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Topics - MistyShires

#1
I feel like a complete idiot but I have to ask, otherwise I might end up tearing my own hair out...

I am in the progress of programming a book with multiple pages where there is a retrievable inventory-item at the end. I think that I understand how the item itself is going to be programmed but the problem is that I am trying to figure out the best way to program the changing of the pages. So far, I have been using simple buttons where the 'Next Page' button changes the background-graphic of the GUI to show the next two pages (who are on the same sprite) and a 'Last Page' button that changes the background graphic to what it used to be.

What I am currently trying to figure out is a way to make the 'Next Page'-button change the Graphic to not just one specific sprite (because there are a total of four sprites) but to change it to the next one in the order until its hits the last one in the series where the button stops being clickable. How would you do that? I am still new to this so I feel kind of lost.

While I am on a similar note, I also wonder if something similar could be done for a classic combination-lock. Like how the puzzle is solved if specific spites are aligned in the correct order. I have a feeling that this is going to be really useful going forward so any advice with this one is really appreciated.
#2
With everything that I have been reading regarding GUIs, this dilemma is really making me scratch my head.

I have been thinking about the potential of using a GUI as a close-up for investigating an item closer and something that I always saw in other Point and Click-games (especially room escape-games) was hiding items for puzzles inside these kinds of closeups (like hiding a small item inside of a book that you have to flip through).

Is that possible in AGS? Or will I potentially have to use an extra room for that (which I would ideally want to avoid given you can only have so many rooms in one game)?
#3
Hello!

I have been thinking about adding a basic stealth-mechanic during certain areas of my game to increase the tension.

The first moment that I wish to experiment with being in a basement full of boxes with the character only being able to walk pass certain gaps between them when the enemy isn't looking (viewable through some kind of lighting-effect, walking at the wrong time and being seen will off course result in a game over).

I was a tad curious how this could be done in AGS and depending on how difficult it would be to code, I might be interested in adding a bigger stealth-area later on.

PS: I have no idea if this belong here or under Advanced questions. Please tell me if I need to relocate it.
#4
Hello!

I grew up with 2D adventure games and recently got inspired to turn some vivid imagery from my nightmares into something more productive. In this case a 2D adventure game.

Now, I have no background in coding whatsoever and so far is just playing around with the tools to get the hang of them while I am working on the art assets. Which leads me to my question.

The first room of the game takes place in the entry hall of a mansion that is separated into two floors through a staircase and the plan is that the player would move between the different hallways of the two floors as they solved the puzzles. But I realized that the game only checks for which edge the player walks off of when it transitions into the next room, which makes sense given the way the tool is designed but it doesn't really help me with my conundrum.

Is there a way to make the game check for not only which edge the player walks off of when choosing which room to transition into, but also which floor? Like through the different walkable areas or something? I'd prefer to not have to redraw the entire background again to split the room into two so solving it through the code would be really nice.
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