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Messages - lapsking

#41
OK, thanks for explanation Khris, now I had a flashback to Lucas Arts games and yes you are right and it makes sense in 3rd person games. But this feature is mainly useless in my game. Lucas Arts games were 3rd person and by default it was Walk To so to right click to Look At something could save time. But my game is 1st person and there is no player character on screen to Walk To anywhere or anything and I replaced Walk To with Look At by default. If you know what I mean. And to be honest there won't be so many characters to Talk To in my game.

Thank you Snarky that topic was exactly my issue and by reading Khris explanation on that topic I changed 'l' and 't' to 'n' so now Look At and Talk To won't highlight anymore.

But I think I don't want the selected verb to be kept highlighted as long as it's selected, so I gave up that idea, it's a bit kitchy. The selected verb already appears in status bar so why even bothering with highlighting it. Problem solved. Thank you Khris and Snarky.
#42
Hi, I'm making a game with Tumbleweed verbs template. I have changed the default verb from Walk To to Look At since it's a first person game and there isn't much use for Walk To.

My problem is whatever verb the player selects and then moves the cursor over hotspots or objects, Look At verb which is default verb highlights. I want to change that. I want the selected verb which shows in action bar to be kept highlighted, not only cursor moves over hotspots or objects but as long as it's selected, till another verb is selected. As you can see in the picture Pick Up verb is selected but Look At verb is highlighted.



Thanks for any help.
#44
You are so brilliant. The understanding of the script is beyond my knowledge   ???, but it's working smoothly (nod). I'm sorry to say that but we might see each other again soon (laugh). Thank you so much Khris.
#45
Hi Khris, thanks, but I've tried that >e extension after hotspot name and still the action bar remains "Look at" when mouse moves over hotspot and doesn't change to "Walk to" as you can see in the picture:


Maybe because I changed the default to "Look at" instead of "Walk to"? But I want the default to be "Look at". I just want when mouse hovers on Castle hotspot, whatever verb the player has activated to be forced to change to "Walk to" and left clicking on hotspot trigger what "Walk to " verb was defined to do. I also want when mouse leaves hotspot to change back to whatever verb it was selected before moving on hotspot. Is that possible?
#46
Thanks for your reply Khris. I don't need the sprite of cursor to  change. I just want Look At in action bar/status bar to change to Walk To when mouse moves over hotspot so with a click the player can change room. I'm making a first person point and click adventure game, that's why I changed default to Look At instead of Walk To since there is no player on screen to walk anywhere, but still I want the action bar/status bar  tochange to Walk To on specific hotspots for exit and changing room. I hope it makes sense.
#47
Hi, a basic question from a below basic coder. I'm using AGS 3.5.1 Tumbleweed template. All I want is to change cursor mode when mouse moves over hotspot. I have found the code in manual and forum I guess:
Code: ags
function hCastle_MouseMove()
{
    Mouse.SaveCursorUntilItLeaves();
    Mouse.Mode = eModeWalkto;
}

And I've set the hotspot Event for Mouse moves over hotspot, but still when mouse moves over hotspot my cursor remains default which is eModeLookat. Sorry for such a silly question but what am I missing?

Any help would be appreciated
#48
AGS Games in Production / The Order
Sun 07/08/2022 12:40:14
The Order
an oil adventure game on canvas by lapsking
If killing one saves hundreds of lives, assassination is permitted...

Story:
AD 1096, Iran - AD 1096, Iran – You are one of the Order of Assassins fedais, an assassin who would sacrifice anything including his life to execute his master's order. And this time your master Sabbah wants the Seljuk prince of Rudkhan Castle removed. All an assassin needs is a dagger and a clever plan.

Screenshots:






Development Progress:
Story: 70%
Scripting: 25%
Art: 25%

Features:
• All art is painted by hand with oil on canvas (backgrounds, characters, objects and inventory items)
• Historical fiction
• High resolution: 1920×1080
• First-person with 9-verb UI
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