QuoteTake a step backwards
And change what may be considered a pest
Into these.
Could it be...
Spoiler
Pets
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Show posts MenuQuoteTake a step backwards
And change what may be considered a pest
Into these.
else if (GetLocationType(mousex+(offsetstartx-GetViewportX()), mousey+(offsetstarty-GetViewportY())) != eLocationNothing) ProcessClick(mousex,mousey, eModeUseinv); //inventory interact
else ProcessClick(mousex,mousey, eModeWalkto); //move to that spot
else{
ProcessClick(mousex,mousey, eModeUseinv); //inventory interact
}
if (Mouse.IsButtonDown(eMouseLeft) == 0){ //this executes if the button is released
/*SHORT CLICK*/
if (mouse.Mode != eModeUseinv){ //not holding an item
if (gui[inv_id].Visible==true){ //if inventory open
if (item != null){ //If cursor over item then set player holding item
player.ActiveInventory = item;
action_name = player.ActiveInventory.Name;
}
}
else if(/*IF OVER HOTSPOT && HOTSPOT SUPPORTS SHORT CLICK INTERACTION*/){
//RUN THE HOTSPOT INTERACTION
}
else{ //RUN WALK TO
if (process == false){
ProcessClick(mousex,mousey, eModeWalkto); //move to that spot
}
}
}
else if (GetLocationType(mousex+(offsetstartx-GetViewportX()), mousey+(offsetstarty-GetViewportY())) != eLocationNothing) ProcessClick(mousex,mousey, eModeUseinv); //inventory interact
else ProcessClick(mousex,mousey, eModeWalkto); //move to that spot
clicked=0; //click done
timer=0; //timer reset
}
}
QuoteWhich part of a clock is used?
QuoteWhat grinds down mountains and kills everything?
QuoteDon't postpone the things you're most scared of/bored by, because that just means you risk putting in a lot of work and then giving up once you have to deal with those things.is great advice. So is the point about game length - I once read on here that people are far too ambitious with their first game (creating their magnum opus). I am guilty of this. Either start with a short game or produce a game that can be released episodically. I can only assume but I expect you will feel you've achieved more if you can release your first game fairly quickly and it will also give you the opportunity to refine things for the next episode.
Game.SetAudioTypeVolume(eAudioTypeMusic, sMusic.Value*10, eVolExistingAndFuture);
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