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 - madopolis

#1
I honestly downloaded because I love the song Der Commissar, and kind of that era of history, and I must say, I love the game. It's hilarious, the cut-scenes are great, it gets slightly glitchy sometimes, but over-all, you've made a great game!  :-D
I can't wait to finish it, and it's even inspiring me to finish my AGS project.
#2
Thank you! I feel like such a dingus! :(
Here's how I fixed it for anyone else who might be having the same problem..
This is within the dialogue tab.

Code: ags

@5
cMarleen:Really? I bet she's going to pop the question! Ooh!
cMarleen:Watch the shop for me! Here's the key to the kitchen!
  player.AddInventory (iShopkey);
  cMarleen.Walk (757,445,eBlock);
  cMarleen.ChangeRoom (7);
stop

#3
So, I would like for the npc to leave the room after a certain dialogue option is selected. I really wish the dialogue scripts allowed for regular ags scripts as well. Anyways, right now the npc disappears as soon as the dialogue is run, leaving the player talking to an empty room. Here is my script:

Code: ags


function cMarleen_Talk()
{
  if (player.HasInventory (iSkull))
{
  dDialog3.Start (eBlock);
  cMarleen.Walk (716,  388, eBlock);
  cMarleen.ChangeRoom(7);
}
 else dDialog1.Start ();
}


Sooo of course ags does not like that I put the eBlock in with the dialogue start, so I also tried with the walking command, but the character still changes rooms before the player can finish the dialogue.

I'm sure there's a simple solution and I'm just not thinking about it correctly/ misunderstood something within the tutorial/manual (I'm using 3.4.0). Help would be appreciated!
#4
Quote from: Khris on Fri 30/06/2017 18:35:34
Or a graphical overlay, but like Cassie said, it depends on how exactly you want this to work.

Should the player be able to interact with the popup in some way? Or just be able to click to close it? If it isn't going to cover the entire screen, do you want semi-transparent black around it?

Either would work, I guess it depends on how involved the interaction scripting would have to be. I really have almost no skill. At most it would be switching between a few images on the computer's "screen", and then closing the pop up. I would like for it to take up the screen, and show a more detailed close-up of the computer and the desk it's on.
#5
I'm very new (started my first game this week! Subsequently I am awful at scripting),
I was wondering if I could get some advice on the best way to have a "close up"/ pop up .png image on the screen when player interacts.
Right now I have a computer in the background image tagged as a hotspot. I'd like a way for the player to be able to read (or potentially interact with) the screen of the computer. I couldn't find something quite like this in the forums (maybe I don't have the right vocabulary), any help would be appreciated. Sorry for my English.
Thank you!
SMF spam blocked by CleanTalk