Spoiler
Before you do anything else, you must cook the corn. Try to find a place where you can start a fire (think of how you would start a fire in a forest).
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Show posts MenuQuote from: splat44 on Wed 19/07/2006 04:12:21Great improvement over "Other worlds"
Quote from: MadReizka on Wed 19/07/2006 10:07:42
Have you modelled everything yourself?
QuoteLooking good, that is. What program are you using?
Quote from: Vince Twelve on Tue 18/07/2006 10:51:06
I just hope you avoid the way-too-far delivery quests and poorly defined exits that made your last game so frustrating to play for me.
Quote from: Ashen on Fri 02/06/2006 20:04:55maybe Chris / someone who understands alpha-cannels better than me can explain it better.
QuoteHave you tried altering the GUIs Z Order property? If the 'Background' GUI has a higher Z Order than the first one, it will appear on top of it.
QuoteFor a possible solution to both problems, what if you make one GUI just the inventory window - make it exactly the right size, position it to appear over the Background GUI at the right point, and give it an alpha-transparent BG image. Then have the visible background image and all the buttons, etc, on a second GUI (with a lower Z Order).
QuoteYou could also try adding an if (button == eMouseRight) mouse.SelectNextMode(); condition to the Inventory GUI's control function (in the editor, double click on any part of the GUI that's not a control to open the Script Editor the the right place) - but that only works for right-clicks on blank parts of the GUI (i.e. if you click a part of the InvWindow object that's not an item, it won't work). I'm sure there's a fairly easy way to get it to work wherever you click, it's just that I can't think of it right now as I'm about to fall asleep.
int KeyHeld=0;
function repeatedly_execute_always() {
if ((KeyHeld) && IsKeyPressed(KeyHeld)) return;
KeyHeld=0;
if (IsKeyPressed(' ')) {
gui[3].Visible = (!gui[3].Visible);
KeyHeld = ' ';
}
}
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