Hey, here I am with another dumb question. This time I'm having trouble with a character staying transparent. That is, it's not, and I want it to. I'm using the newest version of AGS and I followed instructions I found in the help file for causing a character to "fade in" to the screen. However, I only want the character to fade in halfway, and then remain at 50% transparency. In the room's script I used a loop to fade the character in, then ran a couple of dialogs, then used another loop to fade him out. What actually happened was this: The character fades in to 50% as he is supposed to, but then he jumps immediately to a "no transparency" state, the dialog is run and then he just stays there. I can't figure out what I'm doing wrong. Any ideas?
--Mick
Well, it would be A LOT easier to help you if you'd consider posting (some of) your code here... ;)
I agree. Trouble is, I am not at the computer with the game at the moment. I will try to get some of the code up soon though--in the meantime if anyone has a clue what the problem might be just from looking at what I've already got up here, don't hesitate to post your ideas...
There was something similar to this about region lighting and low res games a couple weeks ago...I think that may have something to do with it, but I'm not too sure.
yes, there was a potentially similar topic, right here:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=21963.0
From the manual:
Run Dialog (int topic)
[...]
NOTE: The conversation will not start immediately; instead, it will be run when the current script function finishes executing.
To get around this, use two subsequent RunScript interactions and put the code after the RunDialog command in the second one.
I'm not sure why the character jumps to 100% opacity, though. Prolly something wrong with the while loop counter.