Read This Before Posting!All Your Answers Inside!

Started by strazer, Thu 05/02/2004 17:48:05

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strazer

Aside from all the great ideas and scripts I've found after browsing through the whole beginners and technical forum, I noticed the small things either not in the manual or easy to miss.
I've just sorted through my notes and thought I'd post what I've found, maybe some of you will find this useful at some point or another:

1.) RickJ: "The character's global inventory variables are integers and can be used to keep track of how many items the character has."
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2.) inFERNo: "...every interaction in the [interaction menu] list is executed first, the run script always when all others are done."
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3.) CJ: "RunInventoryInteraction (...) doesn't get run immediately - instead, it gets run when the calling script finishes."
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4.) CJ: "Local room scripts have their data segment saved when the room is destroyed, so all variables retain their values.
I would recommend placing variables that are only needed by one room into that room script, in order to avoid clutter in the global script."
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Comment: Useful to store the condition of a light switch, for example.

5.) CJ: "To totally revert to default fonts, close AGS and then delete any agsfntXX.wfn or agsfntXX.ttf files from the game folder."
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6.) CJ: "(...) to ensure [the pathfinder] always works, your walkable areas should always be at least 3 pixels wide."
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7.) Gilbot: "Sprite datas are always stored in the basic executable, the splitted resources only contain room data."
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8.) CJ: "The maximum room height is 1400 pixels (at 320x200 resolution - you could have a 2800-tall 640x400 room)."
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9.) CJ: "(...) in fact, [calling game.exe --setup] is all that the winsetup.exe program does."
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10.) CJ: "You can rename winsetup.exe to anything you like, it will still work."
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11.) CJ: "(...) AGS doesn't actually use [Media Player] itself [to play avi videos], but it uses the same [DirectShow] that MP does."
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12.) CJ: "(...) ReleaseCharacterView doesn't change the loop number back, so he will go to facing in whichever direction the loop that was playing in the animation was."
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13.) CJ: "FaceLocation will only allow [a character] to face directions which he can actually walk in."
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14.) CJ: "FaceCharacter/FaceLocation don't update the screen, you have to put a Wait(1); afterwards if you want that to happen."
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15.) ???: "When using a NewRoom() or NewRoomEx() (...) AGS finishes the remaining lines in the script and then goes to the new room.
You can use 'return;' to abort the rest of the script.
____NewRoom(5);
____return;
will prevent the rest of the script running first."

16.) Scorpiorus: "(...) the [RunDialog command] is always started last."
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17.) Scoriporus: "(...) [if music disabled or no sound card] GetMP3PosMills() always returns 0 (...)"
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18.) ??? "(...) (music, sprites) are left 'as-is', so it's a good idea to use MP3's where you can."


The following may be obvious to experienced programmers, but I find it worth mentioning:

19.) Character to mask quotemarks in strings: \
Example: Display("These are called \"quotemarks\" ");

20.) Character for a line break in strings: [
Example: Display("Adventure Game Studio [ [ Copyright 1995-2004 Chris Jones");


As you can see I have numbered all of the above so feel free to comment, confirm or deny in regard to newer versions.

Do you have anything similar to add?

Scummbuddy

What are .cha files? Where can I find Characters for my games? Where can I find backgrounds for my game?
http://www.agsforums.com/yabb/index.php?board=6;action=display;threadid=11300

What do I do with these .agt files? What about these templates?
http://www.agsforums.com/yabb/index.php?board=6;action=display;threadid=11480
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

strazer

CJ: "The dialog options are drawn in the player character's talking colour. The highlighted option colour uses the GUI foreground colour if you are using a GUI TextWindow, otherwise it is hardcoded to yellow."
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CJ: "(...) objects are placed with 320x240-res co-ordinates, so at 640x480 you can only place them on even pixels."
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Take this into consideration when designing your backgrounds.

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