Now, think back to what we learned earlier about scripting in AGS: the scripts in AGS consist of functions, which affect the whole game (like out earlier example of QuitGame), and objects, where the game selects one specific "thing" such as a character or item to apply a function to. Click the ellipsis next to the 'Any click on hotspot' row to open up the room script. The click on the lightning bolt to open the events for this hotspot layer. Select a hotspot layer with the drop-down menu below the Navigation panel - hHotspot3 should be free - and cover the 'New' text with a nice big rectangle. For now, we'll make another hotspot over the 'New' button. The game will ask you if you wish to save changes to this room note that AGS only opens one room editor at a time, but it can hold multiple room scripts in tabs. So right click the island part, and copy the coordinates with a rightclick. For example, we want our player to start on the sandy island part of this room, and not hanging in the sky. This is important, because we use these coordinates to tell the game exactly where in the new room the player should be imported. The game will give you the option to copy coordinates to clipboard. But wait a minute! Before you go back to the title screen, right-click the picture of the island in the level editor. We'll use another hotspot layer in our title screen room, so that when it is clicked the player will transport into out new island room.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |