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Messages - Jleger91

#1
Thank you Crimson; I gave you credit in the game's Credits for your help.
So all I need is the "Windows" folder and I can even move that folder elsewhere and rename it.
One other question I have is "will my save data be distributed to other peoples computer"? I don't want my save data on other people's computer.
#2
I'm setting up a Steamworks account to distribute the finished game; what do I upload? Do I only upload the "Compiled" folder that contains the .exe and related files or do I need to include other stuff?  :confused:  :tongue:
#3
@Crimson Wizard
Thank you. Enabling override in general settings and the code that you posted first works perfectly.
#4
@Crimson Wizard
Using Sierra template.
Exactly, regardless of whether an inventory item is selected, I want the clicked inventory item to be selected.
Entered this code under on_mouse_click() in globalScript.asc and it didn't work
#5
When in the inventory and selecting between two items, the player is only able to select one item and then has to leave the inventory and use the scroll bar before going back into the inventory and selecting the correct item. Once an item is grabbed in the inventory, the player can no longer select an inventory item. How do I fix this?  :confused:
#6
Got it!! Used this code:
Code: ags
lstRestoreGamesList.FillSaveGameList();
gRestoreGame.Visible = true;
Now the save game appears in the load dialog. Next I need to disable the ESC key

I got that to work too!! In GlobalScript.asc where it says "if (keycode == eKeyEscape)", I put:
Code: ags
if (keycode == eKeyEscape && passedTitleScreen == true)
When I want to enable the ESC key, I set passedTitleScreen to true

#7
I have a room for title screen; the NEW GAME option leads to the next room which is good  :=

The LOAD GAME option only has
Code: ags
gRestoreGame.Visible = true;
which brings up an empty load game menu despite there being saved games. However if I press ESC and the LOAD GAME option then the saved games come up. How do I get saved games to come up from my title screen when I select LOAD GAME?  :confused:

Also, I can still access inventory from title screen. How do I temporarily disable inventory? In other words - disable the use of the ESC key?  :confused:
#8


Works better than ever; thank you Khris and Crimson Wizard
#9


Solved it; not only does it look better visually but it uses way less code; kudos
Do you mind if I still use my original code and low-res graphics?
#10


Confusion setting up the puzzle based on Snarky's suggestion. Struggling to figure out what goes where.
Does any of this go in the global script or can it all be room script, etc?
Khris I tried your suggestion too but it was just as confusing.

EDIT: Using my own code of about 1500 lines I got it to work perfectly :D



Puzzle solved using said 1500 lines of code
#11


I have a 3x3 sliding tile puzzle where objects slide into an empty space,
but it takes up more than 1500 lines of code and still doesn't work.
What is the most efficient and effective way to do this?

Code: ags
int rightX = 192;
  int middleX = 124;
  int leftX = 54;
  
  int bottomY = 198;
  int middleY = 132;
  int topY = 68;
  
  switch(tTopTile)
  {
    case "Top Left":
      switch(tMissingTile)
      {
        case "Right":
          tMissingTile = "Top Left";
          tTopTile = "Right";
          aTileSlide.Play();
          oTileTop.Move(rightX,  middleY,  4,  eBlock,  eAnywhere);
          break;
        case "Top":
          tMissingTile = "Top Left";
          tTopTile = "Top";
          aTileSlide.Play();
          oTileTop.Move(middleX,  topY,  4,  eBlock,  eAnywhere);
          break;
      }
#12
Looking for new fonts  :grin:
#13
Thank you; that solved the problem!  :grin:
#14
I edited the gStatusline, gIconbar, gInventory, and gPanel and now when I click Look on a hotspot to bring up text dialogue it says: "Gui set as text dialogue but is not actually a text window GUI" rather than bringing up the text dialogue.  :confused:
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