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Messages - evildustmite

#1
EXHIBIT #53: THE INCREDIBLE TOON MACHINE(1994)

FRONT OF BOX

REQUIREMENTS

BACK OF BOX

POSTER!

TRADING CARDS!

MANUAL

MANUAL W/ CD CASE AND TRADING CARDS

DISK CASE AND DISK


I know this isn't exactly an adventure game, but it is a rare sierra game and does have lots of puzzles!
It's a fun spin-off of the Incredible Machine series.
This was the only game I had that came with a bunch of extra stuff.
I hope you don't mind the poor quality of the pictures.
#2
EXHIBIT #52: SANITARIUM (1998)
Front of box

Inside cover


Back of box

3 Cd's (can't imagine how many floppy's this game was on)


one of the few adventure games that ventured into the horror genre.
#3
Site & Forum Reports / broken link
Wed 12/11/2014 15:52:50
In the topic "...read this first..."" in the beginners technical questions forum, under the section Informational Resources. The link to Item #2 Getting Started with AGS by Pumaman is broken
#4
This is my first time doing this type of code, the only real computer language I've ever learned was some BASIC in middle school,(my dad taught me some as well when I was really young) and we never did anything real advanced. So I understand variables and how they work, but functions are new to me, I understand how they work, but since it's new to me and I don't have much experience in programming this way, it's going to take a bit of time till my brain thinks in the correct way.
I really do appreciate everybody's help.
#5
thanks Crimson Wizard, I had just had this same idea when I saw that Vincent had placed the boolean variable outside the function and thought maybe that was what my problem was. that everytime the function ran the variable was reset. so I placed it outside of the function and it works correctly now.
#6
ok, What I want to happen is when a character walks in front of the window of the room, a camera will flash outside, but I only want this to happen once.

here is the script I wrote,
Code: ags
function region1_WalksOnto()
{
  int Flash; 
  Flash = 1;
  
  if (Flash > 0)
    {Wait(40);  //waits 1 second  
    oWindowFlash.Visible = true;//turns on flash
    Wait(5);                    //waits(keeps flash on for 1/8th of a second
    oWindowFlash.Visible = false;}//turns flash off
    {Flash --; //subtracts 1 from variable Flash
  }
  
}


everything works except that it does it every time I walk in front of the window.
#7
here's a more thorough description of my problem, My game has two main characters that I can switch between at any time. I do this via Buttons on the top gui menu. As of now, I just have placeholder images for the sprites for the characters so there is no animation yet. When testing my game everything looks fine when the first room loads, but as soon as I select the second character from the gui, his view changes to the one that I have set for the first character.
here are some screenshots to help explain better.


edit: found out what the problem was,

this was set to 1, set it to 0 and everything works fine now
this setting overrides the character view for this particular room.
#8
Quote from: Cassiebsg on Wed 10/09/2014 21:12:01
evildustmite, it's just a quotation's mark that is missing... get use to those error msg, you'll get see plenty of them, and figuring out what they mean will help you along the way. ;)

The line should look like this:
Code: ags

    Display("It's your Umbrella,It says so right there on the tag.");


All text goes between " "... ;)

thanks, I figured it out just before I saw your post.
#9
Thanks for the reply, yeah that was code I actually typed. I'm not really familiar with any programming languages other than BASIC, which even that I don't know a lot of. So, yeah I guess i'll have to study the syntax a bit more.
I tried your sample code and that didn't work, says the last line before the closing bracket has an error: end of input reached in middle of expression.

I appreciate your help

edit: figured out the problem, there was a missing double quote at the end of the text string.
#10
I want to be able to switch between two players using a gui, I've set up the buttons in the gui already, but don't know how to script them to actually change to the player. I would also like to have different texts display depending on what character is interacting with a particular hotspot.
I tried something like this:
Code: ags
// room script file

function hUmbrella_Look()
{
  int cID;
  cID == Character.ID;
  If cID ="1";
   then Display("It's an Umbrella,It has a tag on the handle.");
   Else Display("It's your Umbrella,It says so right there on the tag.);
}

but it didn't work,
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