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Topics - Shaque

#1
G'day friends. Such a wonderfully resourcefull forum that I rarely need to post anything at most times, but this time I'm a little miffed (as I usually get ), but my issues are answered quite appropriately and very quickly when I get stuck, so here goes...

I have made myself a nice little pause screen for my 800 x 600 hi-colour game. Basically, its a small 320 x 120 box within an 800 x 600 GUI with the words "Game Paused - Click mouse to continue", but it's a graphic, not a text box. In the area around the box, every second pixel is black with every other the transparent colour, making it appear as though the screen tinted when the game is paused. It's a very nice effect.

Now here's my problem... Room0 is the splash screen of my game with all GUI's made invisible and the player hidden (obviously). The space bar activates the pause even here and when you unpause the game, all GUI's become visible like I want them to in the global script. The thing is, I don't want the pause GUI to be active while on the splash screen. I've tried disabling the interface but that just stops me from quitting or continuing the game. The game works fine otherwise, no scripting errors.

Q. Can I disable the space key until room1?

While I'm on it, I've not found anything in the help files or online, unless I have not read everything...

Q. I have @SCORE@/@TOTALSCORE@ on the left side of my status bar, @OVERHOTSPOT@ in the middle, but I would like the room description on the right. How do I display the room description without calling a script in every room? Is there a GUI token that handles room descriptions?

Thanks in advance...
#2
I have a question regarding setting baselines for characters. Well, only one really, but I change his view occasionally and one of the views requires that the baseline be set to the middle of the sprites. I have a normal view and an isometric view, but when I try to set a walkable area with an overhead view, I want to be able to alternate the baseline to account for overhead areas. Otherwise, I have to shift the walkable mask down a few pixels til it looks right. I would much rather import a predrawn set of masks. I'm not using seperate characters, only several views on the one character. My AGS version is up to date and I know the script function for changing the baseline, but I'm not very good with scripting and I don't really know where to put it or how to make it change back to normal baseline when I need it to. Can anyone help me? Thanks in advance.
#3
I have a problem with one section of my game. Eddie turns to his computer to check his emails, the monitor can be seen to switch on while he is online and then switches off when he turns the monitor off. Now...

1. First attempt to try this to work was to create a single image of the room, make an object invisible on it (the overlay for the monitor) so that when Eddie switches it on the object is shown, initially invisible. Since this action is only done once in the game, I have the object removed from the room. The problem is that when I interact with the monitor, I get a script error. I am sure I'm not doing it correctly, but I haven't found a solution in the forums so far. Basically, I want an object to show itself in the room (which is located over a room hotspot, where the initial interactions are run), then disappear once the scipt for the interaction is complete. I have added a conditional loop to not have this happen a second time, so I can discard this object after this interaction.

2. Second attempt to do this is to create the same image for the room, only in the second image I have the monitor turned on. Question: without animating the room, is there a way I can swap the room image from the original, to the monitor on image and back again? While I'm on this subject, is there any way I can place images in a room as overlays using the same interactions? Like non-object animated sprites.

Any help on this is much appreciated.
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