Even though I have no idea what you guys just said, that little piece of code was useful. I didn't know how to tell the script not to execute if I was in a certain room, so I did it this way:
Code: ags
and this to re-enable it once the game starts:
Code: ags
Well, that worked. The pause screen doesn't come up anymore on the splash screen, although I still wish I could stop the inventory window from opening there. Yes, I know... I'm a clean freak. Most people wouldn't bother if the game works smoothly, but I like to sweep the dust off everything I can.
With the room descriptions. maybe I should have mentioned that I run a variable called "Location" upon entry of every room, including the splash. I set Location = XX (RoomXX). In the game, my character finds map pages for his little book (ala MYST... ish) and the overlay will show only those maps that are found while the character is in that area or display the message "You don't have a map for that area."
As I don't really understand much about creating properties, do you think that doing so will be a better method of handling descriptions, locations and map overlays in the properties rather than in simple numeric variables? I'm a bit thick with all this, so please... treat me like a complete idiot. Thanks again in advance.
sectionstart on_key_press
if (player.Room !=0) {
if (keycode==32) PauseGame(); {
mouse.Visible = false;
gMenu.Visible = false;
gStatus.Visible = false;
gInventory.Visible = false;
gPause.Visible = true;
}
}
and this to re-enable it once the game starts:
#sectionstart on_mouse_click
function on_mouse_click(MouseButton button) {
if (IsGamePaused() == 1) {
UnPauseGame();
gMenu.Visible = true;
gPause.Visible = false;
gStatus.Visible = true;
mouse.Visible = true;
}
}
Well, that worked. The pause screen doesn't come up anymore on the splash screen, although I still wish I could stop the inventory window from opening there. Yes, I know... I'm a clean freak. Most people wouldn't bother if the game works smoothly, but I like to sweep the dust off everything I can.
With the room descriptions. maybe I should have mentioned that I run a variable called "Location" upon entry of every room, including the splash. I set Location = XX (RoomXX). In the game, my character finds map pages for his little book (ala MYST... ish) and the overlay will show only those maps that are found while the character is in that area or display the message "You don't have a map for that area."
As I don't really understand much about creating properties, do you think that doing so will be a better method of handling descriptions, locations and map overlays in the properties rather than in simple numeric variables? I'm a bit thick with all this, so please... treat me like a complete idiot. Thanks again in advance.