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Messages - wormcathedral

#1
Aha! Apologies for the late reply, I have turned on custom click handling now, but am wondering what exactly I should add to the code so that it... processes the click when I am in the inventory? I was conflicted as to whether or not to turn that option on, as I have seen different answers on the subject. Right now the code is as such:
Code: ags
 if (button == eMouseLeftInv) {
    player.ActiveInventory = item;
    mouse.ChangeModeGraphic(eModeUseinv, item.CursorGraphic);

Code: ags
   if (button== eMouseRightInv) {
         player.ActiveInventory = item;
    mouse.ChangeModeGraphic(eModeUseinv, item.CursorGraphic);

Thank you.
#2
I'm not 100% sure this qualifies as a 'beginner's question', but I'm still learning a lot, so I think it may count as one.

I've managed to get some things set up (ie: a working save/load system with the help of a good tutorial, and I've started working a little with global variables.)

Basically, my problem here is that I cannot for the life of me get the custom inventory GUI to work! As seen in the video below, items will go into the inventory GUI but the mouse mode will not change to reflect this (apologies for the clunkiness of everything, hahaha, it's a WIP)


I'm not sure if I missed something in the manual or a thread I read, but I've been stumped for a while about this.
I think it may have something to do with the mouse cursor code I use:

Code: ags
void UpdateMouseGraphic() {
  int newGraphic = 16; 
  int lt = GetLocationType(mouse.x, mouse.y);
  if (lt == eLocationHotspot || lt == eLocationObject) newGraphic = 17; 
  else if (lt == eLocationCharacter) newGraphic = 169;  
  if (lt == eModeUseinv) newGraphic = 167; 
  if (newGraphic != mouse.GetModeGraphic(mouse.Mode)) mouse.ChangeModeGraphic(mouse.Mode, newGraphic);


And then in rep ex:
Code: ags
UpdateMouseGraphic();


I apologise if something along this vein has been asked before and I just missed it, or if it's in the manual. Any help would be appreciated, thanks!
#3
Thank you all! I had a feeling about the 1x1 pixel trick, but I wasn't sure.  I'll look into these options.
#4
Hello! I'm new to this, and I'm currently just getting everything set up.

So, essentially, I want to have the 'SierraWithBackground' text box, but not have the portrait with it. I've tried looking around but haven't found anything on how to do this.

Because there's no speaking sprite with my characters, their text shows up in the usual lucasarts style, but I just want a textbox without the speaking sprite, is this possible and if so, how would I go about it?

Thank you.
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