![]() ![]() Here, you will see the complete sprite set for the game. This is no problem, because you can import your own graphics using the Sprite Manager. When you were choosing the graphics for the object earlier in this tutorial, you probably noticed that most of the graphics available didn't look up to much. You can enter the color for the center dot and also for the surrounding 4 pixels. This allows you to switch on an option so that when the selects an inventory item, the mouse cursor for it will have a dot and mini-crosshair drawn on it, to show the player where the hotspot is. While you are starting off with AGS, it is recommended to use the supplied standard Sierra-style inventory window.įinally, you may have noticed a "Hotspot Marker Settings" frame at the top of the Inventory pane. To use this, you will need to edit the GUI to add it, so I will explain this later on. The other option is a custom inventory window. Finally, (INVSHR), probably the best option, will draw it at actual size if it will fit, or shrink it if not. You can also have the current inventory item displayed in its own button on the icon bar by creating a button on the GUI and setting its text to (INV) which stretches the item picture to the button size, or (INVNS) which draws the inventory item picture straight onto the button with no resizing. The default option is the Sierra-style pop-up inventory window, which is popped up by clicking on the Inventory icon on the icon bar. You have two choices about how the inventory is displayed to the player - a built-in inventory window to get you started, and support for custom inventory windows when you're ready to make your own. This means, if you want to create a game like Day of the Tentacle, where the player can control three different characters, each character will have a separate inventory. NOTE: Each character in the game carries their own set of inventory items. The available events are described in the reference section. Click the "Events" button (the lightning bolt button at the top of the property grid), which brings up a list which works identically to the hotspot events. The last thing to do with the inventory items is to define their events: what happens when the player manipulates them in the inventory window. To change this, select the "Image" entry in the property grid on the right, and click the "." button. On the left you'll see the graphic used for the object in the inventory window. To create a new item, right-click on the "Inventory items" node.ĭouble-click on an inventory item to open it up. Here, each item has a number and a script name which you use in scripts to identify the object. Adventure Game Studio makes this inventory easy for you to manage.Įvery inventory item which the player may carry during the game at one time or another is listed under the " Inventory items" node. Most adventure games allow the player to carry a set of objects, which he can then use to solve puzzles. Please continue to the Colours Editor topic for more information. You set your chosen color depth by opening the General Settings pane and adjusting the Color Depth setting near the top of the list.Īfter that double click the "Colours" node in the project tree, which will open a "Colours" pane and let you set up your game's palette. You CANNOT use hi-color nor true-color sprites or backgrounds in a 256-color game.Īll this means, use 8-bit color only when you know what you are doing or when you intentionally want to punish yourself with lots of nerdy fumbling around on settings for colormodes that were not artist's decisions but actual hardware limitations of the time and every artist is glad these restrictions are no longer in place.īut you can do really cool color cycling effects only in 8-bit games, other than that this is really outdated technology, but it still works of course, and how it works is explained in the next paragraphs. This is because all sprite and background scene imports rely on the palette setup to be the same. If you want to use 8-bit, you need to set up the palette. If you want to use 32/16-bit color, you can still use 256-color backgrounds and sprites if you want to, but the engine will only run in a 32-bit color resolution, thus slowing it down. The first thing you need to do when you create a new game is to decide whether you want to use 8-bit (palette-based) color or 32/16-bit (true-color / hi-color). These include inventory items, sprite graphics, palette setup and other things which do not depend on individual rooms. Now that you know how to create a room, it's time to set up the game-wide settings. ![]()
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