Not sure this is the correct place for this, so i apologise if there is errors on this!
My problem lies in a loading screen which is to act as the bridge between my menu and my game... All other images load as i planned but when i get to "splash screen" the image fails to load and i get a black screen.
I've tried texture backdrop followed by imag num and no luck with that... Any help on how i can get the image onscreen would be much appreciated!!!
DO
wait 900
load image "T&ALogo.bmp",2
wait 900
paste image 2,100,10
wait 900
text 700,500, "Oh yeah!"
wait 5000
set text opaque
text 50,120, " "
text 110,369, " "
cls
goto menu
sync
`******************************************
Loop
menu:
show mouse
load image "Background1.bmp",1,1
load image "Playbutton1.png",2,1
load image "Playbutton_h1.png",3,1
load image "Infobutton1.png",4,1
load image "Infobutton_h1.png",5,1
`load music "menu.wav",999
`These commands essentially are telling the computer that when the mouse hovers over the given coordinates
`a certain action is executed. In this instance the buttons will change colour or highlight when hovered over.
`Once the mouse is clicked it will go to the function stated. In thie first instance below it will go to "Intro"
`This is the main game option of the menu, when the player clicks this they will be taken to the main game.
Do
`loop music 999
`set music volume 999,70
paste image 1,0,0,1
if mousex() >800 AND mousex() < 800 + image width(3) AND mousey() >454 AND mousey() <454 + image height(3)
paste image 3,800,454,1
If mouseclick()=1
cls
`stop music 999
goto Intro
endif
else
paste image 2,801,454,1
` This command is the information option, from here they will be taken to the hyperlink and can access information
` about the game and it's developers.
If mousex() >800 AND mousex() <800 + image width(5) AND mousey() >484 AND mousey() < 484 + image height (5)
paste image 5,800,484,1
If mouseclick()=1
`execute file "Info.docx","","",1
endif
else
paste image 4,801,484,1
endif
endif
sync
loop
end
` This is the first levels introduction. It will feature two images, one a call handler and the other our
` playable character for the level. The object of this screen is to introduce the level and why the character is there.
Intro:
cls
hide mouse
set display mode 1024,768,32
set window off
maximise window 1
set dir `"C:\Users\Tony\Desktop\cart_test\Cart\Level1_Intro\media"
load image "conversation.png",6,1
DO
REM Loads an image of the call handler and pastes the backstory
wait 5000
paste image 6,0,0
wait 5000
text 100,448, "All units respond... A major earthquake has shaken Cacoon City and we have multiple incidents!"
wait 5000
text 100,468 , "First major is we got a civi stuck in a lift shaft over at X apartment complex."
REM Loads main character image and his reply
wait 5000
text 325,88, " This is Jack reporting, I'm headin there now, ETA 5 mins"
wait 5000
set text opaque
text 50,120, " "
text 110,369, " "
cls
goto splash_screen
Loop
end
` This is an intermediate screen, the object of this screen is to give a brief overview of the character you are to play.
` The object of this is to allow the player to connect with the character. Once they have read the info they are taken straight
`to the game
` To keep the code tidy I have made three "Inf" variables containing the blocks of text to appear onscreen within the loop.
`
splash_screen:
Inf1$ = "Captain Firechief, At 35 he's one of the most successful fireman of recent years, "
Inf2$ = " THE toughest fireman on the Force. With over 400 fires attended and over 800 lives saved hes the man you want to call!"
Inf3$ = "YOU HAVE 30 SECS TO FIND THE CIVILIAN : Hit space to start!"
set text to normal
sync
load image "Loading screen.bmp" , 8,1
DO
paste image 8,0,0,0
wait 2000
text 0,500 , Inf1$
wait 2000
text 0,600, Inf2$
wait 2000
text 0,700,Inf3$
IF spacekey() = 1
goto level_1
Endif
sync
Loop
End
Level1:
DO
Text "500,500, "This is already implemented and working correctly within my code!"
Wait key
SYNC
LOOP