Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: on Sun 13/03/2005 03:47:36

Title: Automatic RoomChange after Time
Post by: on Sun 13/03/2005 03:47:36
Ok i want to make an introduction screen. I want to be able to play the music which is 14 seconds long ( I know how to play music ) then after the 14 seconds is up go to the next mini intoduction screen (play another music) then go to the actual game. Like in the sierra Games were they have the SIERRA logo then the KINGS QUEST ............. Then you go to the character playable room automaticly.
But i dont know what to script and where to script it. Please help me

Joe
Title: Re: Automatic RoomChange after Time
Post by: Ponch on Sun 13/03/2005 05:40:55
After loading the first room, just make the game wait 14 seconds before loading the next room.

Wait(560);
NewRoom(x);

And just make the new room play the new music on load.

Hope this helps,

Ponch
Title: Re: Automatic RoomChange after Time
Post by: on Mon 09/01/2006 09:26:13
Where do you type that?
I have version 2.7
Title: Re: Automatic RoomChange after Time
Post by: Gilbert on Mon 09/01/2006 09:28:30
"Player enters room (after fade-in)" is one possibility.
Title: Re: Automatic RoomChange after Time
Post by: Ashen on Tue 10/01/2006 12:16:58
Also, might I suggest using WaitKey() or WaitMouseKey() to make it skippable?
It's just a personal preference, but I hate it when you HAVE to sit through that type of screen every time you start a game.
Title: Re: Automatic RoomChange after Time
Post by: Gilbert on Tue 10/01/2006 12:23:18
Wait*Key()?

Why not just enclose that part of codes with: StartCutscene() and EndCutscene()? :=

So, something like:

StartCutscene(eSkipMouseClick);
Wait(560);
NewRoom(x);
EndCutscene();
Title: Re: Automatic RoomChange after Time
Post by: Ashen on Tue 10/01/2006 12:32:05
Well, because ... see ...

I thought about that, but it's two more lines of code to use Start/EndCutscene, which isn't a lot I admit but it DOUBLES the lines used, and I'm lazy like that. If there's more to it than just 'Play music, wait', then Start/EndCutscene is the better option.

Also, shouldn't that be:

StartCutscene(eSkipMouseClick);
Wait(560);
EndCutscene();
NewRoom(x);

Or the room change would be skipped too?
EDIT: re: Gilbot. Huh, well I never. Shows how much I've used cutscenes.

See also this thread (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=24417.0).
Title: Re: Automatic RoomChange after Time
Post by: Gilbert on Tue 10/01/2006 12:35:55
Nope, that's not how "Cutscenes" work, skipping a cutscene just meant playing it in fast forward motion, it won't skip any lines.

Anyway, those Wait*Keys() can be used also here.