I'm making a 2D traditional point and click adventure game, and I've been pouring over the Adventure Creator Manual and the forum, but I haven't found anything so general as the questions I have:
The player is in Scene 1. When the player "pick ups" an item, for example a rope, I create the proper action for the rope to enter his inventory (Inventory: add or remove). Then I make the rope sprite in "set geometry" invisible (Object:visibility) and the hotspot I disable (Object: send message - turn off). This works great while the player is still in the same scene 1. But then he leaves scene 1, goes to scene 2 and then comes back to scene 1 and the rope sprite has become visible again and the hotspot has become enabled again. So...
QUESTION: How exactly do I tell the system to remember that the rope sprite is invisible and that the hotspot is disabled for the rest of the game?
Also, I have the player speaking with an NPC, he gives the man a comic book, and then that changes the NPC's animation to him reading the comic book. When I leave the scene and come back, the "reading the comic" animation is no longer playing, and the NPC has reverted to its original idle.anim.
QUESTION: How do I tell the system to remember which .anim file an NPC should be playing, no matter the scene the player is in?
I'm sure the answers are inter-connected and either lie in the "remember scripts" or possibly in "variable" in the Game Editor. But I cannot, with my limited experience, figure it out. If I could get a step by step, that would be awesome! Thanks.
- Jeremy
Comments
In your case, you'd create a Local Variable boolean called "NPC is reading", which is initially set to False, but set to True when given the comic (using the Variable: Set Action). Then use the Scene Manager to declare a new "Cutscene on start", which uses the Variable: Check Action to query the bool's state. Then play a different Character: Animate Action accordingly. The ActionList Editor window is especially helpful when creating branching ActionLists such as this.