as in Peter Kelly’s template g
    9 KB (1,508 words) - 17:35, 14 April 2019
  • |1||<code>ego_hidden</code>||<code>EgoIsHidden</code>||Ego is completely hidden by something else on screen ...ntax|VB Syntax]] is supported by [[WinAGI|WinAGI]] but not by [[AGI Studio|AGI Studio]]
    3 KB (479 words) - 10:11, 11 February 2022
  • == &nbsp;<br />2. General AGI overview == ...: the [[Season's Greeting Card 1986]], [[King's Quest IV AGI Demo]], and [[AGI Demo Packs|Sierra Demo Packs 1-5]].
    19 KB (3,293 words) - 14:46, 24 March 2019
  • ==<br /> &nbsp;[[AGI Specifications: Chapter 1 - Introduction|Chapter 1 - Introduction]] == : [[AGI Specifications: Chapter 1 - Introduction#ss1.1|1.1 &nbsp;About this Documen
    8 KB (961 words) - 20:33, 2 March 2018
  • <div align="center"><span style="font-size: 22pt">Creating an AGI Game</span><br /> ...Studio]] by [[Peter Kelly|Peter Kelly]]. This tutorial or introduction to AGI game editing will show those who have little or no programming knowledge ho
    15 KB (2,552 words) - 14:27, 24 March 2019

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