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Messages - Bearstonaut

#1
It works wonderfully.  Much appreciated.
#2
Thanks monkE3y_05_06,

return (re); gives me my failure outcome, which is what I'm going for.  Ultimately the player will be fighting time just trying to keep the AI from its ultimate collapse.

I will be sure to mention you both, and everyone else who has given me a hand, in the credits.

Thanks again.
#3
Thank you Khris.  This has been a tremendous help to me.  Exactly what I had envisioned!

The RepExec victory condition,

Quote
   if (draw_grid() == 100) {
     grid_active = false;
     Display("GAME OVER");
   }

Isn't working.  The game never picks up an integer value for draw_grid()  greater than 0.  The filling of red squares just continues.  Any ideas?
#4
Hi all,

I'm literally at the finish-line on developing an ambitious 50-room game that has consumed me for the past 6 months.  Considering I am the world's worst programmer, this has forced me to learn on the go, and I couldn't have done it without the help of everyone here.

Anyway, enough of my blathering, here's the problem:

I'm happy with how the puzzles have worked out, but the ending really would benefit from the inclusion of a minigame.  Lazily, I was hoping that something existed in the public realm that I could modify enough to fit nicely with my own story and aesthetics.  Sadly, I've gone through the forums and agsresources carefully and it appears the only minigames that survived the collapse of geocities are the Demoquest slot machine, combination locks and a game of Battleship.  I took a stab at a slider puzzle but eventually decided it was beyond my capabilities and abandoned it for now.  So it looks like I'm going to have to write something from scratch that is a lot simpler, and I would appreciate some support.

Story-wise, your protagonist needs to keep an AI from losing "her" cool and killing everyone by "re-routing" her "logical, heuristic, etc." subroutines to her "ethical" subroutines as they begin to fail.  In terms of what this means for gameplay mechanics -- I have no idea.

My thinking is that I could display a 10x10 grid...and the player must simply click on grid-squares as they begin to change color to "reset" them.  This getting gradually more difficult as the number of squares changing color every second gradually increases.  I imagine for every square that does successfully change color, it increases the likelihood and speed of its surrounding squares from doing to same, so the player needs to work to avoid an escalating cascade effect.  Ultimately, the player need only keep the whole grid from changing color long-enough to trigger the end-game sequence.  Credits will roll.  Players will cheer.

I figure this is more manageable than, say, anything else I can think of.

But I'm at a loss regarding where to start.

Please help!
#5
Quote from: Bearstonaut on Sat 28/05/2011 18:13:24
Hi experts.

I'm at the finish line for a 6-month 40-room project, and one of my final puzzles will be a recreation of the classic game "Think-A-Dot".  I was very excited at how well it was going, but hit an outcome I cannot explain and need a fresh set of eyes.

To see what Think-A-Dot looks like, check out this recreation here:

http://scratch.mit.edu/projects/kevin_and_abe/48878
or
http://www.webster.edu/~lovedo/thinkadot/think_a_dot.html

The premise is simple enough.  Think-a-Dot has an upright frame with three openings at the top, into which you can drop a marble. The marble travels through and drops out the bottom. There are eight dots on the front of the frame, in rows of three, two, and three, and they are yellow or blue. They indicate the state of a flip-flop gate inside the frame. If a marble reaches a gate, it is deflected either left or right depending on the state of the gate, and as the marble passes, the gate will flip over to the other state.

In my game, the gates are marked A1, A2, A3 in the first row.  B1 and B2 in the second row.  C1, C2 and C3 in the third row.  The marble drop positions are labelled Drop1, Drop2 and Drop3 respectively.

If the gate is colored BLUE or Graphic 443, the marble is to go left.
If the gate is colored YELLOW or Graphic 444, the marble is to go right.

Now I started to code the possible outcomes for a marble being dropped in the first slot position as follows...

function Drop1_Interact()
{
if (A1.Graphic==443){
 A1.Graphic=444;
   if (C1.Graphic==443){
   C1.Graphic=444;}
   else if (C1.Graphic==444){
   C1.Graphic=443;}
}
else if (A1.Graphic==444){
 A1.Graphic=443;
   if (B1.Graphic==443){
       B1.Graphic=444;
       if (C1.Graphic==443){
         C1.Graphic=444;}
       else if (C1.Graphic==444){
         C1.Graphic=443;}      
   }      
   else if (B1.Graphic==444){
     B1.Graphic=443;
       if (C2.Graphic==443){
       C2.Graphic=444;}
       else if (C2.Graphic==444){
       C2.Graphic=443;}
   }
}
}

The game initializes with all of the buttons BLUE.  Now, I would have thought that dropping the marble in Drop1 would have an outcome of A1 and C1 turning YELLOW.  In practice, however, which this code, A1 and C1 stay BLUE and B1 turns yellow.

I am wracking my brain to see where this code goes wrong.  Do any of you have any bright ideas?  If any of this is unclear, let me know and I'll try to provide more information.

Thank you, in advance.


Please disregard this post.  I'm an idiot that forgot to delete a piece of old code that effectively borked the outcome.
#6
Disregard.  I'm an idiot.
#7
It works exactly as you said.  Thank you very much.  Looks like I'll have to name my firstborn Sephiroth.
#8
The textbox is within a GUI.  Is it possible to have a repeatedly_execute_always within a GUI?  Or does it go in the rooms in which the GUI is accessed?
#9
Hello.

I'm halfway to finishing my first proper (50-room game).  It's been a long four months, but I couldn't have done it without reading all of the guidance present on these forums.

Now I've got a question of my own.

I have a textbox in a GUI that will appear under certain conditions.  When it does, I want the user to be able to enter any number they want. 
I want the user to be limited to entering numbers only.
I also want to check that the number entered is greater than zero.

I figure this involves string manipulation and dark magic.  Can somebody kindly steer me in the right direction?

Thanks, in advance.
#10
It works perfectly.  Thank you so much!
#11
Hello experts.

I'm working on my first attempt at a game and could use your wisdom.

Game uses one of the great Lucasarts SCUMM GUI modules.  The game opens with the player character in a hotel room.  What I'd like to accomplish is having the player character be able to turn on the television and get a lot of background chatter (visual, not audio) for the duration of that characters time in the room so long as the television is turned on.

So my approach was as follows --

One object for the "off" television.
One object for the "on" television.
One invisible character (blank sprite) to be providing the chatter only when the condition for switching to the "on" television is met.

Now, best as I can understand from hours of poring through these forums, background speech that doesn't interrupt the gameplay is a common request, and very difficult without the aid of an imported script.  I identified and attempted to implement two different such scripts, and got two different errors that I'm having a hard time resolving.  I am assuming these errors are a product of script commands being made obsolete with subsequent engine builds.

Electroshokker's "Background Speech v1.0.1".

ERROR: "Parse error at AudioClip".
I tried to remove any and all audio references in the hopes that it would lazily fix the problem.  Instead I got ERROR: "Parse error at ViewFrame"

The other script, "QBGSpeech v2.03" by SSH and Scorpiorus.

ERROR: "Undefined token StrSetCharAt"

I can see that term is now obsolete too, and I am not sure how, exactly, it is to be replaced. 

Obviously, I'm not a programmer, but if I let this beat me, I'll let a hundred other problems with developing a new skill beat me.  I would therefore be grateful for any assistance.  Is there a better script for accomplishing what I am attempting here?

Thanks, in advance.
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