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Messages - Sayhello-hello

#1
Great, that was exactly what I was looking for. I was trying to write code in the dialog script but it didn't really work (now I know why) and then I imagined a lot booleans which would have been annoying in the long run.

Thanks.:)
#2
Hi,

So the problem is that I have a character speechview, but it only appears when the character is speaking, but I'd like it to last for the whole duration of the conversation. Right now, my solution was to lock the view, but then it won't change back to the normal view when the conversation is over.

So I'd like to know if there is any way to track whether or not the conversation is on, in order to change the character view back to normal. OR if there is a much easier way of achieving the same result that I've missed.

Thanks
#3
There's a new version available for download, where the bugs have hopefully been destroyed.

And also I tweaked the game a bit, so that the second trophy is now a little easier to get.

Thanks for the feedback, everyone!
#4
I'm glad you like it so far!:)

And thanks Khris for the feedback, I'll fix it right away.
#5
Completed Game Announcements / Hello Neighbor!
Tue 19/10/2010 14:07:03
Hello,
I just finished a very short puzzle/exploration game about neighbors! Hope you enjoy it. :)

Hello Neighbor!
Who are all these people living so close to each other? Do they know each other?
Hmm... maybe not.
Now is the time to make then MINGLE!

http://www.adventuregamestudio.co.uk/games.php?category=&action=detail&id=1367&refresh1287493236



#6
Hi everyone,
I am kind of lost as to how to construct multiple scores in AGS (or just in general).
So basically you would have score A, score B, score C and so on...
if score A = 2 then something happens and likewise with B and C, but I can't quite figure out how to make different scores.
#7
I haven't actually thought about whether it should have an effect if you restart the computer, only the game. So thanks for pointing that out to me.
I guess the manual restart would be the best then, in case of new users or you just want to start all over, since it's a short game.
#8
Hi,

I haven't actually gotten any code down. But I was wondering how one would go about making an achievement system.
I thought about making some booleans and then set them to true once you've unlocked an achievement, but once you restart the game I suspect the achievement would be lost, and it's a game where you DO need to restart.

Or should I "manually" make the game restart, so that it just seems like it's restarting but in code, it's actually not?
#9
This is a funny game, I actually didn't mind the graphics at all because it was so cleverly incorporated into the story. So if you hadn't pointed that you're a bad artist, I would have just thought that it was part of the art direction, bad on purpose to support the story.

I really liked the story which I thought was very clever and funny. (It reminded me a bit of Kurt Vonnegut's Breakfast of Champions, where the creator also exists in the creation) Haven't finished it yet as I got stuck in some puzzles, but I'll try it out again later.

Some suggestions for improvements (maybe for future games): Maybe you could remove inventory items once you're not supposed to use them anymore? And also I found the change of rooms a bit weird sometimes at places with doors, that you had to interact with it, just walking would have been a lot smoother I think.

Just my two cents, I hope you can use it for something in the future. :)
#10
Thank you everyone for your comments, they're much appreciated, sometimes it's kind of hard to spot your own problems because you've gotten so used to them. I'll look into tweeking the game to accomodate some of them and some them I'll keep in mind for future stuff.
#11
Bugs have now been fixed!!! Thanks Captain Ricco! ;D
#12
I'm glad you liked it and looks like you've managed to get the two different endings. Can I ask you what you thought of the puzzles and the dialogue? Were they logical, too easy, too hard? Was the dialogue okay? I've always thought of dialogue as my weak point.

And thanks alot for the bug reports I'll definately look into it. :)
#13
Hi everyone,

I just finished my very first game (third try) using the AGS engine. I hope you enjoy it and I would love to get some feedback on it so I can improve in the future. :)

The wife who wasn't there
The inattentive husband returns home one ordinary day only to find that his wife has gone missing.
Hmm...
He seems to remember she might have said something yesterday, unfortunately he can't remember. Now he has to look for things that might clue him in on why his wife is missing.

http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1302

#14
It works! ;D The problem was that I hadn't found the repeatedly_execute(), which seems like a silly thing to overlook in hindsight, but there you go.

Thanks for helping me out!
#15
Well, thanks for the help.

I modified the code to this, but nothing happens when I call the function. I tried just making it say "ring ring" when I call function, and that works. I think the problem might have something to do with the fact that this has to run in all rooms until the player finds the telephone. So far this function is in the global.asc, and is only called from one room (not the room where the telephone is).

Crimson Wizard Are you suggesting that I check the timer inside every room? Sorry if it's a dumb question, but my brain can't quite get to grips on how to execute this.

Thanks for the help, again. :)

Code: ags
 function ring() {
  if (Ending == true) {
    SetTimer(1, 200);
      }
 if (IsTimerExpired(1)) {
        cHello.Say("Ring... Ring...");
        SetTimer(1, 200);
}
  }
#16
Hi,

I'm trying to set up some sort up function that has the effect of a phone ringing, so that a message ("ring ring") will pop up at a certain time interval until you've picked up a phone.
So far this is what I have, which I realise isn't much, but I didn't really know what to do. :-\

 function ring() {
  if (Ending == true) {
    SetTimer(1, GetGameSpeed() *10);
      }
 if (IsTimerExpired(1)) {
        cHello.Say("Ring... Ring...");
        ring();
}
  }
#17
Okay, I changed it and it worked! Thanks alot for the help. :)
#18
I have used the "enters room before fade-in" event.

 function room_Load()
{
  if (cEgo.PreviousRoom == 26) {
    gIconbar.Visible = false;
cEgo.Say("Honey, I'm home!");
  cEgo.Walk(590, 223, eBlock);
  cEgo.Say("Honey?");
  cEgo.Walk(263, 438, eBlock);
  cEgo.Say("Hello?");
  cEgo.ChangeRoom(22);
  }
  else if (cEgo.PreviousRoom == 22) {
      gIconbar.Visible = true;
     }
}


So the first if-sentence is sort of a cutscene and leads to room 22, which is another kind of cutscene that then leads back to the room triggering the else/if sentence when the player is allowed to play.
#19
Hi,

it seems like my game is crashing when I try to run a test, although I'm not sure it's an actual crash because there's no error message, the game screen just goes black and there isn't anything I can do. Has anyone else had this problem and know how to solve this?
#20
Since Character.Room and Character.PreviousRoom are readonlys how would I actually use the data to change rooms (or do whatever)?

Like the character is currently in room X, then he moves into room Y where following message is displayed "Hello". This message will only be displayed if he was in room X before.
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