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Topics - Surplusguy

#1
So I've set up a minigame to run like this. Several objects fly at the player, who must click on them to make them stop moving.
Once all the objects are hit, a rep_exec variable makes the player move to the next room. If the player is hit, they move to a
"game over" screen. The problem is, if the player is hit while they are about to move to the next room, an error occurs where both can't be executed at once, of course. What I want to know is, besides making the objects disappear instantly when hit, is there a way to avoid this error?

Cheers, Surplus
#2
If this isn't the right forum please move this topic, but when I try setting a restart point, then running RestartGame in the same room, it crashes the player and brings up an error message with a dmp file. Why is this? Can I fix it?
#3
Alright, so I've put in an interact function for an object. Once the object is interacted with, a variable goes up by one. Interacting with it again is supposed to produce a different interaction because of the variable, but the problem is, when it's interacted with once, the second interaction plays automatically without the need for a second click.

How can I fix this?

Thanks in advance :)
#4
Critics' Lounge / Title Card for shooter
Fri 28/06/2013 05:19:25
So I published a short, bad game with Elmo in it, which was a shooter, but then I thought about making a serious one. I drew up a title card entirely in MS Paint (because Photoshop is overrated). You know the drill, critiques, whatever, etc.

[imgzoom]http://s8.postimg.org/iszhi7j3p/Blastronaut_Title.png[/imgzoom]
#5
So, in my game you're chased by someone. I'd like there to be a quicktime event you can use to avoid getting killed if you run into them (in this case tapping the spacebar repeatedly). So far, I have this: on Overlap with cMonster, cEgo stops. A timer starts, which after about 5 seconds checks if a bool variable has been switched. If IsKeyPressed (eKeySpace) = true, the variable is switched and cEgo moves away from the monster, displaying a view of pushing it away. If not, and the variable stays as it is, a view displays of cEgo dying and the game returns to the menu. This is all well and good if you just want the defense to be pushing the spacebar once, but I'd like it to be repeated. Any pointers as to how to do this? Much appreciated!  :)

#6
Sorry to have to start a new thread AGAIN, but I've had a long look through the manual & forums and not found the answer to this question:

Can I set something to happen if an NPC walks onto a region?

I was thinking about using AreThingsOverlapping, and simply putting an object there, but this would be unwieldy and I'd like to see if I have options first.

This would be a great help!
#7
I probably shouldn't make a thread for this, but I have a problem. In my game, there's a chase sequence that I've set up, and it's running swimmingly. The thing is, I want to set up a part of a specific room, the bathroom, where you are able to go behind a shower. I want it to be so when you're behind the shower, the guy following you will come into the room, but not chase you while he's there. I want him to just stand there. From there, I want you to be able to go out from behind the shower, and he'll chase you again. Also, I want you to be able to use an item, specifically a rock, on him from behind the shower. This will play an animation of you hurling the rock and knocking him out. Also, if possible, I'd like him to leave after about ten seconds (though this one is optional). Is this possible? Or am I asking too much of the engine?

Help appreciated!:)
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