Hello, I've started a game I'm calling "Opening Night", and it's going to be about all the various crazy things that can happen during tech week before opening a live theater show. I'm a community theater president, and I've got lots of stories saved up about last-minute craziness. I don't think I've ever seen a game quite like what I'm creating, so that's pretty cool.
In some commercial AGS games I've played, the inventory interface allows the player to "look closer" at inventory items. I want this functionality to be required to solve a few of my puzzles. Right now I use the following code, and I wanted to see if if I'm going down the right path.
From globalscript.asc:
Code: ags
And this is what the interface looks like so far:


Thoughts? Am I going about this the right way, or is there a better way to do "full screen" inventory item examination? Thanks for your input.
In some commercial AGS games I've played, the inventory interface allows the player to "look closer" at inventory items. I want this functionality to be required to solve a few of my puzzles. Right now I use the following code, and I wanted to see if if I'm going down the right path.
From globalscript.asc:
function gScript1_OnClick(GUI *theGui, MouseButton button)
{
gScript1.Visible=false;
}
function iScript1_Look()
{
gScript1.Visible=true;
Display("&8 The script is barely readable.");
Display("&9 Our photocopier is a piece of crap.");
}
And this is what the interface looks like so far:


Thoughts? Am I going about this the right way, or is there a better way to do "full screen" inventory item examination? Thanks for your input.