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Topics - GameMaker_95

#1
EDIT: I'll leave the original post here but sorry I worked out a solution after posting it. I apologize as I don't know how to delete the post but the code may help others.




Hello,

So I've started working on my game again after a break due to personal reasons. Before the break I had help with an elevator keypad set up but couldn't find the post with the person who helped me, so, sorry about that.
I've since realized I'd like to use multiple codes and not just one, but I cannot. It would probably be easier to call up a dialog tree to choose the floor I'd like to travel to and may end up doing that, but I
was wondering if I could get some help to make it work with multiple codes and not just what I have here which works with 9 hotspots each corresponding to a number. The main problem is using the same hotspot/number in multiple codes. Any help would be greatly appreciated.

Thank you.

Code: ags

int sequence=0;

function hHotspot9_Interact()
{
 if (sequence == 0) sequence++;
   else sequence = 0; // wrong combination, so start again
}

function hHotspot3_Interact()
{
   if (sequence == 1) sequence++;
   else sequence = 0; // wrong combination, so start again

}

function hHotspot6_Interact()
{
   if (sequence == 2) sequence++;
   else sequence = 0; // wrong combination, so start again
}

function hHotspot2_Interact()
{
  if (sequence == 3) { // correct combination so
      player.ChangeRoom(6, 231, 135); // give player the ice cream
   }
   else sequence = 0; // wrong combination, so start again
}

function hHotspot10_Interact()
{
  player.ChangeRoom(1, 161, 97);
}
#2
I believe I saw another post about this somewhere, just a mention really but I can't find it again. Anyway, I've managed to do this before, create a menu, but that was with the
standard AGS GUI. I'm using hotspots and I've created three clickable spots. Start, Load and Quit. Start and Quit are fine and Load will make the GUI appear and I
can use cancel but when I run the game, save it and quit and then reload, I can't load the save from the menu. It does not appear as an option, but when I start the game again and
get into the main part of the game, I can use the load normally with the saves I created. I'm using gRestore.Visible = true; to make the GUI appear.
#3
So I'm not sure if this is the correct place to ask this question. After playing Thimbleweed Park I wanted to make a short little game in a similar style to Maniac Mansion (Art wise), I am fine with backgrounds but when it comes to
character sprites and namely giving them a decent walk cycle, I suck. I wanted to know if using the character sprites from the Maniac Mansion Deluxe fan remake, editing them and recoloring them was allowed as they are what I'm going for. I wanted to know because if the game turns out somewhat decent I'd possibly like to put it on the site. I only wonder if it is allowed because I see other games that use edited sprites, at least as far as I can tell. Any help in this matter would be greatly appreciated.
#4
Hi all,

Okay, so it's not a problem that I have, I just want to ask a question. I've searched the manual and forum and cannot find what I'm looking for,
I'm beginning to think I imagined it. Is there a function or such that if I talked to one character say, Cop that will give me a different response
from Vet because I've talked to Cop (Without using the HasInventoryItem function) . I feel like I saw something like HasPlayerTalkedToSomeone somewhere on the forum but I could be wrong. Also,
regarding this, is there any way to get a different response from Vet if I chose a specific option in the Dialog with the Cop?

Thanks in advance.
GameMaker95
#5
Hey,

So I had one problem and that got solved and now I've run into another. So what I'm trying to do is that classic
puzzle in Point&Click games where you need to create a distraction so that a character will walk away and you can take something without
them looking. So let me lay out what I want to do. The location is a veterinary clinic.

I have a pair of gloves I want to pick up. I can't because of the desk clerk. There is a dog(a character) in a cage, I want to interact with the dog and
make it bark which will make the clerk leave her desk and I can take the gloves. I have a basic idea that involves if i get an item of the dog that lets me pick
up the gloves and I make the clerk walk to the dog but that would be too clunky. Is there a way to interact with the dog, make it bark in the background and allow me
to walk over to the desk, while the clerk goes to the cage and tells the dog to shut up (which stops it barking in the background.), allowing me to get the gloves, but not if the clerk comes back to the desk.
I believe I'd need to use the Set.Timer function but that's all I've got.

Thanks in advance.
#6
Hi,

I have a dumpster that I need to search to obtain a backstage pass. I want to be able to click on it to open it, click to search (get the pass), click to close.

Then every other time I open it to search, it says there is nothing else of interest. What would the best way to animate it be (I have all the frames of it) and what script would I need to do this. keep in mind I'm not a noob but I'm close to one.

Thanks in advance.

#7
Hi,

I have two problems, I have created a room to act as a menu with hotspots for the buttons but my problem is,
I want to disable the dropdown inventory GUI for just this room. I've tried a couple of things, mostly examples given already such as enters rooms, leaves room.
I believe I am using the [MODULE] SingleCursor 1.1 by hedgefield if that makes a difference.

OTHER PROBLEM SOLVED. THANKS slasher.
#8
Hi,

I have a problem with two objects which are characters. I need one to be visible and the other not, unless I have a certain object in my Inventory
In which case, reverse that. I have tried a number of different variations, object visible from start and such, but all I get is only one visible and
that being the wrong one, or both visible. Here is the code I am using, I can't get it to work and it could be completely obvious, in which case, sorry in
advance.

Code: ags


function room_Load()
{
      if (player.HasInventory(iBurnie)) {
        object[2].Visible = false;
        object[3].Visible = true;
    } else {
        object[2].Visible = true;
        object[3].Visible = false;        
    }
}    
   
 

Thanks,
GameMaker95
#9
Hi

Okay, so I would like to create an end sequence to my game where the character enters a room and the bad guy
is walking towards a door and you need to go into your inventory and click on the gun and aim it at the bad guy or
else he will get away. I'd like it to be timed so you have only a set time to do this or he will walk away.
If it can't be done I will settle for scripting a cut scene but I just wanted to try this first.
Any help would be greatly appreciated.

Thanks.


#10
Hi,

So I have a room with an object, disguised as a character, working under a car. I also have one standing nearby. I would
like to have it so that if I go to this room before another room, he is working under the car, but if I go to this other room and
get an Item, he will be standing nearby and the only way I believe I can do this is by if, else statements but so far I can't make
it work. Can someone help with this. What I'm trying to do is something like this.

Code: ags

if (player.HasInventory(iBurnie)
object[2].Visible = false;
object[3].Visible = true;
else
object[2].Visible = true;
object[3].Visible = false;


If that makes sense. I just can't seem to code it correctly.

Thanks.
#11
Hi,

I have a background character named Kate who I would like to walk from one spot to another, repeatedly. The code I have does this -

Code: ags

function room_RepExec()
{
  Kate.Walk(214, 356, eBlock, eWalkableAreas);
  Kate.Walk(470, 351, eBlock, eWalkableAreas); 
}


But the problem is, I can't control the player character and I have tried eNoBlock and it does not work,
Kate will the move one frame and freeze. How can I fix this?

Thank You.

Also, I have searched the manual and the forum exhaustively and could not find anything to help solve this.
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