Modules:
Modules are amazing, they can add a lot of functionality to a game
and they are easy to include, Plus they are compatible with
Mac and Linux unlike plugin's which only run on windows. Most
plugin functions have been re-created into modules. Also you
don't have to include the module with the compiled game unlike
plugins.
allows you to create normal random dice, or if you want
it more advanced it can create a weighted dice which has
more chance of landing on certain numbers.
You can create 3D games with this simple 3d engine, which includes collision detection, jumping
and character movement. This is by far the most complex
module ever made for AGS. This module also uses plugin's so
only windows users can use it.
allows you to create normal random dice, or if you want
it more advanced it can create a weighted dice which has
more chance of landing on certain numbers.
Want a FoA-style status line? Description can do it!
Want a hotspot description that follows the cursor? Description
can do it!
Want the description on an Overlay or a GUI? Description can
do it!
Want the text to stay still while you're over the same hotspot?
Description can do it!
Functions to translate strings into alternate characters
for displaying foreign characters more easily, if a font
has replaced unused characters with accented ones.
This amazing module allows you to have an icon based dialog
system like the one in disc world in your game. It does take
a bit of setting up however, you need to create a gui and
change some settings to get it to run how you want.
Creates an animated reflection like the once-popular java
lake applets. Reflects a background image (can specify an
alternate background frame). Characters and objects can optionally
be reflected (by reflecting a screenshot rather than a background
frame).
The LineBreak module provide's
functions to insert,
remove, and manage line-breaks within Strings of text. The
module contains
functions for adding line-breaks,
testing whether a String contains any line-breaks, converting
module line-break
Strings into AGS compliant line-breaks (an opening bracket
('[') within the
text), converting AGS bracketed line-breaks into module line-breaks,
counting
the lines a String contains, retrieving the type of line-break
a String contains
(hyphenated, broken based on width, or based on a set of delimiters),
removing line-breaks from a String, parsing a String which
is then read back by another function a single line at a time,
and retrieving the last parsed String.
Something to do with checking mouse movement's and performing
actions. For example if I hold the mouse button and drag the
mouse left, it could show some text. If I drag the mouse right
it would show different text. It also recognizes clockwise
and counter clockwise movement as well as some others.
This simulates the cancelable interactions in Lucas Arts
games (Sam'n Max, DOTT). You go 'Open Door', but you can still
move your guy elsewhere if you feel like it.
Allows you to switch hotspots, walkable areas and objects
on or off for other rooms. When you enter affected room, the
hotspots and things will be changed before it fades in.
This is a script module designed for those who want to
have the hotspot name displayed when the mouse hovers on it.
It uses a text overlay for the purpose.
Creates a 360 degree rotatable room from a 1280x320 room
Requires a background image that's been stitched together
from four 320x320 images rendered in the four cardinal directions
The FOV of the render camera should be 90 degrees horizontally
and vertically.
This is a script module designed to simulate a parallax
scrolling effect, using layers of sprites which can scroll
with different speeds relative to the background. Currently
the module is very primitive, it can only use overlays for
the layers (so, all the objects and characters will be behind
these layers).
This is truly an amazing module. It can create amazing
fire and smoke effects as well as water. It comes with it's
own editor so that you can choose the particle settings for
your game.
The PersistentSpeech module allows character speech to
persist on-screen for a set amount of time. The default settings
work like Character.SayBackground (no speech animation),
but there are settings to apply speech animation, change
text color, and change speech font (without altering the
Character's settings).
Displays a character's speech message in the background
and plays an appropriate talk animation. You can queue up
multiple messages by typing in several functions one after
another.
This module provides a GUI which allows you to load/save/delete
saved games with screen shots through a list box.
For simplicity's sake, all these functions are merged into
one window and there are no confirmation boxes. Feel free
to change that to suit your needs.
A variation on the standard 'Pass code' idea. Instead of
entering the code on a standard keypad, the player presses
buttons to 'add' towards the total.
This script module implements a Vector class, also
known as a dynamic array. It can be used with integers, and
is useful in cases where the size of the array is unknown
until runtime, or when the array must change size.