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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
  • ...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
  • ...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 (718 words) - 18:24, 14 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
  • [[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 &quot;Novice&quot;
    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 * &quot;Version control&quot; section renamed &quot;AGI interpreter versions&quot;.
    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 &nbsp;Priority Bands and Control Lines]] : [[AGI Specifications: Chapter 3 - AGI Internals#parsing|3.8 &nbsp;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