I've seen this before, but haven't played around with it yet. Looks awesome.
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//room background:
//black
palette[0].r = 4;
palette[0].g = 14;
palette[0].b = 4;
//cyan:
palette[1].r = 12;
palette[1].g = 24;
palette[1].b = 12;
//magenta:
palette[2].r = 34;
palette[2].g = 42;
palette[2].b = 4;
//white
palette[3].r = 38;
palette[3].g = 46;
palette[3].b = 4;
//objects:
//black:
palette[32].r = 4;
palette[32].g = 14;
palette[32].b = 4;
//cyan:
palette[33].r = 12;
palette[33].g = 24;
palette[33].b = 12;
//magenta:
palette[34].r = 34;
palette[34].g = 42;
palette[34].b = 4;
//white
palette[35].r = 38;
palette[35].g = 46;
palette[35].b = 4;
UpdatePalette();
//black
palette[0].r = 4;
palette[0].g = 14;
palette[0].b = 4;
//cyan:
palette[1].r = 12;
palette[1].g = 24;
palette[1].b = 12;
//magenta:
palette[2].r = 34;
palette[2].g = 42;
palette[2].b = 4;
//white
palette[3].r = 38;
palette[3].g = 46;
palette[3].b = 4;
UpdatePalette();
struct PaletteCycle
{
String system;
String game;
String Year;
int palette0r;
int palette0g;
int palette0b;
int palette1r;
int palette1g;
int palette1b;
int palette2r;
int palette2g;
int palette2b;
int palette3r;
int palette3g;
int palette3b;
bool UsedForCycle;
};
PaletteCycle palettecycles[60];
function select_random_palette()
{
if (ranPaletteTotal < 60)
{
ranPalette=Random(59);
if (palettecycles[ranPalette].UsedForCycle == true)
{
select_random_palette();
}
else if (palettecycles[ranPalette].UsedForCycle == false)
{
ranPaletteTotal++;
palettecycles[ranPalette].UsedForCycle = true;
Lamountpalettes.Text = String.Format("palettes shown: %d", ranPaletteTotal);
palette[0].r = palettecycles[ranPalette].palette0r;
palette[0].g = palettecycles[ranPalette].palette0g;
palette[0].b = palettecycles[ranPalette].palette0b;
palette[1].r = palettecycles[ranPalette].palette1r;
palette[1].g = palettecycles[ranPalette].palette1g;
palette[1].b = palettecycles[ranPalette].palette1b;
palette[2].r = palettecycles[ranPalette].palette2r;
palette[2].g = palettecycles[ranPalette].palette2g;
palette[2].b = palettecycles[ranPalette].palette2b;
palette[3].r = palettecycles[ranPalette].palette3r;
palette[3].g = palettecycles[ranPalette].palette3g;
palette[3].b = palettecycles[ranPalette].palette3b;
UpdatePalette();
Wait (10);//waittimecycle
select_random_palette();
}
}
else if (ranPaletteTotal == 60)
{
SetTimer (1, 300);
SetTimer (2, 60);
return;
}
}
Quote from: Crimson Wizard on Thu 25/06/2020 11:43:30mmhh... could be indeed. I assumed it was about coordinates. if it isn't about them, my example is also misunderstood
I wonder if "X direction" mean coordinates, actual mathematical direction (vector), words like LEFT, RIGHT,etc or just hotspot name, like "Walk to Table"?
Quote from: santitassara on Thu 25/06/2020 01:22:04
i want my label to show "walk to X direction" when the walk to button is clicked .
function on_mouse_click(MouseButton button) {
// called when a mouse button is clicked. button is either LEFT or RIGHT
if (IsGamePaused())
{
// Game is paused, so do nothing (ie. don't allow mouse click)
}
else if (button == eMouseLeft)
{
if (mouse.Mode==eModeWalkTo)
{
String wtt = String.Format ("walk to %d, %d direction", mouse.x, mouse.y);
WTx = mouse.x;
WTy = mouse.y;
L_WTD.Text = wtt;
}
}
...
}
function repeatedly_execute() {
if ((player.x == WTx) && (player.y == WTy)) L_WTDo.Text = "";
...
}
// main global script file
int WTx;
int WTy;
Quote from: Dannymac247 on Thu 25/06/2020 00:09:32
As to the issue of the game autoclicking through dialogue, I've never seen anything like it. May be an AGS issue, rather than a game issue, but I'll keep an eye out for it.
Quote from: Shadow1000 on Thu 25/06/2020 01:05:15Confirmed it is alt-tab that triggers this isue.
is it possible that you ALT + TABBED while playing, then came back to the game to trigger this?
Quote from: Crimson Wizard on Wed 24/06/2020 14:42:13Yep, that does the trick. Thank you!
COLOR_63 = COLOR_255 * 63 / 255
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