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Topics - Klarnolph

#1
I feel like I'm slipping backwards on the learning curve here...

For some reason, the cursor, when I run the game, is the "Look at" cursor. I don't remember choosing it anywhere, and I can't find anywhere in code or settings if/how even to make the choice. (Anyhow, I'd like it to be... Pointer, i guess, since I'm making a 1st person game and I'd like to have a cursor mode that can trigger mouse over event but the player gotta choose a verb to change cursor.)

I got help with how to change and change back the cursor graphic at mouse over, which works fine. Though I'd now like the cursor to stay in the mode chosen by button press, thus only change over hotspot in the initial mode (that in this case would be Pointer, but is Look at, since I can't seem to change it). Like, when the player has chosen a mode, there is no reason for the cursor graphic to change.
I'd even be happy with no change of graphic at mouse over, I'd do fine with just a display text describing clickable areas. As long as I can choose a verb, click a hotspot and get my scripted response.

(I understand that cursor mode and cursor graphic are different things, they're just both involved in this.)

I built a GUI for display text, that I haven't put into use yet (for inner monologue and such), but with no mouse over graphic change, perhaps a mouse over display by the cursor would be nice. I might just be tired, but I now can't remember or find search result on how to get the display window to appear at mouse over but then disappear when the mouse leaves the area. As it is now, the text just sits there being stupid while the mouse goes on to further endeavours.

Also, the mouse changes and the button presses would be global, right?

My plan B is to make events on all hotspots: mouse over change the graphic/display text or whatever; certain mouse modes changes between rooms, display thoughts/text, gets used with an inventory item, etc. But I'd still like to set the initial mouse mode.
When I put anything in, set mouse mode or something similar, all I get is that it's "already defined". Okay, but where and how do I redefine it?

If "Walk to" won't be used, since it's 1st person, do I just leave it out or what's best?

It's late, I'm tired, but I figure that posting on here could give me a few hours' peace of mind, as there's probably no use pushing forward at this point. Also, I've been really happy with the answers I've gotten thus far, and also very happy with how nice you are to newbies! I'm trying my best!
#2
I'm trying to get my verb buttons to change the cursor mode.

So far I've made a GUI with five buttons, and set each button's Click Action to SetCursorMode, and the NewModeNumber to the corresponding cursor number. When I run the game, though, clicking the buttons does little to nothing, it blinks as if it changes image for a fraction of a second, but remains in Walk To mode.

If I'm supposed to put something in the global script, I haven't managed to find any info on it. I've read the manual and searched the forums.

Thankful for help!
#3
I', kinda new to this, and often get stuck in the gap between my acquired skill and what's explicit in the manual. A lot seems to be taken for granted that the user already knows.

My recent hangup is text windows. I've tried to set the coordinates for the Display box, but so far I've only managed to manipulate the x axis. On the y axis, the box sticks to the middle of the room, no matter what number I type.

I have also tried making a Text Window GUI, but when I want to set "Use GUI for dialog options", 0 is supposed to just put text at the bottom of the screen, right? Well, my Text Window GUI's ID is 0. with the ID 1, and have successfully typed "1" in "Use GUI for dialog options", but my dialogue text (one mouseover, one look at) is still in the standard display box and the GUI nowhere to be seen. How do I get it in there?

Last but not least, I would actually like the Text Window to display all text that is being said, thought or read, since my game is a single character, first person pov.
It can't be that uncommon, right? It's what seems most intuitive to me, based on my own gaming experiences, but seems impossible to find in the manual or forums. Except when the answer refers to information I'm expected to already have, and thus renders the answer useless to me.

I apologize in advance if I've missed an existing post about this or some of it - I have flipped through the forum but might just as well have missed something.

PS. What's with the Text Window GUI "textcolor" value? How do I know what number represents which color? It's default as "0" with nothing to choose from.
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