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Topics - chip

#1
Hello,

somehow I lost the control in my game, but cant find out why.

In my game, when the intro starts the mouse cursor gets hidden via code, but after the intro is played, the mouse cursor is still hidden, I can move it but no clicks are "registered".
When I hover the invisble cursor over the verbs, the verbs are highlighted, but I also cant click on them.

If I spawn directly into this room, via character starting room, the mouse cursor is visible and the gamecontrols work as intended. The problem only occurs when I run the game from start, with several rooms before this, as the game intro.
The intro-code is always in "room_FirstLoad" and it contains a mouse.visible = true; at the end, but its still invisible and has no effects on any clicks everywhere

Is there some other commands to get controls back? Some mistake I might have put in that prevents this?
#2
Hello,

I have recreated some doors with the code from the demo room2

and it seem to work, but on one case I have a door that goes to the left instead of up, the problem here is, when you open the door and then click it, to walk through, the player goes up a bit and then changes the room. But he should go to the left, into this door, instead of up. Is that somehow "hardcoded" in the engine / template or how can I fix this?

The help section on tumbleweed-doors does not mention the walk-through-animation before the room is changed.
#3
Hello guys,

Ive searched the forum, but couldn´t find a helping thread..
What would be the best practice to create something like the mancomb-dialog in the scumbar, where you get a greater view of his face
and have some minor animations, like a smile or sad face depending on the different dialog options?

I can imagine doing it as a room or as a gui, but not sure what would be the best way, are the any pros or cons I should consider?





#4
Hello, I would like to get more variations in the dialogs, is it somehow possible to do a dialog like this:

Player say: "Tell me a story"

NPC say: "Random dialog picked out of some predefined sentences"

and how would I set this up?


#5
Im working on a main menu, most of the functional side is done I believe

There are clickable areas for start, load, and quit in form of hotspots, they work and do what I want so far,
is this a good way to do this?
One thing I dont like with this is when I hover mouse over the hotspot areas it renders the text "Walk to Hotspot 1".
Is it possible to hide these texts only for this specific room?



#6
Hello folks

with the tumbleweed template I try to hide the gui from the first room to make this my mainmenu, where I dont want the verbs and inventory to appear

When I use
Code: ags
function game_start() 
{

gMain.Visible= false;
}
in GlobalScript, it works and hides the gui, but as I process to room2 where the game "starts"
I cant get the gui back to visible, how would I do that the best way?
I try this code in the room2 script but it does not work:
Code: ags

function room_FirstLoad()
{
gMain.Visible = true;

}



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