AGS tidbits & snippets: Difference between revisions

Whole page now converted. Possibly still some formatting to fix here and there.
No edit summary
 
(Whole page now converted. Possibly still some formatting to fix here and there.)
Line 6: Line 6:


'''CJ''': "There's no hard limit, but a '''sprite cannot be taller than the screen''' resolution."
'''CJ''': "There's no hard limit, but a '''sprite cannot be taller than the screen''' resolution."
----
'''CJ''': "(...) if you put a room file called '_blank.crm' in your game folder, it will be used as the '''template for New Room'''"
([http://www.bigbluecup.com/yabb/index.php?topic=18963.msg231484#msg231484 Thread])
----
'''CJ''': "Yep, adding a '''blank dialog option will make it unclickable''' (...)"
([http://www.bigbluecup.com/yabb/index.php?topic=18958.msg231475#msg231475 Thread])
:''So you can use that as default dialog option that gets run when all others have been turned off.''
----
'''CJ''': "No, most of the '''data (i.e. rooms and sprites) is only loaded when needed'''."
([http://www.bigbluecup.com/yabb/index.php?topic=18541.msg225790#msg225790 Thread])
----
'''bonordberg''': "(...) AGS only allows '''35 or so characters and objects on the screen at the same time'''."
([http://www.bigbluecup.com/yabb/index.php?topic=15513.msg190266#msg190266 Thread])
:''AGS v2.62 '''increased the limit to 50'''.''
----
'''CJ''': "(...) you could '''double-click the "Edit this .AGSGame" file''' to open the game in the editor.
You can create this association manually if you like, just set up .AGSGame files so that their association is:


'''CJ''': "(...) if you put a room file called '_blank.crm' in your game folder, it will be used as the '''template for New Room'''" ([http://www.bigbluecup.com/yabb/index.php?topic=18963.msg231484#msg231484 Thread])
<pre>c:\path\to\ags\agsedit.exe -shelllaunch "%1"</pre>


(Conversion in progress...)
([http://www.bigbluecup.com/yabb/index.php?topic=12051.msg166879#msg166879 Thread])
----
'''CJ''': "You cannot load a '''game saved at a different resolution'''."
:''So start playing your low-res game in hi-res if you intend to switch to bigger-sized windowed mode later.''
----
'''CJ''': "The AGS editor can '''only automatically use 16-colour icons'''."
([http://www.bigbluecup.com/tracker.php?action=detail&id=153 Tracker])
----
'''CJ''': "'''Labels and text boxes have a maximum length of 200 [characters],''' just like the max string length."
([http://www.bigbluecup.com/yabb/index.php?topic=13914.msg168605#msg168605 Thread])
----
'''CJ''': "'''Tiled sprite import''' now goes from left to right in rows (...)"
----
'''Scorpiorus''': "You can have about '''150 lines of text [in a listbox].'''"
----
'''CJ''': "'''You can have up to 1000 rooms''', but any numbered &gt;300 will not have their state saved when the player leaves the room.
This basically means that room script variables, object positions, etc will all be reset to their default values when you leave the room."
([http://www.bigbluecup.com/yabb/index.php?topic=13914.msg168605#msg168605 Thread])
----
'''CJ''': "'''Beta versions of the engine are larger''', because they don't have all the debug code stripped out, and aren't compressed."
([http://www.bigbluecup.com/yabb/index.php?topic=12051.msg150828#msg150828 Thread])
----
'''CJ''': "(...) '''#define is replaced with its definition''' at compile-time (...)"
([http://www.bigbluecup.com/yabb/index.php?topic=13234.msg158627#msg158627 Thread])
----
'''CJ''': "'''AGS v2.3 and later request 85 Hz''' from DirectX."
----
'''Erica McLane''': "'''Games compiled for DOS have 60 Hz''' (...)"
----
'''CJ''': "[When '''creating a translation source''', AGS] only scans backwards 10 characters to check for the 'GetxxxProperty' (...)"
([http://www.bigbluecup.com/yabb/index.php?topic=13043.msg156462#msg156462 Thread])
----
'''CJ''': "[Regarding '''fatal exceptions''' ] (...) eip +5997 means the MP3 player and eip +379 means a problem drawing the GUI (...)"
([http://www.bigbluecup.com/yabb/index.php?topic=12798.msg153456#msg153456 Thread])
----
'''Esseb''': "(...) 320*200 which is what the game engine reverts to '''if no config file is present'''."
([http://www.bigbluecup.com/yabb/index.php?topic=12787.msg153098#msg153098 Thread])
----
'''CJ''': "(...) to ensure [the pathfinder] always works, your '''walkable areas should always be at least 3 pixels wide'''."
:''I suppose the same applies to non-walkable areas.''
----
<del>
'''Gilbot''': "'''Sprite datas are always stored in the basic executable''', the splitted resources only contain room data."
</del>
:''As of AGS v2.7, sprite data is stored in the first splitted resource file.''
----
<del>
'''CJ''': "'''The inventory window currently keeps track of the order that items are added to it''', until (...) the player character is changed, at which point the items switch back to the default order."
([http://www.bigbluecup.com/yabb/index.php?topic=12870.msg153895#msg153895 Thread])
</del>
:''As of AGS v2.7, the inventory item order for each character is remembered.''
----
'''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."
([http://www.bigbluecup.com/tracker.php?action=detail&id=172 Tracker])
----
'''CJ''': "(...) '''Character.UnlockView 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."
----
'''CJ''': "'''Character.FaceLocation''' will only allow [a character] to face directions which he can actually walk in."
----
'''inFERNo''': "...'''every interaction in the [interaction editor] list is executed first''', the run script always when all others are done."
----
'''CJ''': "The '''maximum room height''' is 1400 pixels (at 320x200 resolution - you could have a 2800-tall 640x400 room)."
:''I asked CJ for clarification:''
'''CJ''': "The pathfinder uses an 1400-sized array for storing potential routes, and there's one row for each line."
:''That means in 320x200 and 320x240 the maximum room background height is 1400 pixels, in 640x400, 640x480 and 800x600 it's 2800 pixels. In theory, there's no width limit.''
----
'''CJ''': "(...) '''objects are placed with 320x240-res co-ordinates''', so at 640x480 you can only place them on even pixels."
:''Keep this in mind when designing your backgrounds/objects!''


