I love the ambient & beautiful graphics!
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Show posts MenuQuoteI still think that's a mistake that you are applying a tint to the region in the repeatedly_execute_always. There should not be a need to do that. Your code sets exactly same tint configuration to the 3 regions multiple times per second, over and over again. Instead, you could simply do that once, in room's "before fade-in" event. Or even simplier - in the region properties.
function region1_WalksOnto()
{
player.Tint(245, 161, 237, 50, 100);
}
function region1_WalksOff()
{
player.RemoveTint();
}
function room_FirstLoad()
{
int i = Random(4);
if (i == 0) Channel = aIntro01.Play(eAudioPriorityNormal, eOnce);
if (i == 1) Channel = aIntro02.Play(eAudioPriorityNormal, eOnce);
if (i == 2) Channel = aIntro03.Play(eAudioPriorityNormal, eOnce);
if (i == 3) Channel = aIntro03.Play(eAudioPriorityNormal, eOnce);
if (i == 4) Channel = aIntro04.Play(eAudioPriorityNormal, eOnce);
}
function room_Load()
{
region[1].Tint(245, 161, 237, 50, 100);
region[2].Tint(200, 245, 245, 50, 10);
region[3].Tint(140, 245, 240, 30, 100);
cDarcy.Tint(140, 245, 240, 30, 100);
cDarcy.Transparency = 0;
Channel.Volume = 80;
Channel2.Volume = 100;
if (Look == 1)
{
cDarcy.ChangeView(3);
}
}
function room_AfterFadeIn()
{
player.SetWalkSpeed (25, 15);
}
function hHotspot1_WalkOn()
{
player.ChangeRoom (5, 230, 1010, eDirectionRight);
}
function hHans_Talk()
{
player.RemoveTint();
player.Walk(1175, 950, eBlock, eWalkableAreas );
player.FaceDirection (eDirectionRight);
player.ChangeRoom(8, 800, 830, eDirectionLeft);
}
function hJimmy_Talk()
{
player.RemoveTint();
player.Walk(585, 900, eBlock, eWalkableAreas);
player.FaceDirection (eDirectionLeft);
player.ChangeRoom(7, 1600, 920, eDirectionLeft);
}
function hPoliceEntrance_Interact()
{
player.RemoveTint();
player.Walk (185, 815, eBlock, eWalkableAreas);
player.FaceDirection (eDirectionUp);
player.ChangeRoom(10, 460, 1000, eDirectionRight);
}
function room_RepExec()
{
if ((Channel == null) || !Channel.IsPlaying)
{
int i = Random(4);
if (i == 0) Channel = aIntro01.Play(eAudioPriorityNormal, eOnce);
if (i == 1) Channel = aIntro02.Play(eAudioPriorityNormal, eOnce);
if (i == 2) Channel = aIntro03.Play(eAudioPriorityNormal, eOnce);
if (i == 3) Channel = aIntro03.Play(eAudioPriorityNormal, eOnce);
if (i == 4) Channel = aIntro04.Play(eAudioPriorityNormal, eOnce);
}
Channel.Volume = 80;
}
/////////////////////////////////////////////REGIONS
function region1_WalksOnto()
{
player.Tint(245, 161, 237, 50, 100);
}
function region1_WalksOff()
{
player.RemoveTint();
}
function region2_WalksOnto()
{
player.Tint(200, 245, 245, 50, 10);
}
function region2_WalksOff()
{
player.RemoveTint();
}
function region3_WalksOnto()
{
player.Tint(140, 245, 240, 30, 100);
}
function region3_WalksOff()
{
player.RemoveTint();
}
function repeatedly_execute_always()
{
region[1].Tint(245, 161, 237, 50, 100);
region[2].Tint(200, 245, 245, 50, 10);
region[3].Tint(140, 245, 240, 30, 100);
}
function cJohn_Talk()
{
player.RemoveTint();
player.Walk(1300, 1050, eBlock, eWalkableAreas);
player.FaceDirection (eDirectionRight);
}
Quote from: Danvzare on Thu 23/12/2021 19:05:54Quote from: Rik_Vargard on Thu 23/12/2021 17:46:53Spoiler
So I think I got killed by the killer?
When I go back to the farm and the scarecrow shows up?
Since I didn't find all the clues?
Because of the "The end?" message?
Or is it a cliffhanger ending? To be continued?
[close]Spoiler
Yep, that's how it ends.
It's supposed to be a reference to old horror movies, and it leaves it open for a possible sequel in the future.
If you find both secret clues, you do get a tiny bit extra if you want some sort of closure, such as whether or not Crepe dies at the end.[close]
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