Its with buttons being the things the player added to the inventory.Its definitely figured out by now. Thanks for your help both of you.
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Show posts Menu Object *o = Object.GetAtScreenXY(mouse.x, mouse.y);
if (o != null && o.GetProperty("inventory")==true)
{
mouse.Mode=eMouseLeftInv;
}
QuoteYou do realize that once you have imported it into AGS, this will not make any difference, since AGS stores sprites in its own internal format regardless of the format of the original files?No,I didn't realize that.But why is it faster loading in a game with imported tiff files?I know it's changed to sprites but why is it faster even though its changed? Could it be because of a different way of displaying colors?I've gone through a few tests in my game and it seems much faster with imported tiff files.
QuoteAs far as I know, TIF and TIFF is just the same thing, so it's a matter of adding new extension to a file filter.That's what I figured.
QuoteDo you mean dragging around the list, or drag & drop whole folders from the file explorer to import sprites?Yes ,I meant to say to drag and drop whole folders within the sprite panel(as in to be able to organize the sprite folders).
QuoteWhat is that supposed to mean? Should everyone who doesn't know the answer post here to say they don't know the answer?Of course not.
if(Hotspot.GetAtRoomXY(mouse.x, mouse.y)==hHotspot1)
{
if(fries2.Animating||fries.Animating)
{
mouse.Mode=eModeWalkto;
}
else
{
mouse.SaveCursorUntilItLeaves();
mouse.Mode=eModeclickable;
}
}
if (GetLocationType(mouse.x, mouse.y) == eLocationCharacter||GetLocationType(mouse.x, mouse.y) == eLocationObject && \\I thought maybe something here to set the condition of animating.)
{
if(__//any object that the mouse is over__.animating==true)
{
mouse.SaveCursorUntilItLeaves();
mouse.Mode=eModeclickable;
}
}
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