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Action.ChangeDisplayResolutionOnLoadGame 2
Action.ChangeDisplayResolutionOnLoadGame 3
Action.PopupLoadGame
Also when u hit the resume button game, after the game ends..It takes u to the Upclose of KeyFrame--with all items still in inventory--don't ask me why i clicked it..lol..
Oh one more thing..You know the frame that says ShadowHunter Plugins...it may be my machine...but the whole word isn't there..U only see Plu....I have a smaller screen I can only view 1024*780--so that could be me there...
Action.ChangeDisplayResolutionOnLoadGame 3
Action.PopupLoadGame
Action.PopupSaveGame
Imari wrote:I have that last screen on a timer, Mystery. Perhaps I should give it another second or two.... The Lyberodoggy and ShadowHunter followed by some leafy branches are the last lines of the credits.
[P.S. - Thanks to the mod who consolidated my previous posts.]
Imari wrote:Thanks, Lyberodggy! I was stumped again.... imagine that?
I added this to the project properties -
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Action.ChangeDisplayResolutionOnLoadGame 3
But I did not get the result that I was expecting. The screen goes black for a second and is clearly at 800 x 600 and then goes immediately back to the Menu screen. No game starts. ... so I'm stumped again.
There's nothing else on the Load hotspot, other thanand nothing in the Save hotspot other than
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Action.PopupLoadGame
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Action.PopupSaveGame
Allows you to have the screen size (display resolution) be automatically changed the next time that the player loads a saved game. You will NOT see any changes until the player loads a saved game. The screen size is automatically restored when the player quits the game. The syntax is:
Action.ChangeDisplayResolutionOnLoadGame MODE_NUMBER
where MODE_NUMBER is the number that identifies the screen mode. The available modes are:
0 no changes
1 for 640 x 480
2 for 800 x 600
3 for 1024 x 768 (not recommended)
Use this function if you want to replace the Initial Screen (the start-up window) with a custom "Main Menu" frame that contains a "Load game" button, and that allows to change the display resolution when the player loads a saved game. To implement this function, go to the properties of the "Load game" button, and type it in the VBScript text field. Use this function in conjunction with the "Action.PopupLoadGame" command, and the "Bypass Initial Screen" option that is under the "Advanced" tab of the "Project Properties" window.
Action.ChangeDisplayResolutionOnLoadGame 3
sometimes I could hover over the inventory to activate it and sometimes I had to click. The first time this happened, I thought it might have been broken, but then saw I could click to activate it. Just thought you might like to know.
Also, a couple of the rooms/scenes I got turned around re: direction.
I tend to need more time to read than perhaps other players, so some of the text screen messages seem to stay up too short for me. I had to reload the game for the first text screen and had to revisit a couple of places for the others, but other than that, the text was very helpful with getting around in the game.
i got a huge load of errors concerning particles. I clicked ok couple of times and i managed to move on to the game but from the point where you use the bottle i got them on almost every frame
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