Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: Ali on Wed 27/10/2004 12:36:03

Title: Difficulty with NewRoomEx in inventory interaction script
Post by: Ali on Wed 27/10/2004 12:36:03
I couldn't find any info on this problem in the manual -

I have the line:

NewRoomEx (8, 111, 111);

In the Look At script for an item of inventory. When the player looks at the item the screen fades out and does not fade back in.

The first time I tried this I had a DisplaySpeech command before the fade-in in the target room, and after clicking the transition worked. Having removed this line the transition never works. Changing the target room to one I know works fine does not solve the problem - it still gets stuck.

Can anyone help? Am I overlooking something really basic?
Title: Re: Difficulty with NewRoomEx in inventory interaction script
Post by: strazer on Wed 27/10/2004 15:48:19
I've just tested it with a default game, it worked fine here.

Edit: I'm using v2.62 RC2.
Title: Re: Difficulty with NewRoomEx in inventory interaction script
Post by: Gilbert on Thu 28/10/2004 04:01:34
What did you put in the player_enter_screen(before/after) fadein events of room #8?
Title: Re: Difficulty with NewRoomEx in inventory interaction script
Post by: Ali on Thu 28/10/2004 17:43:45
Very foolishly I put something along the lines of:

DisplaySpeech (M, "Hello?");

In the before fade-in section. I'm not using the latest version of AGS - maybe I should be!
Title: Re: Difficulty with NewRoomEx in inventory interaction script
Post by: TerranRich on Thu 28/10/2004 19:48:50
Before fade-in? It won't show. No wonder it doesn't work.

If you're trying to have speech show up over a black background, then fade in the background, consider instead using a black object over the room image then fadinig that out.
Title: Re: Difficulty with NewRoomEx in inventory interaction script
Post by: Ali on Wed 03/11/2004 11:45:14
That will be helpful in future Quant, but my main problem is somehow I've prevented NewRoomEx from working from an inventory script whatever target room I choose.

It seems that my sloppy programming is to blame, if it works for strazer it ought to work for me. I'll just go over what I've done with a fine toothed comb.

Thanks for your help guys.