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(+1)

Hi! First of all, thanks so much for this because it has been a lifesaver in adding some tension to a WIP of mine.

I got a question if you know if/how this could be applied to a point-n-click section? I've looked at ways to tweak it in either the game script where a screen is called, or within the screen itself, but neither seem to work
Not anything big, I was just curious about the possibility

(+1)

You can take the same ideas but, in your point n click screen, replace the vbox of textbuttons with whatever your point n click is.

"menu:" is just a custom way of calling the choice screen anyway. You can make your own and call it yourself.

Thanks!! I followed that, but the vbox was actually causing an issue with the "click" imagemap area of the screen being unclickable (so the timer would run without a way to jump out of it and always go to timeout). Solved it by removing the vbox and doing "use timed_choice_visual(adjusted_time)" with a copy of the same screen that instead has a yalign added to it. That way it appears on a fixed spot but doesn't seem to block input for the point n click.

Putting that here in case someone runs in the same issue. 

Thanks a million for this mechanic and being so quick with a reply!