Thanks!
someone else mentioned inno set up too so its good to have a variety of options.

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Show posts Menu#sectionstart repeatedly_execute // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() {
// put anything you want to happen every game cycle here
int c=System.ViewportWidth-gOverhot.Width;
int x=mouse.x+3; if (x<0) x=0; if (x>c) x=c;
c=System.ViewportHeight-gOverhot.Height;
int y=mouse.y+5; if (y<0) y=0; if (y>c) y=c;
gOverhot.SetPosition(x, y);
}
function repeatedly_execute() {
// put anything you want to happen every game cycle here
lblTime.Text = String.Format("%02d:%02d, Day %d", GameTime.Hour(),
GameTime.Minute(), GameTime.Day());
// Start of special Following Code
if (cEgo.Moving == false) { // Player has stopped moving (obviously)
if (Follow == 1) { // If Jonah is still flying
// Change state (the 'Follow' variable), and have him fly to Ego
cJonah.FollowCharacter(null);
Follow = 2;
cJonah.Walk(cEgo.x, cEgo.y, eNoBlock);
}
else if (Follow == 2) { // If Jonah is on his way to Ego's shoulder
if (cEgo.Loop == 1 || cEgo.Loop == 0) cJonah.Baseline = cEgo.y -
1; // Or '==2' for the other shoulder
else cJonah.Baseline = cEgo.y + 1;
if (cJonah.Moving == false) { // Jonah is at Ego's location
// Make sure their Loops are always the same
cJonah.Loop = cEgo.Loop;
}
}
}
else { // If Ego is Moving
if (Follow == 2) { // If Jonah is 'at rest'
// Change state (the 'Follow' variable), and have him start flying free
cJonah.FollowCharacter(cEgo,0,0);
Follow = 1;
}
}
// End of special Following Code
}
function show_inventory_window () {
// This demonstrates both types of inventory window - the first part is how to
// show the built-in inventory window, the second part uses the custom one.
// Un-comment one section or the other below.
// ** DEFAULT INVENTORY WINDOW
// InventoryScreen();
// ** CUSTOM INVENTORY WINDOW
gInventory.Visible = true;
// switch to the Use cursor (to select items with)
mouse.Mode = eModeInteract;
// But, override the appearance to look like the arrow
mouse.UseModeGraphic(eModePointer);
}
#sectionend repeatedly_execute // DO NOT EDIT OR REMOVE THIS LINE
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