Change Character View and Option Screens

Started by Alexis Vale, Thu 14/08/2003 19:34:45

Previous topic - Next topic

Alexis Vale

Sorry if that sounded like a confusing title. I have two questions this time.

First: Changing a character's view when they enter a room.
I would like my character's clothes to be red when he enters a dark room. I have sprites of him in his normal clothes for his normal views, and I have sprites of him in his dark room clothes for his dark room views. To do this would I use SetCharacterView? Would I just create a new view for the entire room use? It seems as if this is possible. I can't exactly test it right now for this computer doesn't like running AGS for me.

Second: Option screens.
I would like to know if this is possible for two different things.

One, for the main menu when the user first opens the game. I'd like to have the choices for new game, restore, help, and quit. Next to the choices I want a little icon of some sort that will go up and down when the user uses their up and down buttons or their mouse. When the user clicks or presses enter, the choice they are at is chosen.

Second, for this map I have. I want the user to be able to move their mouse or arrows to choose where they want to go, just like the first menu.

Is that possible? I'm guessing that it's advanced and uses quite a bit scripting. Any links of where to look? I checked the help contents...but I kinda got lost and wasn't sure where to look for these things. If it's in there, where is it? Thanks in advance.

TK-BeingLazy

For the first, you could make new views for the room and use the SetCharacterView or ChangeCharacterView or whatevertheyare to set the right outlook in the enter screen function, and in the leave screen you just change them back...

For the second, you need to use variables, which indicate the selected menu item, and just put the moving things to the side as perhaps a character or something easy to move with script, and handle it all either through the on_key_press or the room rep_ex function...

Scummbuddy

naming your options room Intro.crm will bring it up as the first room the game opens to. but be sure to make your main characters starting room 0.
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

jetxl

First question: You can change the light level of the walkable area as well.

second: This is a gui/interface thing.
This is how I would do it.
Make new,load,help,quit text part of your background.
Then make a button in the gui menu.
use a picture of the icon as role-ove button.
To program the button action go to global scrip and look for the right gui/button number.

third: set player is now visable in room menu.
Put a hotspot around the location and use any-click menu to set the action you want.

SMF spam blocked by CleanTalk