==Scripting==
==Scripting==


Soon
'''CJ''': "'''Keys that aren't listed in the ASCII Code Table have no guarantees about their keycode numbers''' and may well overlap keys that are listed."
([http://www.bigbluecup.com/yabb/index.php?topic=21763.msg265903#msg265903 Thread])
----
'''CJ''': "I'd just like to clarify that there is '''no point in using a short rather than an int as a local variable'''.
In fact, ints are faster because the CPU is better at reading/writing 32-bit chunks of memory than it is at 16-bit chunks."
([http://www.bigbluecup.com/yabb/index.php?topic=21214.msg259479#msg259479 Thread])
----
'''CJ''': "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 creating massive ones unless you really need to."
([http://www.bigbluecup.com/yabb/index.php?topic=21191.msg258882#msg258882 Thread])
----
'''CJ''': "The workaround for '''displaying player-entered strings''', in case anyone wants to know, is simply to do this:
<pre>Display("%s", playerString);</pre>
since that way, the player string will not be parsed for special tokens."
([http://www.bigbluecup.com/yabb/index.php?topic=12051.msg157449#msg157449 Thread])
----
'''CJ''': "(...) you have to '''place the export after the variable's declaration''' (...)"
([http://www.bigbluecup.com/yabb/index.php?topic=18972.msg231473#msg231473 Thread])
:''So you don't necessarily have to put the exports at the '''end''' of scripts.''
----
'''CJ''': "Yes, the script engine has a '''limit of 9 parameters in a function call'''."
----
'''CJ''': "Note that '''optional parameters only work with int and enum''' parameters, you can't do it with strings or floats."
----
'''CJ''': "It's
<pre>protected import static function get_slots();</pre>
Basically, to be consistent with Java/C#, '''the protection level always goes first'''."
([http://www.bigbluecup.com/yabb/index.php?topic=17697.msg226163#msg226163 Thread])
----
'''CJ''': "You'll get [an error] if you define over '''4 KB's worth of variables inside a function'''."
([http://www.bigbluecup.com/yabb/index.php?topic=17550.msg215027#msg215027 Thread])
----
'''CJ''': "(...) it's not until a room is loaded that the '''current viewport size''' is known."
([http://www.bigbluecup.com/yabb/index.php?topic=12051.msg170758#msg170758 Thread]) - ([http://www.bigbluecup.com/tracker.php?action=detail&id=470 Tracker])
:''So better not use system.viewport_width or system.viewport_height in game_start.''
----
'''(Unknown)''': "You can use :''return;'' to '''abort the rest of the script'''."
----
'''CJ''': "'''Local room scripts have their data segment saved''' when the room is destroyed, so all variables retain their values."
:''Useful to store the condition of light switches, for example.''
----
'''CJ''': "'''RunInventoryInteraction (...) doesn't get run immediately''' - instead, it gets run when the calling script finishes."
:''Applies only if the interaction runs a script. Interaction editor commands are executed immediately.''
----
'''CJ''': "The '''number of game loops [speech text] stays for''' is:
<pre>int gameloops = ((StrLen(text) / game.text_speed) + 1) * GetGameSpeed();</pre>
([http://www.bigbluecup.com/yabb/index.php?topic=14364.msg174988#msg174988 Thread])
----
'''CJ''': "'''Functions cannot return structs or arrays''' - they can only return primitive types."
([http://www.bigbluecup.com/yabb/index.php?topic=13458.msg162111#msg162111 Thread])
----
'''Gilbot''': "'''A [char] is a one byte integer''', so you can use = and = = directly."
