after importing you background image into the library
create your room, the sprite inspector block will appear... click on the room inspector tab along the top row, in the box "BGimg" put your background image there (as it appears in the library without its file extension).. click on a different tab and your room will appear!
best advice i could give when your just starting out is to think small as far as your project goes.. so many people fail coz they expect to be able to do a huge game and get overwhelmed or just bored,
also name your library items thoughtfully ie
item_
inv_
snd_
BG_
as it it gets damn confusing if you don't!
a mistake i made with the great escape :oops:
bigmac- 01-24-2006
The 'member' fields specify which graphic from the library should be used for sprites and room backgrounds. You can name the members in the library viewer (config editor). Just as a tip, if you forget the name of a library member, click the little yellow button with an up-arrow on it in the lower-left hand corner of the layout editor (it will appear with all panels but 'interactions'). That will open the editor drawer with a library look-up display that you can browse the names of all the members in your library, or search for specific ones.
JohnGreenArt- 01-27-2006
Do you mean when you're editing a room, in the Object inspector, the sprite won't show up on screen when you type in the name of graphic?
JohnGreenArt- 01-27-2006
Let's see. I'm going to walk myself through what I do just to be sure. Say we import a graphic titled "picture1.jpg" into the config editor. Then we go to the room editor. Make a room, then click on the little house, and it brings us to the sprite editor. Make a spirte numbered 10, for example, and called pic_sprite. Click on the O tab to go to the objects editor for that sprite. In the "name" text window we can name the sprite. This is the text that will display when the player rolls over the sprite. Underneath that, in the "mem" text window is where we'd choose the graphic. Type "picture1" (or the proper name of the graphic you imported, minus the .jpg or other extension) and the blue square you see in the game window should change to the graphic.
Does that sound like what you've been doing? And still the graphic doesn't show up?
bigmac- 01-27-2006
1) in the CONFIG editor: import graphics into the member library. You can see in the yellow list that each member has a name. You can edit this name to the right of the member preview.
2) in the room editor, create a sprite (sprite inspector). Select the sprite and switch to the object inspector ('O' tab). In the "member" field (or maybe it's just called 'mem', I can't remember... either way, second white field down), enter the name of a library member. Press 'tab' to log the data and update the editor display. Assuming you entered a valid member name, the sprite will take on the appearance of the image member. If you can't remember a member's name, use the room editor's member look-up. Just click the little yellow button in the lower-left of the editor window (always present unless editing interactions), and you can search through your library member names in the panel that slides up.
Hope that helps.
bigmac- 01-27-2006
whoops... looks like John and I were offering suggestions at the same time. Between those two posts, you should be able to get this!
JohnGreenArt- 01-28-2006
Meaning, you wrote text that the character would say when you try to "look" at or "use" an object on the screen? Does the character say anything at all, like "Look default dialog" or "This item has no use there"?
JohnGreenArt- 01-28-2006
When you go back to the room editor, is the text you originally put in the dialog windows still there? Or did it disappear?
JohnGreenArt- 01-28-2006
It's possible the text is displaying off screen. How far from the border is your character when it's supposed to talk? Did you use the built in graphic or make a new one for _char?
JohnGreenArt- 01-28-2006
No problem.
JohnGreenArt- 01-28-2006
Do you have an inventory item called "object" defined in the inventory editor?
If so, this is the TIMe you would have:
addInvenItem(#object)
Is that correct? And you're saying after you pick up the item, it shows up in your inventory bar, right? When does it give you the "LASSIE: the inventory item "object" is not defined" message: when you pick it up, or afterward when you check your inventory (or when you click on it in your inventory)?
JohnGreenArt- 01-28-2006
If the item in the inventory editor is called "inv_object" then the TIMe should be:
addInvenItem(#inv_object)
Or is that what you have?
NigeC- 01-28-2006
hi m8...
a good way of seeing how the inventory works is by running the demo in the editor and look at how the interactions, inv_items etc work, it helped me enormously :D
JohnGreenArt- 01-28-2006
So in the inventory editor, the inventory item is listed in the yellow window as:
inv_object: object
and over on the right in the "name" field it says "object" and below that in the "mem" field it says "inv_object"?
If that's the case, maybe it's because the inventory item ID (inv_object) is the same name as its graphic, and that's causing a conflict.
Maybe make a new inventory item and see what happens. Where it says "new_id" type in "thing1" (minus quotes). Then in "name" also write "thing1" and in mem use your graphic "inv_object". Make sure your graphic shows up where the little yellow wrench is in the center of the screen.
Then go to the room editor and change the TIMe so that it reads:
addInvenItem(#thing1)
Let me know if you get the same problem.
NigeC- 01-28-2006
You just need to put a number in the "arrow" field (room layout editor), in the Lassie tutorial you can see which number goes with which arrow.
when you hover over the sprite the arrow appears and left click will send you off to the room
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