Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - slatkabundeva

#1
Thanks for taking the time to help me. I have combined advice and implemented it in a way that works. My brain is mad at me but I am happy to have been pushed to learn a little more :)

I'm starting to understand the enums and arrays a little better. I did put the // handle mouse click part into my room and it does what it say "you clicked on tile." I'm just not sure how to combine that with the actual players interaction, so I will just use hotspots, but I no longer need to use objects :). I also applied using arrays to my friendship levels for npcs.  Now onto all the other challenges xD

Here's my new room script if curious
Code: ags

//garden variables for tool progress 
//(rusty hoe will take 3 "hits" as opposed gleaming hoe which only needs 1, ect.)


  int tillprog0;
  int wetprog0;



/////////
function h1a_UseInv()
{
  
  //rusty hoe
   if ((player.ActiveInventory == irustyhoe)&&(tile[0].tilled == false)&&(tillprog0 <3)){
   vStam -=5;
   tillprog0+=1; }
 
if ((player.ActiveInventory == irustyhoe)&&(tile[0].tilled == false)&&(tillprog0==3)){
tile[0].tilled = true;
 vStam -=5;
  }
 
 
 //Seeds
if ((tile[0].tilled == true)&&(player.ActiveInventory==iseedstrawberry)&&(tile[0].sowed==false)) {
  vStam -=5;
  tile[0].seeds=eSeedStrawberries; 
  tile[0].sowed=true;
}
 
 if ((tile[0].tilled == true)&&(player.ActiveInventory==iseedcorn)&&(tile[0].sowed==false)) {
  vStam -=5;
  tile[0].seeds=eSeedCorn; 
  tile[0].sowed=true;
}
 
 

// rusty watering can  
if ((player.ActiveInventory == irustyWC) && (tile[0].sowed ==true)&&(wetprog0<3)){
  vStam-=5;
  wetprog0 +=1;
}
 
 if ((player.ActiveInventory == irustyWC)&&(tile[0].tilled == true)&&(wetprog0==3)){

tile[0].watered=true;
vStam -=5;
 }
  
  
  
}


function room_RepExec()
{
  
  //     tile 0  Graphics       //
 if (tile[0].tilled == true)
 {
DrawingSurface *surface = Room.GetDrawingSurfaceForBackground();
surface.DrawImage(50,50, 64);
 surface.Release();   }
 
 
 if (tile[0].seeds==eSeedStrawberries)
 {
  DrawingSurface *surface = Room.GetDrawingSurfaceForBackground();
surface.DrawImage(50,50, 66);
 surface.Release();  }
 
 if (tile[0].watered==true)
 {
 DrawingSurface *surface = Room.GetDrawingSurfaceForBackground();
surface.DrawImage(50,50, 65, 50);
 surface.Release();  }

#2
Thank you for the feedback. I've been reading the manual and starting to understand what these can do and how they can be better than objects for my purposes.
Are there any tutorials or simple demos anyone knows of to learn them better?
#3
So I am aiming to make a Harvest moon-esque game. I'm trying to hash out the farming mechanics before I go to far, now I'm wondering if it's even possible.

Initially I wanted to make the farming using a grid with hotspots and objects (ie using the hoe on the hotspot makes object dry soil visible, using the inventory object seed makes sowed soil visible. This may seem like a lot of objects but it's the scripting I have an easier time grasping, if it weren't for the object limit it would be possible.

Here is my layout with the temporary/working grid background. I then thought of changing to 150x150 squares instead of 50x50. then there would only be 32 plots. The problem is I need several objects for each plot (dry soil/ wet soil/ the  different phases of plants)which makes it over 40 items quickly. Is there an easy solution, or at least easyish enough to learn?
(screen size is set to 1280x720)


https://pasteboard.co/H6LPjBj.png

Code: ags

 ////////////////////       A1     /////////////////
//garden variables


  int A1tu ; ///A1 refers to square A1 which will be the top left square. tu is referring to tilled/untilled
  int A1wd ;  //// wd is referring to wet/dry




//player uses rusty hoe on the grass in A1 which tills the soil

function h1a_UseInv()             /////////hotspot for a1
{
if ((player.ActiveInventory == irustyhoe) && (A1tu < 3))

     {     A1tu += 1;
           vStam -=5;}
     
else if ((player.ActiveInventory == irustyhoe) && (A1tu == 3))
     {  oDryA1.Visible=true;
     vStam -=5;}

}
//  Sow Strawberry seeds

function oDryA1_UseInv()

{
if (player.ActiveInventory == iseedstrawberry) 
{
oSowA1.Visible=true;
vStam -=5;
player.LoseInventory (iseedstrawberry);
  }
}
 
//Water Strawberrys with Rusty can 

function oSowA1_UseInv()
{
  if ((player.ActiveInventory == irustyWC)&& (A1wd < 3))
  
  {A1wd += 1;
  vStam -=5;}
  
  else if ((player.ActiveInventory == irustyWC)&& (A1wd == 3))
  
  { oDryA1.Visible=false;
  oWetA1.Visible=true;}
  
 }
#4
Does anyone know the likelihood of being able to export to an android playable file in the near future? I decided to try another game engine for my next game because of this but I like AGS so much better.
#5
Hello!
This is my first ever game. It is basically 100 percent done, except
it has never been played by anyone else before, so it is potentially very buggy!
I'm looking for feedback on any aspect of the game music, graphics, coding, ect.
I've never shared the link before so I'm not even positive the game download works : O O O O O
Thanks!

Illumination is a mildly dark, hand drawn 2d point and click game. Explore, use objects, and solve puzzles to proceed through the game.
(you can combine objects)

The game: http://www.adventuregamestudio.co.uk/site/games/game/2147/





The walk through : https://drive.google.com/open?id=0B5jQVqgDqW1jREtoYWtUTDBobk0
SMF spam blocked by CleanTalk