"Fade in" and "DisplayMessage" problem

Started by Gord10, Thu 23/08/2007 12:35:24

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Gord10

I am really ashamed of starting this topic, the solution is probably something easy that I missed in spite of my all searchings.

I am currently working on the new version of Lost in the Nightmare and now having a problem that I didn't have before.

I want my game to display a series of messages before fade in when a new room is entered. I use DisplayMessageAtY(0,200); code on "PlayerEntersRoom (before fadein)".

The whole messages are supposed to be seen on a black screen; the room is faded in when the messages are finished.

But it doesn't happen that way anymore. The first message gets seen on the black screen, the room background is loaded instantly and it gets loaded again with fade in effect when the messages are finished.

Weird thing is that I am not having this problem while playing the old version of Lost in the Nightmare. I have checked the global scripts in case I added a harmful code inside, but couldn't find anything about fadings or messages.

Worse thing, this problem occurs in the whole rooms that uses this kind of messages.

In case you would need to investigate the room, http://dosya.coolbluegames.com/room521.crm is an example room I'm having this problem.

[offtopic]
And also for some reasons I can't enter the AGS website without using the proxies for a few weeks. Is there anyway that i don't need to use the annoying proxies? Because it took my 1 solid hour to search this problem on the forums
[/offtopic]

Thanks in advance!

Edit: http://dosya.coolbluegames.com/room521.rar should work to download.
Games are art!
My horror game, Self

Khris

I've always thought that displaying messages before the fade-in doesn't do anything (i.e. one can't see the message) except to wait for a click.

I couldn't download the room, got a 404.

Gord10

#2
Puff. It seems like the only solution is to create a pitch black background frame and make this frame get appeared on those messages that were supposed to be seen before fade in.
The problem is, I have hundreds of rooms that needs this process. It will be a killer for me.
I hope I can release the new version of LitN before harming myself.
Games are art!
My horror game, Self

Ashen

You could make a 'dummy' room with a black background, and use that just for displaying messages. Instead of using DisplayMessageAtY in the 'before fadein' interaction of the room you want, you send the player to the dummy room and use player.PreviousRoom to check where they've come from, then run the appropriate messages before sending them back.

A little clunky, but should be easier than adding a black frame to hundreds of rooms.
I know what you're thinking ... Don't think that.

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