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Author Topic: Goy. Room Transitions.  (Read 2423 times)

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Goy. Room Transitions.
« on: November 24, 2006, 01:45:30 am »
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I was making some room transitions. I made a great one for going into a house, but moving between rooms is not going so well. I was turning Link and the HUD invisible, pushing the room, and then turning them visible again, but they wouldn't turn invisible in the first place unless I made it sleep before pushing, and even then they wouldn't turn back visible. But I don't want to do that method anyways because it's tremendously slow. :P So is there any good way to transition rooms in GM5.3a? Chankoo Berry Mush.
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Jed

Re: Goy. Room Transitions.
« Reply #1 on: November 24, 2006, 04:01:05 am »
Does 5.x support screen_refresh();?
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Re: Goy. Room Transitions.
« Reply #2 on: November 24, 2006, 12:27:51 pm »
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Why don't you make it upon collision with the object to move to the next room, the HUD is made invisible (why do you want Link invisible???) and then set an alarm to go off in 10 milliseconds, or whatever GM uses, and then go to the next room in that alarm? And to make it visible again, put the code to make it visible again in the room creation code :P!
Will that work?
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Re: Goy. Room Transitions.
« Reply #3 on: November 24, 2006, 03:25:48 pm »
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Well, all the stuff hides in the room you're already in, but its already visible in the room that's pushing over.
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Antidote

>.>
Re: Goy. Room Transitions.
« Reply #4 on: November 24, 2006, 10:01:56 pm »
  • In all seriousness who's serious?
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object_set_persistent(objectName, true/false) or just persistent = true/false;
>_> to me it sounds like your not making the object persistent and having an instance in each room cause i never have that problem with 5.x or 6.x
« Last Edit: November 24, 2006, 10:03:27 pm by Antidote »
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Re: Goy. Room Transitions.
« Reply #5 on: November 24, 2006, 11:10:33 pm »
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No, it's persistent, and only one shows up (I was mistaken)
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