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  • used together in the same AGS game/application. This document the Global Script and in each Room Script. It is also included ahead
    19 KB (2,899 words) - 11:28, 2 September 2018
  • ...ou can name variables anything you'd like, as long as they're not names of functions, AGS commands, or already-declared variables, like EGO or a GUI name. * Strings that're declared outside a function (e.g. at the top of the Global, or Room, script) CANNOT be declared with a value. If they need to start of
    32 KB (5,332 words) - 11:53, 6 September 2022
  • ...es a generic framework for implementing a [[Verbcoin (interface)]] in your game. {{smalltext|*This shouldn't make any difference in your own game if using a higher version of AGS, and would then only to the template files
    39 KB (5,744 words) - 13:30, 3 June 2021
  • Imagine you declare the following defines at the beginning of the global script or in the script header: Make sure that everything that is time dependent, uses current game speed as its reference (normally it is 40 loops per second, but it could be
    11 KB (1,603 words) - 19:02, 8 December 2006
  • Mini-game by RickJ, | Provides certain functions to extend the use of the random function.||Advanced Randoms||1||x||||no||[h
    44 KB (6,576 words) - 13:29, 3 June 2021
  • ...ms/index.php?topic=26130.0 Easy3D module]. For realtime 3D support, try 3D Game Studio. It'll cost you a couple hundred dollars though! ...ics can increase filesize drastically and is more resource-hungry, so your game may run slowly on lower-end computers.
    41 KB (7,114 words) - 00:22, 2 July 2021
  • ..., if you have a large game it may not be a simple task to upgrade. If your game relies on plug-ins, it may not even be possible. Keeping this in mind, let' ...value '''null'''. Remember that operating on null pointers will crash your game!
    11 KB (1,668 words) - 10:08, 3 June 2021
  • ...], [https://www.adventuregamestudio.co.uk/manual/index.html?page=ags54.htm Game], [https://www.adventuregamestudio.co.uk/manual/index.html?page=ags55.htm G As long as the pointer isn't global (i.e., the pointer is defined inside of a function), then you can also assi
    24 KB (4,052 words) - 08:48, 3 February 2019
  • ''When I test my game, there is this gray box at the very top of the screen that I can't get rid That gray bar at the top of the screen is meant to be a status bar for your game. Not everybody will use it, and you can disable it. In the AGS Editor, simp
    16 KB (2,813 words) - 00:22, 2 July 2021
  • '''Palette effects using pre-defined functions''' ==Palette related functions==
    12 KB (2,012 words) - 14:28, 3 June 2021
  • ==Palette effects using pre-defined functions== ===Palette related functions===
    13 KB (2,110 words) - 07:07, 15 January 2010
  • '''CJ''': If you put a room file called "_blank.crm" in your game folder, it will be used as the '''template for new rooms'''. [http://www.ad ...'': You could '''double-click the "Edit this .AGSGame" file''' to open the game in the editor.<br>
    17 KB (2,645 words) - 23:54, 28 January 2014
  • * There is '''no fixed limit on the size of global arrays''', but as scotch says they use up memory so don't go silly with cre * '''Parameters to functions can be made optional''' by adding a default value in the import of the func
    5 KB (749 words) - 16:53, 28 April 2015
  • ...script code entirely, and thus are independent of the platform on which a game is run. ...ck on the Scripts node of the project tree to create a new script for your game or import modules from the {{forum|modules and plugins forum|board|10.0}}]]
    2 KB (371 words) - 21:56, 14 June 2013
  • # Well-named functions and variables should reflect their purposes. int guis = Game.GUICount; //Gets the count of all GUIs in the game, but remember that it also counts GUI 0
    3 KB (525 words) - 16:52, 28 April 2015