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Topics - morph100

#1
https://thatglastonburygame.weebly.com/

My first ever game attempt, so yeah its very rough round the edges but it kind of works......I hope.

Any feedback welcome.
#2
Upgraded to 3.5 and now I've got errors in DialogScript.asc about ViewPortHeight and ViewportWidth which according to the release notes are no longer used in favour of screen properties but Ive no idea what to change them to?

This is from my Tumbleweed scripts
#3
When I try and build my EXE I get Symantec saying Trojan.Gen.MBT virus quarantined and I get AGS saying Unable to set EXE name/description: LoadLibrary failed

Any ideas on how to fix this?

Thanks!
#4
What filesharing platform is best for sharing a part complete game with a small number of people?

I was using https://ufile.io/mb2a9mtx but anti virus seems to flag it as dodgy and then it flags my game as dangerous as well! Finding it hard to create a game and share it, unless its just my anti virus being particularly sensitive?
#5
When I compile my game and then try and run it, its says it is SONAR.ProcHijack!g45 virus and has bee quarantined and i need to restart my PC.

Didn't do this a couple of months back, but I have extended my game since then with new rooms and puzzles etc but no idea where this has come from or how to remove it?
#6
Sorry another stupid question!

In my room I have a hotspot I want to use the Pull verb with (tumbleweed GUI), under events for my hotspot I have Look, Pick Up Talk etc but no Pull....do I use Interact somehow or do I use Usermode1 somehow?

Thanks!
#7
Beginners' Technical Questions / Cutscene help
Thu 14/03/2019 15:34:01
Sorry this is probably really basic but I'm struggling to find the answers.

I am making a game using the tumbleweed verb menu, when my character walks over a hotspot I want it to load a cutscene where the menu and character disappears and it loads a slide show of images with text over timed then goes back to the previous room.

Any help gratefully received!
#8
OK so still trying my very first game so forgive the basic questions.

I'm trying to trigger a different dialog script depending on the value of a bool, as in if bool is true then play dialog 1 if it is false play dialog 2. But I'm setting the Bool value in the room script but the dialog triggers from the character talk are in the global script so I keep getting dialog 1 and not 2.

Hope that makes sense?
#9
So i have one working IF statement where I am using if player has inventory item but now i am trying to do another against a Bool variable setting, here's what I have so far:

function oCar_Look()
{
if (caropen = false) {player.Say("That's my car, it's locked");}
else {player.Say("It's unlocked!");}
}
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