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TemplateSierraStyle
This template was previously listed as the 'default' template, with the majority of functions used being native to the engine itself. i.e. there is no separate script file to implement any additional behavior for the mouse cursor. This makes it a good choice for learning how AGS works, since it makes heavy use of the mouse cursor functions.
As a general guide, right clicking changes your cursor mode, left clicking uses the current cursor mode.
This template also contains the majority of examples for save game and option handling, and also demonstrates the default handling for an inventory window.
One script module is included, which allows the main character to be controlled with the keyboard. This is switched on and configured with some default settings, but can be reconfigured or switched off entirely by using the defined functions.
Example:
// configure the player for arcade action
KeyboardMovement.Mode = eKeyboardMovementModePressing;
KeyboardMovement.KeyUp = eKeyW;
KeyboardMovement.KeyDown = eKeyS;
KeyboardMovement.KeyLeft = eKeyA;
KeyboardMovement.KeyRight = eKeyD;
KeyboardMovementMode KeyboardMovement.Mode
Sets the keyboard movement mode. Possible values are:
eKeyboardMovementModeNone
(disable keyboard control)
eKeyboardMovementModeTapping
(tap a direction to move)
eKeyboardMovementModePressing
(hold down a direction to move)
eKeyCode KeyboardMovement.KeyUp
Assigns the key used to move the player upwards.
eKeyCode KeyboardMovement.KeyDown
Assigns the key used to move the player downwards.
eKeyCode KeyboardMovement.KeyLeft
Assigns the key used to move the player to the left.
eKeyCode KeyboardMovement.KeyRight
Assigns the key used to move the player to the right.
Getting Started in AGS
Editor Reference
- Music and sound
- Distributing your game
- Backing up your game
- The text parser
- Translations
- Global variables
- Custom Properties
- Plugins
- Lip sync
- New Game templates
- Debugging features
- Auto-number speech files
- Integration with Windows
- Source Control integration
Engine
Scripting
- Scripting tutorial part 1
- Scripting tutorial part 2
- Pointers in AGS
- Calling global functions from local scripts
- The script header
- String formatting
- Multiple Scripts
- Understanding blocking scripts
- Dynamic Arrays
- Extender functions
- Game variables
- Predefined global script functions
- repeatedly_execute (_always)
- Custom dialog options rendering
- Built-in enumerated types
- Script language keywords
- AudioChannel functions and properties
- AudioClip functions and properties
- Character functions and properties
- DateTime functions and properties
- Dialog functions and properties
- DialogOptionsRenderingInfo functions and properties
- DrawingSurface functions and properties
- DynamicSprite functions and properties
- File functions and properties
- Game / Global functions
- GUI functions and properties
- GUI control functions and properties
- GUI Button functions and properties
- GUI InvWindow functions and properties
- GUI Label functions and properties
- GUI List Box functions and properties
- GUI Slider properties
- GUI Text Box functions and properties
- Hotspot functions and properties
- Inventory item functions and properties
- Maths functions and properties
- Mouse functions and properties
- Multimedia functions
- Object functions and properties
- Overlay functions and properties
- Palette functions
- Parser functions
- Region functions and properties
- Room functions
- Screen functions
- Speech functions and properties
- String functions
- System functions and properties
- Text display / Speech functions
- ViewFrame functions and properties
Working on Legacy games
Upgrading from a previous version
- Upgrading to AGS 2.7
- Upgrading to AGS 2.71
- Upgrading to AGS 3.0
- Upgrading to AGS 3.1
- Upgrading to AGS 3.2
- Upgrading to AGS 3.3
- Upgrading to AGS 3.3.5
- Upgrading to AGS 3.4
- Upgrading to AGS 3.4.1
Legal Notice
Getting in touch