The spoiler tag We can use
Spoiler
does not work anymore.
[close]
Spoiler
instead, but it messes up a lot of old posts, where the spoilers are now in plain view.
Edit: Thanks, AGA!
Edit: Thanks, AGA!
[close]
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Show posts MenuQuote from: skooperstooper on Thu 15/09/2022 01:57:45Yes, that should work. If you make a "leave" hotspot, you could check for a bool variable. The extra coding will be to save which room the player is currently in when looking at the painting later on, to make sure he's returned to the correct room. So perhaps you are better off with your other suggestion.
Do I have to set up a variable for what just happened, then tell the room to check for it and immediately run the exit dialog if true? The player can look at that thing whenever they want after that without any dialog, so there has to be a way for the game to know to only trigger the exit dialog this one time.
QuoteThe bigger question would be if there's a simpler way to do that kind of insert without switching to another room, like opening a full screen gui? Like if I want the player to look at a painting and be able to click on different hotspots on it up close to display info, can that be done with a gui or are hotspots only a room thing?You can put clickable buttons on a GUI, which work like hotspots do (like the "quit" and "play" in the quit GUI). This will have the benefit of not having to leave and return to the room, just making the GUI visible or not.
Quote from: Snarky on Thu 08/09/2022 22:10:38I think maybe you're thinking of the video Babar posted (third post) in this thread?
I can't find it right now, but not too long ago someone posted a link to an article about how prospective buyers browse on Steam and other online stores (and emails for sales and other campaigns), emphasizing the importance of capsule art and other visual assets.
Quote from: Snarky on Thu 08/09/2022 17:15:18I get your point. If the problem or the solution is organic with the context, setting and/or the character, this may be achieved. I agree totally. But then again, one puzzle which you disliked, I think qualifies to these terms. It could only be in this game. I'm thinking of
I guess what I ideally want from a puzzle is a sense that this puzzle had to be here (and the solution had to be what it is), that it could only be in this game, and that it's just a little bit different from any puzzle I've seen before. And since ukz art games are so distinctive in other ways, I'm disappointed when the puzzles are, IMO, relatively uninspired.
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