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Topics - lemniscate

#1
Okay, new question. Thank you guys for being so helpful by the way.

I want to make a game styled like a Humongous Entertainment game (Pajama Sam, Freddi Fish, etc.). These games are different from all the other gameplay styles I've seen, and it's clear that AGS is not optimized around this style.
I'm sure there is still a way to make it work, though, so that's what I'm here to ask!

If you are not familiar with these games: You cannot walk freely, and all animations are hand-drawn. For example, if you were to click on an object that's on the other side of the room, the player character would go over to the object, talk about it etc, and then move back to his original position. All movement is hardcoded and all animations are unique.

Is there a viable way to achieve this in AGS?
#2
Hello!
I'm new here, so forgive me if this is a stupid question.

I want to have the mouse cursor's graphic change depending on what it's hovering over.
I have tried this:
Code: args

function hHotspot1_MouseMove()
{
mouse.ChangeModeGraphic(eModeCanClick, 2);
}

Which does of course change the cursor graphic when the mouse moves over the hotspot. However, it doesn't change the graphic back when the cursor moves back off of the hotspot.
I have tried accessing the
Code: args
hHotspot1_MouseMove()
function as a boolean, to see if I could check when the mouse was still on the hotspot or not, but the code does't appear to work like that.

The only other thing I can think of is having the rest of the screen a different hotspot that when moused over will change the cursor graphic to the default. I'd rather not fill up the entire screen with a hotspot, though.
Is there some simpler way to achieve this? ??? Thanks!
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