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Topics - Nero_Ace

#1
I tried looking for it everywhere but couldn't find the answer. The thing I'm trying to do is have the mouse cursor change automatically over certain objects.

For example, if the cursor mouses over an object, it changes to an interact button; if you mouse over an area transition hotspot, it changes to a WalkTo icon, etc.

However, while it works well enough for the hotspots, I can't get it to work for objects, the primary reason being that objects don't seem to have  Mouse Over event. Is there a way to do it without the Event or should i start drawing hotspots around the objects to simulate the effect?

EDIT

Also, while I'm at this, I'm finding the giant part of Global Script to be a big mess as it contains stuff related to Mouse Wheel North, Middle Mouse Click and other stuff I do not want and just keeps interfering with the game mechanics.
What should I replace all of this with so that the "Any Click" event of every kind of hotspot, object, etc. can be tied to the Global Script?
#2
I have another query regarding the inventory system. I had asked earlier how to implement an always present Inventory Screen and I figured it out thanks to your help.
(Source: http://www.adventuregamestudio.co.uk/forums/index.php?topic=48040)

In my game, there is a second character who always walks with the first one and as you pick up items, some go to your inventory while some go to hers. There are some situations in which you have to use her items.
However, in AGS, when I try doing that, it tells me that it's not my main character's items and crashes.

Is there a work around for this?

P.S. this isn't related to the main problem at all but I'm also having some problems with the mouse cursors. I have a puzzle in which you have to takes items from the inventory and put them in very specific places on the room. For that, the cursor needs to change to an image of the item so you know exactly where to put it.
For this, I made a mouse cursor and gave it the same image as the inventory item. Here's the script I used in global.asc -

function iP1_Interact()
{
  mouse.UseModeGraphic(eModeP1);
}

Now the cursor works fine on it's own. I put it's StandardMode to True and was able to switch to and fro but it doesn't function properly like it's supposed to by the script. Any suggestions as to what I might be doing wrong?
#3
Greetings,

I've been trying to do a custom Inventory Screen for an adventure game in which the Inventory Window can hold a maximum of 6 objects at any time and this inventory screen is always visible in the game.
So it's basically the entire width of the game screen and around 110 pixels in height at the top of the game screen with 6 item spots. Any time you pick up an object, it get's added to one of these slots. Should I make an Inventory Window and then script it so that it appears how I want or is there another way to do it involving labels and buttons?

#4
I recently started work on a side-scrolling adventure game. There's this one thing I wanna know if it's possible or not.

I don't want to have any walking animations in the game. So any time the main character clicks on a hot-spot to move to a new area, I want the editor to do the following in order -

1) Move him to a location near where the hot spot is.
2) Change his sprite to a different one, for 1.5 seconds.
3) Transition to a different area while returning his sprite to the default one.

Please let me know if this is even possible or if I should just stick to walking animations.
If possible, please elaborate on how I can implement it.

Any help or feedback would be much appreciated. I can provide more detail also if you believe it's necessary.
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