([http://www.bigbluecup.com/yabb/index.php?topic=13300.msg160466#msg160466 Thread])
:''Meaning, unlike strings, you can do''
<pre>
char tmpchar = 'A';
tmpchar += 2; // will make tmpchar into 'C'
</pre>
----
'''RickJ''': "A '''variable declaration in the header''' will cause a :''seperate'' [static] variable (...) for each room."
:''Could be used instead of room properties if you need to change them at run-time.''
----
'''SSH''': "'''Strings in structs''' have to be declared as :''char desc [256];''"
([http://www.bigbluecup.com/yabb/index.php?topic=12418.msg147974#msg147974 Thread])
:''I think it's 200, the AGS maximum string length:''
:<pre>
struct myStruct {
  char mystring [200];
};
</pre>
:''Since you can't make arrays from string variables, you can make it from such a struct instead.''
----
'''Scorpiorus''':
<pre>cJack.Say("The new code is %04d", GetGlobalInt(99));</pre>
(...) will '''add leading zeros''' (up to 4) if necessary."
:''Here are more format flags:''
<pre>
// (number) = Create a field (number) characters wide:
Display("Here comes %4d a test", 22); //=&gt; Here comes &nbsp;&nbsp;22 a test
 
// - = Left justify:
Display("Here comes %-4d a test", 22); //=&gt; Here comes 22&nbsp;&nbsp; a test
 
// 0 = Field is padded with 0's instead of blanks:
Display("Here comes %04d a test", 22); //=&gt; Here comes 0022 a test
 
// + = Sign of number always shown:
Display("Here comes %+d a test", 22); //=&gt; Here comes +22 a test
 
// (blank) = Positive values begin with a blank:
Display("Here comes % d a test", 22); //=&gt; Here comes &nbsp;22 a test
</pre>
----
'''RickJ''': "The character's '''global inventory variables are integers''' and can be used to keep track of how many items the character has."


==Characters, objects & hotspots==
==Characters, objects & hotspots==


Soon
<del>
'''Scorpiorus''': "(...) the exact '''[MoveCharacterToObject]''' offsets (...) are +5 and +6 from the object's x and y respectively (...)"
([http://www.bigbluecup.com/yabb/index.php?topic=14323.msg174331#msg174331 Thread])
</del>
:''This function is obsolete as of AGS v2.7''
----
'''CJ''': "A character with a '''move speed of 0 instantly warps''' to their destination."
([http://www.bigbluecup.com/yabb/index.php?topic=14364.msg185447#msg185447 Thread])
----
'''Spyros''': "The '''default [idle view delay]''' is 20 sec."
:''It's hidden in the manual.''
----
'''Cornjob''': "(...) '''Character.LoseInventory''' only decreases the quantity by 1."
<del>([http://p098.ezboard.com/fdosuserforumsfrm6.showMessage?topicID=220.topic ezboard-Thread]</del>
:'' Similarly, Character.AddInventory increases the quantity by one each time it's used.
So better use''
<pre>if (player.InventoryQuantity[iCoin.ID]) { // if player has one OR MORE of inv item iCoin</pre>
:''instead of''
<pre>if (player.InventoryQuantity[iCoin.ID] == 1) { // if player has EXACTLY one inv item iCoin</pre>
----
'''CJ''': "There is an undocumented Character.on variable, which is normally 1, but you can set it to 0 to '''make the character invisible'''."
:''Note that Character.Walk and the like don't work with characters turned off this way.''
----
'''Scorpiorus''': "'''If the hide player option is ticked''' [the Character.on variable] holds 0."
([http://www.bigbluecup.com/yabb/index.php?topic=14295.msg173897#msg173897 Thread])
----
'''CJ''': "Directly modifying Character.room won't prompt a room change, it'll just '''make the player character disappear'''."


