Hi everyone, sorry but I have some questions, and they're probably very, very simple but I can't seem to find the information anywhere.
1. How do I cause the game to end when the character finishes what they're supposed to do? For the life of me I can't find this anywhere in the manual! For that matter I also need to know how to end it when they lose.
2. My game (it's my first) involves a bank robbery, and I have a bank vault room where there's a laser and you need to put down a mirror to reflect it.
My red laser beam is an object, which will then change when a mirror item is used on it. Under the laser I put a region which is supposed to say "you crossed the laser..." if you don't use the mirror. But if you use the mirror first, I want it to do nothing.
So, I used global variable 1 but it doesn't work properly. It doesn't seem to display the message at all.
Thanks a lot, and I'm sorry if these have been answered before (I'm sure my first question has been but I haven't found it).
I hope to be able to make some good games soon.
you sure you checked the manual??
Quote
QuitGame
QuitGame(int ask_first)
Exits the game and returns to the operating system.
If ASK_FIRST is zero, it will exit immediately. If ASK_FIRST is not zero, it will first display a message box asking the user if they are sure they want to quit.
Example:
QuitGame(0);
will quit the game without asking the player to confirm.
See Also: AbortGame
function region1_a() {
// script for Region 1: While player stands on region
display("you hear alarms going off. way to go for breakign the laser") ;
}
or you can use displaymessage(1);
Hey thanks for the reply.
The thing is, I've been avoiding all the scripting stuff. I only just got AGS the other day and I'm eager to make a game but I haven't bothered to learn the scripting.
Mainly because I feel it may be too hard for me.
With your solution, does that allow me to put a background picture with "new game" and "load game" options on it?
Also I want to make Roger bigger at every point in the game (not just special rooms) because he's too small compared to my backgrounds.
Thanks again.
I don't think AGS can do much without scripting. It warns right there on the main page:
QuoteNOTE: AGS is not for everyone. To make more advanced parts of a game, such as cutscenes, you will need to be prepared to learn the scripting language. It is recommended that you have at least a basic knowledge of computers before attempting to use AGS...
Looks like what you want is a title screen. You can do that by creating a new room, but in order to make it really behave like a title screen, scripting is required. You can do a search in this forum, the question about making title screens with save/load/quit has been asked several times before.
To make Roger bigger, you'd probably want to use your own Roger sprite, i.e. resize every frame of Roger's walk animation and reimport them. Or you could go the other way and make your backgrounds smaller...
you can get pretty far without having to learn much coding but the thing is even if you use these other methods the game is still filling int he code for you. its best to look and see exactly what the game is doing so that in the future you can do it for yourself.
http://www.elfpro3d.com/Asterix/region.jpg
you want to setup what i mentioned with coding by doing this
Quote from: Da_Elf on Sun 07/01/2007 03:02:00
function region1_a() {
// script for Region 1: While player stands on region
The "While player stands on region" event is executed repeatedly as long as the player character stands on that region.
You probably meant to suggest the "Player walks onto region" event?
opps. yeah. as you saw in my other post it was the "walk onto" that i was going for. my bad