Never mind.
Didn't realize you had to indent lines for it be recognized as code. Thanks for the help all.
Didn't realize you had to indent lines for it be recognized as code. Thanks for the help all.
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Show posts MenuQuote from: Wersus on Thu 25/11/2010 13:00:44How would I go about doing this?
You could put the "cDave.ChangeRoom (2);" into the end of the dialog.
Quote from: Ryan Timothy on Thu 25/11/2010 04:07:32
What are the starting coordinates of Mike, whom I'm assuming is the player character? It's possibly he is being drawn off the edge of the room background.
Also his view and loop may have a blank sprite.
On a side note: it's 'apartment' with only one P.
If Mike is the player character, you should set him as the player character. That way whatever room he is in, the game will change to that room.
Quote from: Ryan Timothy on Thu 25/11/2010 05:40:55
Oh wow, I honestly didn't know that each room had a ShowPlayerCharacter option. Looks as though this option can't be changed during script though. What a shame.
So yes Stickman, as Monkey said, it is one possibility why your player character isn't visible (assuming Mike is your player character). You may have changed it to false in the room setup.
Quote from: Ben304 on Thu 25/11/2010 06:40:03
I'd question this bit:Code: ags cDave.ChangeRoom(1, 300, 395); cDave.Walk (165, 250);
I'd suggest trying cDave.Walk(165, 250, eBlock);
Depending on walkable areas, you might also need to do cDave.Walk(165, 250, eBlock, eAnyWhere);
Quote from: Calin Leafshade on Sat 16/01/2010 04:34:24
that is exactly how the AGS command worksCode: ags if (condition) { DoStuff(); } else if (condition) { DoShit(); } else { DoTheBartMan(); }
although i love the idea of an "Or else!" function,Code: ags Make_My_Game_Awesome() or else!;
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