==Multimedia==
==Multimedia==


Soon
'''CJ''': "'''If you don't want to bundle the flic's''', just put them in your Compiled folder rather than your game folder, and they won't get built into the EXE."
([http://www.bigbluecup.com/yabb/index.php?topic=20631.msg251734#msg251734 Thread])
----
'''Scorpiorus''': "(...) the '''PlayMP3File(filename) function requires the mp3 file to be in the game\compiled folder''' rather than game folder."
:''I think this is in the manual. However, I find it worth repeating.''
----
'''CJ''': "The ''''Play music on room load'''' only accepts music numbers from 1-120.
To play a higher numbered music, you need to use PlayMusic."
----
'''CJ''': "'''Music 0 is automatically played at game startup.'''"
:''Works with compiled games, too.'' :)
----
'''(Unknown)''': "If you import 24-bit pictures in AGS, it will '''automatically convert to [16-bit]'''."
:''Just import 24-bit pictures into your high-color game.''
----
'''Windows default sound volume''': All sliders to 50%
----
'''CJ''': "(...) AGS doesn't actually use [Media Player] itself [to '''play avi videos'''], but it uses the same [DirectShow] that MP does."
----
'''Scorpiorus''': "(...) [if music disabled or no sound card] '''GetMP3PosMills()''' always returns 0 (...)"


==Miscellaneous==
==Miscellaneous==


Soon
'''CJ''': "You can '''disable the abort key''' by doing: game.abort_key = -1;"
([http://www.bigbluecup.com/yabb/index.php?topic=18139.msg220807#msg220807 Thread])
:''Please don't. If your game locks up, the user won't be able to abort.''
----
In dialog scripts, the ''''...' will pause for 1 second''' (regardless of game speed setting).
----
'''CJ''': "(...) [calling "game.exe --setup"] is '''all that the winsetup.exe program does'''."
----
'''CJ''': "You can '''rename winsetup.exe to anything you like''', it will still work."
----
Character to '''mask % symbol in strings''': %
<pre>Display("The %% is the percent symbol.");</pre>
 
Character to '''mask quotemarks in strings''': \
<pre>Display("The \" is a quotemark.");</pre>
 
Character for '''line breaks in strings''': [
<pre>Display("The [ is a line break.");</pre>
 
Character to '''mask [ in strings''': \
<pre>Display("The \[ is a left brace.");</pre>
----
 
