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Topics - Jack Sheehan

#1
Hello there all and sundry. As winner of the last competition (by one vote no less) I'm here to start the next compo. This one will be very loose.

No Rules on medium, length or content. I want no restrictions, if people want more time, they can have it. No one wins when there are too few entries.

The title is 'Tonights the Night' or if you like just 'Night'.

Enjoy.
#2
Hello Ags-ers, if you have the time, please have a look at this short story I wrote recently. It was inspired by fallout, so if you enjoyed that, you may enjoy this.I decided to host it as a blog rather than post it all here.

http://rickjohnsonsfiction.blogspot.com/

#3
This is really irritating me because it's so simple and it was easy to do in 2.72. When I set a simple object interaction, he walks towards it and picks it up, but it disappears before he reaches it.

The code is:
function oBlock_Interact()
{
cEric.Walk (217, 154);
oBlock.Visible=false ;
}

How can I make it disappear after he stops walking? Cheers.
#4
I'm new to AGS and just trying to start some basic scripting. After following the tutorial for Counters I'm wondering whats
wrong with this section of script:

// room script file

#sectionstart hotspot2_a  // DO NOT EDIT OR REMOVE THIS LINE
function hotspot2_a() {
  // script for Hotspot 2 (Sun): Look at hotspot
int my_counter;
  if (my_counter == 0) {
     Display("Ow.");
   }
   if (my_counter == 1) {
     Display("This really hurts you know");
   }
     if (my_counter < 2) {
       my_counter += 1;
}

#sectionend hotspot2_a  // DO NOT EDIT OR REMOVE THIS LINE
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