Okay, so I have a GUI that uses buttons to display a sort of "checklist" when the player succeeds at things. The buttons have an initial graphic that is just a transparent bar, and when the player succeeds at something, that action includes a little snippet to change the button's graphic to show it as done, like so:
Code: ags
Where 411 is the sprite number of the correct new graphic. This works just fine! The weird part comes in when the game is saved and then restored from a saved game. Suddenly, the buttons have reverted to their previous transparent appearance... or so it seems. Actually, when they're moused over, the correct graphic populates, which makes it seem like something is preventing the saved game from remembering the button's new graphic until it is somehow interacted with. (For the record, these buttons aren't clickable - they don't do anything but display the graphic.)
What am I missing here? Is it something about changing the button's NormalGraphic property vs. something else I should be using instead?
if (cCharacter.ActiveInventory == iKey)
{ bBlessing.NormalGraphic = 411; }
Where 411 is the sprite number of the correct new graphic. This works just fine! The weird part comes in when the game is saved and then restored from a saved game. Suddenly, the buttons have reverted to their previous transparent appearance... or so it seems. Actually, when they're moused over, the correct graphic populates, which makes it seem like something is preventing the saved game from remembering the button's new graphic until it is somehow interacted with. (For the record, these buttons aren't clickable - they don't do anything but display the graphic.)
What am I missing here? Is it something about changing the button's NormalGraphic property vs. something else I should be using instead?