===Adventure Creator / Adventure Game Studio version history===
 
*1997-02-?? - [http://www.bigbluecup.com/ac_100.zip ac_100.zip]
*1997-07-10 - (Revision)
*1998-12-18 - (Version 1.00 SR-1)
*1999-01-16 - [http://aafiles.bicycle-for-slugs.org/ags/ac_11.zip ac_11.zip] (hosted by Fuzzpilz)
*1999-01-31 - (Version 1.12)
*1999-02-13 - [http://aafiles.bicycle-for-slugs.org/ags/ac_112.zip ac_112a.zip] (hosted by Fuzzpilz)
*1999-03-20 - [http://aafiles.bicycle-for-slugs.org/ags/ac_113.zip ac_113.zip] (hosted by Fuzzpilz)
*1999-04-10 - [http://aafiles.bicycle-for-slugs.org/ags/ac_114.zip ac_114.zip] (hosted by Fuzzpilz)
*1999-05-?? - (Version 1.14a)
*1999-09-18 - [http://aafiles.bicycle-for-slugs.org/ags/ags_200x.zip ags_200x.zip] (hosted by Fuzzpilz)
*1999-09-26 - [http://aafiles.bicycle-for-slugs.org/ags/ags_201.zip ags_201.zip] (hosted by Fuzzpilz)
*1999-10-01 - [http://aafiles.bicycle-for-slugs.org/ags/ags_202.zip ags_202.zip] (hosted by Fuzzpilz)
*1999-11-26 - [http://aafiles.bicycle-for-slugs.org/ags/ags_203.zip ags_203.zip] (hosted by Fuzzpilz)
*2000-01-10 - [http://aafiles.bicycle-for-slugs.org/ags/ags_204.zip ags_204.zip] (hosted by Fuzzpilz)
*2000-02-13 - ags_205.zip
*2000-02-15 - (Version 2.05 SR-1)
*2000-02-17 - [http://aafiles.bicycle-for-slugs.org/ags/ags_205.zip ags_205_sr2.zip] (hosted by Fuzzpilz)
*2000-03-07 - ags_206.zip
*2000-03-09 - [http://aafiles.bicycle-for-slugs.org/ags/ags_206.zip ags_206_sr1.zip] (hosted by Fuzzpilz)
*2000-04-28 - ags_207.zip
*2000-05-01 - (Version 2.07 SR-1)
*2000-05-03 - (Version 2.07 SR-2)
*2000-05-13 - (Version 2.07 SR-3)
*2000-05-19 - [http://aafiles.bicycle-for-slugs.org/ags/ags_207.zip ags_207_sr4.zip] (hosted by Fuzzpilz)
*2000-07-22 - [http://aafiles.bicycle-for-slugs.org/ags/ags_210.zip ags_210.zip] (hosted by Fuzzpilz)
*2000-07-23 - [http://aafiles.bicycle-for-slugs.org/ags/ags_211.zip ags_211.zip] (hosted by Fuzzpilz)
*2000-07-?? - (Version 2.11 SR-1)
*2000-07-25 - (Version 2.11 SR-2)
*2000-08-22 - [http://aafiles.bicycle-for-slugs.org/ags/ags_212.zip ags_212.zip] (hosted by Fuzzpilz)
*2000-11-28 - (Version 2.13)
*2000-11-?? - (Version 2.13 SR-1)
*2000-12-03 - (Version 2.13 SR-2)
*2000-12-23 - (Version 2.13 SR-3)
*2001-01-01 - (Version 2.14)
*2001-01-27 - (Version 2.14 SR-1)
*2001-02-01 - ags_214_sr2.zip
*2001-02-04 - ags_214_sr3.zip
*2001-02-07 - ags_214_sr4.zip
*2001-02-14 - [http://aafiles.bicycle-for-slugs.org/ags/ags_214_sr5.zip ags_214_sr5.zip] (hosted by Fuzzpilz)
*2001-02-22 - ags_215.zip
*2001-02-28 - ags_215_sr1.zip
*2001-03-10 - ags_215_sr2.zip
*2001-03-30 - [http://www.bigbluecup.com/ags_215_sr3.zip ags_215_sr3.zip]
*2001-05-28 - [http://aafiles.bicycle-for-slugs.org/ags/ags_22.zip ags_22.zip] (hosted by Fuzzpilz)
*2001-08-06 - [http://www.bigbluecup.com/ags_221.zip ags_221.zip]
*2001-12-13 - [http://aafiles.bicycle-for-slugs.org/ags/ags_222.zip ags_222.zip] (hosted by Fuzzpilz)
*2002-01-26 - [http://aafiles.bicycle-for-slugs.org/ags/ags_23.zip ags_23.zip] (hosted by Fuzzpilz)
*2002-03-23 - [http://www.bigbluecup.com/ags_231.zip ags_231.zip] - '''Final DOS-based editor, still fully supporting graphical scripts'''
*2002-07-?? - ags_24.zip
*2002-07-18 - (Version 2.4a)
*2002-07-21 - [http://aafiles.bicycle-for-slugs.org/ags/ags_24b.zip ags_24b.zip] (hosted by Fuzzpilz)
*2002-09-18 - [http://aafiles.bicycle-for-slugs.org/ags/ags_25.zip ags_25.zip] (hosted by Fuzzpilz)
*2002-09-?? - (Version 2.5a)
*2002-09-23 - (Version 2.5b)
*2002-10-25 - (Version 2.51)
*2002-10-?? - [ftp://a-v-o.selfhost.de/ags/v2-51a/ags_251a.zip ags_251a.zip] (hosted by a-v-o)
*2002-11-25 - [ftp://a-v-o.selfhost.de/ags/v2-52/ags_252.zip ags_252.zip] (hosted by a-v-o)
*2003-01-30 - [ftp://a-v-o.selfhost.de/ags/v2-53/ags_253.zip ags_253.zip] (hosted by a-v-o)
*2003-03-20 - [ftp://a-v-o.selfhost.de/ags/v2-54/ags_254.zip ags_254.zip] (hosted by a-v-o)
*2003-06-06 - [ftp://a-v-o.selfhost.de/ags/v2-55/ags_255.zip ags_255.zip] (hosted by a-v-o)
*2003-08-29 - (Version 2.56)
*2003-08-?? - (Version 2.56a)
*2003-08-?? - (Version 2.56b)
*2003-09-06 - [ftp://a-v-o.selfhost.de/ags/v2-56/ags_256d.zip ags_256d.zip] (hosted by a-v-o)
*2003-12-22 - [ftp://a-v-o.selfhost.de/ags/v2-60/ags_26.zip ags_26.zip] (hosted by a-v-o)
*2004-01-30 - ags_26_sp1.zip
*2004-05-30 - [ftp://a-v-o.selfhost.de/ags/v2-61/ags_261.zip ags_261.zip] (hosted by a-v-o)
*2004-11-06 - [http://www.agagames.com/ags/ags_262.zip ags_262.zip] (hosted by AGA) - '''Last version to also contain a DOS engine'''
*2005-06-05 - [http://www.bigbluecup.com/ags_27.zip ags_27.zip]
*...


