Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: michaelp on Wed 13/07/2011 05:04:58

Title: Room within a room
Post by: michaelp on Wed 13/07/2011 05:04:58
anyone know what this is called
and whats the syntex
http://i.imgur.com/D1mY7.gif
Title: Re: help
Post by: Wonkyth on Wed 13/07/2011 05:09:01
Wow.
Title: Re: Room within a room
Post by: Khris on Wed 13/07/2011 05:37:45
You mean like this: example from KQ5 (http://www.mobygames.com/game/dos/kings-quest-v-absence-makes-the-heart-go-yonder/screenshots/gameShotId,2086/)?

There's no special "syntex" to achieve that; I'd turn off the room transition and use a second room for that.
Title: Re: Room within a room
Post by: michaelp on Wed 13/07/2011 06:16:09
Quote from: Khris on Wed 13/07/2011 05:37:45
You mean like this: example from KQ5 (http://www.mobygames.com/game/dos/kings-quest-v-absence-makes-the-heart-go-yonder/screenshots/gameShotId,2086/)?

There's no special "syntex" to achieve that; I'd turn off the room transition and use a second room for that.

yeah thats it
Title: Re: Room within a room
Post by: BlueAngel on Wed 13/07/2011 08:49:24
Very interesting effect, I was looking for something like this for my dialogs!  :)
Title: Re: Room within a room
Post by: Khris on Wed 13/07/2011 12:53:47
So, is this solved then?

If not, like I said, create it as a second room, and in the event of entering the shop or whatever, use:

  SetNextScreenTransition(eTransitionInstant);
  player.x = 160;
  player.y = 185;
  player.Loop = 3; // Up
  player.ChangeRoom(7);


Draw a walkbehind over the entire lower portion including the border.