At least, I think that's what the problem is.
I'm making an intro sequence which, for the first two rooms, works fine. In the third room, however, which is just a Save As.. of the first one (so it should be the same, right?) I get a glitch in the bottom lefthand corner that shows a random frame of my PC's walk animation (the PC is hidden) when the room first fades in. The only difference between room 1 and room 3 is that room 3 transfers the ego character to a different room after it's played out the rest of the script.
Rooms 1 and 3 go like this:
In player enters room before fadein, I set two objects' views using the interaction editor.
In after fadein, I hide two GUIs and do start object animating on both objects using the interaction editor, followed by run script.
The script is:
Ã, // script for Room: Player enters room (after fadein)
StartCutscene(eSkipAnyKeyOrMouseClick);
Wait(360);
EndCutscene();
player.ChangeRoom(7, 177, 138);Ã, Ã,Â
For Room 3, the ChangeRoom sends them to 8 instead of 7. Room 1 works without any problems. Room 3 has that weird glitch.
The glitch is similar to one I got when I tried to hide my iconbar GUI in the before fadein section, and it went away when I moved that command to the after fadein section. However, when I try moving the set object views to after fadein it doesn't seem to help at all (and having it in before fadein works for Room 1).
Hopefully someone has an idea of why this might be happening?Ã, :-[
I suspect that your GUI was merery obscuring the glitch. All that stuff should be in before fadein (view setting and gui enable/disable).
I would guess that the problem is somewhere else than you have mentioned. Can you upload the game data so someone else can load it into the editor?
I'm not sure what you mean by the GUI hiding the glitch, since sometimes the glitch doesn't appear when the GUI is hidden.
Also, the glitch is taller than the GUI. When I disabled GUI 0 (my statusbar) in before fadein, everything was fine, but when I disabled GUI 1 (my iconbar) in before fadein, I got the glitch. When I disabled it in after fadein, everything was fine. At first. But when I resaved that room as a new room (so that there were two identical rooms, one of which I would edit slightly), the glitch came back, but only in those rooms. In the other rooms where the GUIs are hidden I have no problems. It might be worth mentioning, if it matters at all, that the room that original gave me the trouble was room0.crm.
Everything in the folder for the game is zipped and uploaded here for dl by anyone who wants to take a look:
http://www.mytempdir.com/705838
I'm not sure if that's the best way to transfer the information. If it's not please let me know what would be better.
OK, sorry for the delay. I worked out the problem. I think it is an AGS bug, actually. Here's the solution:
Take the Animation commands out of the interaction editor
Put the following in your scripts (either before or after fadein, doesn't matter)
object[0].Animate(1, 6, eRepeat, eNoBlock);
object[1].Animate(0, 5, eRepeat, eNoBlock);
I'll report the bug to CJ...