Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - nneader

#1
I have background that has 4 or 5 houses spanning the background. I want to create an object or objects that animate smoke coming out of the chimneys. 

I can do it one of two ways:
1. large object that spans all of the houses, then animate using a large sized png. 

2. use smaller, more precise objects that animate each chimney individually with smaller pngs.

I spend more time with the 2nd procedure, however, if I sacrifice the speed of the game...it is not worth it.

Any suggestions would be great.
#2
I created a gui that has one label.  Using a timer, the label will disappear after awhile, then reappear when a hotspot is clicked

Question.....

Is there any added benefit/drawback having the gui visibility be false/true rather than having the label visibility be false/true?
#3
I saw this in the manual:

Here's an example of using the array:

  health[3] = 50;
  health[4] = 100;
  health[player.ID] = 10;
this sets Health 3 to 50, Health 4 to 100, and the Health index that corresponds to the player character's ID number to 10.

I understand what arrays are and how to use them, except I read this code and wonder what this means :   health[player.ID] = 10;
I read the explanation about 5 times and I still don't understand.
Can someone explain this one to me?

Thanks in advance.
#4
Ok, I have been trying to figure this out in my head concerning scripts.  I went through the manual and the forums and I think I have it, however, sometimes the conversation in the thread takes a weird turn.  At that point I scratch my head and wonder if I am getting it.

Here is how I think it should work...Am I right?

R Click on the Script's Node and choose New script (Name it whatever, because the name is only for the me...correct?) In this example, I name it BigBlue

In that new script, BigBlue, I put my code like this....

Code: ags

function my_awesome_thingy() 
{
  A BUNCH OF CODE HERE...
}


This is where I get confused, however, I believe I go up to the top of the BigBlue script and type:

Code: ags

import function my_awesome_thingy();


So right now, that function in the “BigBlue” script should be good to go...right?  I can access it in...let's say a room script, under an event.  For this example,  let's add this new function to room1's script under the Room_AfterFadeIn.  Should be...

Code: ags

function room_AfterFadeIn()
{
my_awesome_thingy();
}


This should work correctly, right?  If not, please show me.

Does the actual script name, “BigBlue” mean anything in AGS anywhere else?
Also, if I want to use my function, “my_awesome_thingy();” in another script (in the Script Node), I have to make sure it is ABOVE the one I want to use it in...right?

Thanks in advance!
#5
Ok, I know this is basic, however, I have searched for the answer in the forums AND manual.

I want to change the background color (not an image, just color) on the speech box.  Where do I change this exactly?  Right now it is white, which I am assuming is default.

Also, is this a global change?

Thanks!
SMF spam blocked by CleanTalk