Object areas are displaced in the running game

  • #10, by afrlmeFriday, 30. August 2013, 11:51 11 years ago
    ah yeah er create a condition on its own for the cloak... if you manage to setup object center & layer order correctly then cloak should be hidden by door closed image anyway.

    in regards to your inventory interface: have you setup the interface area? there's an icon/button in interfaces which will allow you to draw a border/polygon around the interface area - if you add this then character shouldn't react when clicking on inventory interface...

    Also, in case I'm wrong... (I've just woken up)
    I believe you will find answer to first issue in one of the youtube tutorial videos by Suro.
    http://www.youtube.com/user/tstonemedia

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  • #11, by Polar4Friday, 30. August 2013, 18:45 11 years ago
    Yes, I have created a (true) condition for the cloak itself already. And in the action for taking the cloak and moving it into my inventory,, I've set it to false.
    And yes, it is hidden from the door when the wardrobe is closed. But I don't want it to close immediately after my character took the cloak. I want it to stay open but empty, which isn't the case. The cloak is still in there though it's already in the inventory as well. After we see an empty wardrobe, I want a second click to close the door of the wardrobe again, if the character wants to.

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  • #12, by afrlmeFriday, 30. August 2013, 19:25 11 years ago
    hmm I'm a little confused by what you've done here...

    I'll break it down into simple steps.

    1. create an object for wardrobe door closed with its own object area & actions.
    2. create object for wardrobe door open with its own object area & actions.
    3. create object for cloak with its own object area & actions.

    if the wardrobe door is open then its object area shouldn't be anywhere near the cloak, so clicking on the cloak should add cloak to inventory & then you would set the cloak condition to true or false to hide the cloak object. clicking on object area around open door should set door open condition to false. clicking on object area around closed door should set door open condition to true.

    what I said earlier about using a single object for the actions was not entirely accurate as things such as doors which have different positions on a scene, need their own object areas whereas static or animated things that stay in the same place can use multiple animations & same object areas; it all depends on what it is you are trying to do...

    same goes for when to use conditions & when to use values & if else queries. values are a lot more flexible when it comes to creating if queries than conditions as you can have infinite possibilities with a single integer value as opposed to only true or false with a condition - something to consider.

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  • #13, by Polar4Saturday, 31. August 2013, 00:03 11 years ago
    Now I have a new character, and I want it to interact with the girl. I loaded his picture to persons and gave him a startposition in the room, but he doesn´t appear in the game..

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  • #14, by Polar4Saturday, 31. August 2013, 00:06 11 years ago
    I have already done these three steps. The first two steps, I followed your instructions from above:
    ...& are only using 2 images (open/closed) then you could create 2 objects, one with open image assigned to it & another with closed image assigned to it & then create a single condition for both which you link inside of the objects properties tab (one with "negate" false checked)


    And I have already set the cloak condition to false to hide it if I take it. But it doesn't hide...
    I think I'm going to show you my cloak settings:


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  • #15, by afrlmeSaturday, 31. August 2013, 01:53 11 years ago
    mantel is the cloak yes & schrank is wardrobe? (...at a guess?) - why does the mantel have the schrank condition assigned to it?

    as for other character: does it move/change direction at all, or does it only face one direction? when you set the character to its start position did you set the correct character alignment? (I'm asking this in case you didn't assign animations to each direction for standing animation section)

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  • #16, by Polar4Monday, 02. September 2013, 13:32 11 years ago
    yes. sorry, I wanted to change to english but it didn't work..

    it has the "schrank offen" - which means "wardrobe open" condition assigned to it, so that it can't be seen when the wardrobe is closed.

    the character problem is solved. now it is shown in the game, but thank you for the tip. =)

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  • #17, by afrlmeMonday, 02. September 2013, 14:26 11 years ago
    if the object layer is behind the wardrobe then it shouldn't matter about hiding it as it should be hidden behind the closed door anyway.

    you could create a combined condition & assign 2 conditions to it:
    1. wardrobe open > true
    2. cloak taken > false (negate)

    the cloak will only be visible if the wardrobe is open & the cloak hasn't been taken...
    you need to set the cloak taken condition to true after your character picks it up.

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