Hi
SOLVED.. Typical.... because started player near room had to add game.skip_display = 0;...
sorry guys..least its solved it..
Update: can add more display text's etc but only on keypress not auto.. So, is there a way to make it roll on automatically?
function room_RepExec()
{
if ((cmino2.x - cindy_bones.x <=50 && cmino2.x >= cindy_bones.x) || (cindy_bones.x - cmino2.x <50 && cindy_bones.x > cmino2.x))
Display("Game Over");
if ((cmino2.x - cindy_bones.x <=50 && cmino2.x >= cindy_bones.x) || (cindy_bones.x - cmino2.x <50 && cindy_bones.x > cmino2.x))
Display("Come on sonny!!");
if ((cmino2.x - cindy_bones.x <=50 && cmino2.x >= cindy_bones.x) || (cindy_bones.x - cmino2.x <50 && cindy_bones.x > cmino2.x))
cindy_bones.ChangeRoom(54);
}
Previously:
I have the below code in room_RepExec that works fine..
What I would like to do is add further todo's after displaying 'Game Over'.. ie: Change player View then Display text followed by abilty to Load Game because after the 'Game Over 'is displayed the game freezes in room_RepExec.....
if ((cmino2.x - cindy_bones.x <=50 && cmino2.x >= cindy_bones.x) || (cindy_bones.x - cmino2.x <50 && cindy_bones.x > cmino2.x))
Display("Game Over");
Any help/comments appreciated..
-barefoot-
Just use brackets to do more commands, then e.g. create another room with a gruesome death pic as background:
if (...) {
player.ChangeView(...);
...
Display("Game Over");
player.ChangeRoom(15, 0, -5); // switch to room 15 with the player outside the screen
}
In the room's after fadein, display options (Restore / Quit), either using a GUI or hotspots as buttons.
Hi Khris
sounds good.. i'll add that to my repertoire..
cheers
-barefoot-