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AGS EngineScriptsLate rep_ex function
Calin LeafshadeCurrently the repex functions run *before* the default engine logic. This includes character movement and viewport setting and so forth.

This means that it's impossible to use a script to do things that are based upon character positions and things like that without being a frame behind. This causes a "stuttering" effect.

I propose that a new function be introduced. Something like "void late_repeatedly_execute_always()" which runs after the engine update logic but before the engine draws to the screen.
Crimson WizardIs running rep_exec before engine logic important? I mean, could it be better to just run rep_exec at different time (for games created with new versions)?

Either way should not be difficult to implement. There's already functionality that checks and runs named function in scripts; IIRC only few lines of code required.
Calin LeafshadeI suggested keeping the original function for the purposes of backwards compatibility since some old games may rely on the old functionality.

Also, arguably having two "update" functions, whereby one is guaranteed to be run after all the others, may be useful.
Crimson WizardAdded to 3.3.5.
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