- Am I right that the repeatedly_execute_always function should work even if the game is paused? Well, I don't know if it is a bug or not, but when I use a pup-up GUI the repeatedly_execute_always function is not called. I needed this and, well, I found out how to solve this problem: I made the GUI a normal visible one, used GUIOff in the game start function, and when I turned the GUI on again it worked like I wanted it.
- CJ, is it on youre list to add a command to set a non player character to a special position when changing the room he is in? I would find it very useful. I know that I can change his position with global variables in the new room, but it would be much easier with a special command which I could call in all rooms.
- I checked the manuel, but I couldn't find something like "SetButtonFont" Did I just miss it?
- In my first game "A very special dog" I used some kind of speech. The dog (my main character) barks while what he says is displayed. But the barking doesn't take as many time as it takes to read the text. Is there any variable I can change so that the text stays displayed even if the speaking is finished, for the time it would normaly stay if I woudn't use speech?
- I really like the preview function for views, but if I have some big sprites the preview window doesn't show the whole sprite, because it is too small. It seems that I can't change the size of the preview window.
Well, I don't know if I perhaps missed a few things or if some of these things were already mentioned, so please just tell me if I'm wrong with some of these things.
QuoteAm I right that the repeatedly_execute_always function should work even if the game is paused?
This should probably be clarified in the manual. repeatedly_execute_always runs once every game loop. In a situation where game loops are not running (eg. game paused, dialog options displayed), it doesn't run.
Quote- CJ, is it on youre list to add a command to set a non player character to a special position when changing the room he is in? I would find it very useful. I know that I can change his position with global variables in the new room, but it would be much easier with a special command which I could call in all rooms.
Do it yourself:
function NPCNewRoomEx(int charid, int room, int x, int y) {
character[charid].room = room;
character[charid].x = x;
character[charid].y = y;
}
and then just import it in the script header:
import function NPCNewRoomEx(int charid, int room, int x, int y);
Quote- I checked the manuel, but I couldn't find something like "SetButtonFont" Did I just miss it?
This hasn't been requested before, so it hasn't been added. Would you find it useful?
QuoteIs there any variable I can change so that the text stays displayed even if the speaking is finished, for the time it would normaly stay if I woudn't use speech?
The nearest you can do is use SetSkipSpeech to set it to No Auto Remove, which will force the player to press a key. There's currently no option to do what you're after.
Quote- I really like the preview function for views, but if I have some big sprites the preview window doesn't show the whole sprite, because it is too small. It seems that I can't change the size of the preview window.
Hmm, it should do. Having just looked into it, it seems the window doesn't stretch itself properly in 320x200 games, so I'll get it fixed.
QuoteQuote
- I checked the manuel, but I couldn't find something like "SetButtonFont" Did I just miss it?
This hasn't been requested before, so it hasn't been added. Would you find it useful?
Yes, I would find it useful. :) :) :)
And, thanks for the other information.
Quote from: Pumaman on Mon 19/07/2004 20:46:16
QuoteAm I right that the repeatedly_execute_always function should work even if the game is paused?
This should probably be clarified in the manual. repeatedly_execute_always runs once every game loop. In a situation where game loops are not running (eg. game paused, dialog options displayed), it doesn't run.
Hmm, I think it is getting called if the game is paused, i.e. when a pop up modal GUI is being displayed or after the PauseGame() function has been called as in that case the loops are still running.
Quote from: Sinitrena on Mon 19/07/2004 21:09:15
QuoteQuote
- I checked the manuel, but I couldn't find something like "SetButtonFont" Did I just miss it?
This hasn't been requested before, so it hasn't been added. Would you find it useful?
Yes, I would find it useful. :) :) :)
And, thanks for the other information.
Actually SetButtonColour() can be quite useful too.