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Messages - Sedgemire

#1
Shouldn't you have

Code: ags
MyCounter = 1;


instead of MyCounter +=1, and vice versa (= 0;) with the second one. The same could be done with a boolean variable, but I guess it all comes down to personal preference.
#2
No problem, have a great time designing your game!
#3
You could declare a boolean variable in the beginning of the room script:

Code: ags
bool LookedPanel = false;


After the script what happens after you look at the panel, enter:

Code: ags
LookedPanel = true;


Then check in the interaction command script, whether the variable checks as true or false:

Code: ags
if (LookedPanel == true) {
//Your script if player looked at panel before
} else {
// Your script if player didn’t look
}
#4
Hi!

I tried searching for the solution to this by googling and on the forums, but couldn't find anything.

I have a noise filter in my game, which is a GUI in the size of the game resolution, and the animation is handled in the Rep_ex_always section in the GlobalScript (GUI.BackgroundImage & timers).

For some reason, when the GUI is visible, my LucasArts style speech isn't above the character. For example when the character is standing in the left side of the room, the speech appears on the right hand side of the room etc. The problem doesn't seem to relate to my animation handling, because the problem occurs also with a static GUI.

Should I ditch the whole plan of using a noise filter in this manner, or could anybody explain why this happens?

Thanks in advance.
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