This thread is a few years old. Some details may refer to an earlier version of Visionaire Studio. Current tutorials
Create point and click adventures without coding. The free version covers up to 25 scenes per project. For more scenes or to earn money with your game, you need a license.
See the Indie Bundle Try it for freeI've come accross this issue, and I've always thought that in some instances we would like the size of the character to be based on the closest waypoint, not it's vertical location.Obviously the VS team would need to implement this.
-- store data
t_dest =
{
dest = game.CurrentCharacter.Destination,
obj = game.CurrentCharacter.DestinationObject,
cmd = game.DestinationCommand,
evt = game.DestinationEvent,
itm = game.DestinationItem,
itm_picked = game.DestinationItemPicked
}-- restore data
game.CurrentCharacter.Destination = t_dest["dest"]
game.CurrentCharacter.DestinationObject = t_dest["obj"]
game.DestinationCommand = t_dest["cmd"]
game.DestinationEvent = t_dest["evt"]
game.DestinationItem = t_dest["itm"]
game.DestinationItemPicked = t_dest["itm_picked"]My English isn't good enough to understand really what this solution is. I wanted a change between way systems months ago also, but there is only one way system for each character on a scene, well? I didn't find out how such a change could work, so I dismissed it. But it is possible to change the character's size with "CharacterScaleFactor" every time, right? I thought I didn't need more than one way system, but action areas the character enters to become bigger or smaller. BTW: the way system is very (VERY!!) sensitive. If there is only one single point without connected lines or two of them too close to each other the whole system crashes or does funny things...Yeah, it became even more sensitive after Simon reworked it for game pad support. He had to update the way the way system works, so that characters could also be controlled by keyboard/game pad.