==Assorted==
==Assorted==


Soon
'''Scorpiorus''': "(...) blocking commands block the text script but not the interaction editor's actions."
([http://www.bigbluecup.com/yabb/index.php?topic=14676.msg179442#msg179442 Thread])
----
'''CJ''': "The linux engine can play any games created with AGS v2.5 and later."
([http://www.bigbluecup.com/yabb/index.php?topic=14384.msg174948#msg174948 Thread])
----
'''CJ''': "(...) in the editor AGS has to convert the 16-bit images to 15-bit for display (or for clipboard copy)."
([http://www.bigbluecup.com/yabb/index.php?topic=11001.msg171794#msg171794 Thread])
----
'''CJ''': "Set your desktop colour depth to 32-bit, then run winsetup and select to run the game in a window.
Then, you can launch ACWIN (or any AGS game) with the parameter '--15bit' (without the speech marks), which will '''force it into 15-bit mode'''."
([http://www.bigbluecup.com/yabb/index.php?topic=13721.msg166897#msg166897 Thread])
----
'''CJ''': "'''Object.MergeIntoBackground is effectively RawDrawObject''' followed by Object.Visible = false (...)"
([http://www.bigbluecup.com/yabb/index.php?topic=12051.msg166879#msg166879 Thread])
----
'''CJ''': "(...) '''with TTF fonts the full 256 characters are supported''' (but not unicode, sorry)."
:''Works only using translations, not directly.''
----
'''CJ''': "(...) GUI names actually #define to a special '''hidden function FindGUIByName''', so that even if the numbers have changed, it will still find the right one."
([http://www.bigbluecup.com/yabb/index.php?topic=13234.msg158627#msg158627 Thread])
----
'''Gilbot''': "(...) '''FLICs are limited to 256 colours''' (...)"
:''FLI supports only one resolution: 320x200 with 256 colors
FLC supports any resolution up to 1024x768 with 256 colors.''
----
'''Scorpiorus''': "AGS moves characters only when all scripts are finished."
----
'''CJ''': "Only characters, objects, mouse cursors and GUI backgrounds support being drawn with an alpha channel in-game."
:''You can have '''alpha-channel GUI buttons''' if you use a GUI background image that has no background layer.''
----
'''CJ''': "If the conversation is launched from a global script function (eg. the character interaction) then repeatedly_execute doesn't run in the background (...)"
:''Is this still true?''


==External links==
==External links==


*[http://www.strazer.net/ags/tidbits.htm strazer's original page]
*[http://www.strazer.net/ags/tidbits.htm strazer's original page]
0

edits