is it just me, or is the WORDS.TOK section of the AGI Specs far from adequate? I couldn't figure out how the end of a word was determined until I looked at the example code, the AGI Studio source code and the NAGI source code...where does that 0x80 stuff come from? I don't see any mention of it in the AGI Specs whatsoever.
also, I'm considering the possibility of making the graphical editor for the BLG able to generate code for doors. I of course know how to implement them, but what's the most efficient implementation you can think of? I would say that in the case of multiple doors, it would be more efficient to use a temp. var to store a number corresponding to which door is being interacted with and to reuse the flags rather than have multiple flags for each door. any other optimizations anyone can think of?
|just found the explanation for the WORDS.TOK thing in an old version of the AGI Specs...wonder why that was removed in version 3.0??
I encountered a few errors in the agi specs when I was working on NAGI. The specs sorely need an update though.. preferably in the current docbook format however, so you can easily convert it to pdf/doc/html whatever..
i like your idea of adding doors to blg since i am planning many many screens for my game .
hope it works out
|When dealing with doors, I either determine my distance from the object representing the door, or use obj.in.box to determine which door i'm interacting with. However, you'll notice there aren't many doors in VG.