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Messages - zeta_san

#1
Yes, this way it works.
#2
Quote from: Rik_Vargard on Sun 02/03/2025 10:20:01I tried to have two characters speak at the same time with SayBackground but only the second character speaks, the first one is "ignored"/doesn't show the text.

Exactly
#3
Guys, is it possible to make multiple characters speak at the same time? Like singing in a choir.
I tried both .Say and Display.
#4
I'm working on a personal project: a point-and-click adventure inspired by the '90s.


Development Progress:

Story: 100%
Scripting: 85%
Graphics: 85%
Sound/Music: 100%

Story:

Professor Giustino wants to create an interactive adventure to demonstrate that, despite modern video games having reached incredible levels of realism thanks to today's powerful computers, fun remains a fundamental element even in simpler and more creative games. The goal of the game is to provide an engaging experience, featuring stimulating puzzles and riddles, as well as a variety of unique characters with whom the player can interact.

Each character will have a distinctive personality, with their own stories and motivations, contributing to making the adventure even richer and more interesting. Players will need to solve puzzles and face unpredictable situations.

Although the graphics and gameplay mechanics will not focus on extreme realism, the gaming experience will be enriched with a strong emotional impact, where the value of fun combines with the depth of the story and its protagonists. This approach aims to demonstrate that innovation lies not only in the pursuit of maximum simulation but also in the ability to engage and entertain through creativity, storytelling, and interaction with the game world.










#5
I searched for *.sav but found nothing.
#6
Hi guys, where can I delete the save slots? I want to delete them all, but I can't find the .sav files or the save folder.
#7
the second option!
#8
https://ibb.co/42sr0Ds

Hi
I opened AGS and I got this error. I lost all the sprites... what can I do?
#9
Hello everyone, I would like to do a review of the texts. Is it possible to export all the dialogues, all the names, and the texts in the actions, and then insert them corrected?
#10
@Khris Thank you, you solved a huge problem for me... now I can move forward. Thank you!
#13


function cNet_AnyClick(Character *theCharacter, CursorMode mode)
{

    // WALK TO
    if (Verbs.UsedAction(eGA_WalkTo)) {
        Verbs.GoTo();
    }

    // Check if the action used is GIVE TO
    else if (Verbs.UsedAction(eGA_GiveTo)) {

        // Move the player towards cNet's position and wait for the movement to finish
        player.Walk(cNet.x - 20, cNet.y, eBlock, eWalkableAreas);  // Walk close to cNet, 20 pixels away
        player.FaceCharacter(cNet);  // The player looks at cNet
       
        player.Say("Hey, do you want this?");

        // If I give him the soap
        if (Verbs.GetItemGiven() == iSoap) {
            player.LoseInventory(iSoap);
            player.Say("Will this do?");
           
            // cNet's dialogue
            cNet.Say("For all surfaces, for stubborn dirt");
            cNet.Say("Muriatic acid");
            cNet.Say("Pure bleach");
            cNet.Say("Depleted uranium");
            cNet.Say("Emotoxin rattlesnake venom");
            cNet.Say("Strychnine");
            cNet.Say("Formaldehyde");
            cNet.Say("Palm oil");
            cNet.Say("WOW!");
            cNet.Say("PERFECT!");

            // Mark that you have given the soap
            hodatosapone = true;
        }   
        // If I have already given him the soap
        else if (hodatosapone == true) {
            player.Say("I've already given him the soap.");
        }
        // If I give him something else
        if (Verbs.GetItemGiven() != iSoap) {
            player.Say("I don't think he's interested.");
        }
    } else {
        Verbs.Unhandled();
    }
}


#14
Code: ags
function room_AfterFadeIn() {
Display ("Start of the test");

if (Verbs.UsedAction(eGA_GiveTo)) {
Display ("Give_to recognized action!");

 // Here the code to be performed
} else {
Display ("Give_to unrecognized action!");
}

 Display ("Completed test");
}



Give_to unrecognized action!
#15
Quote from: Khris on Mon 07/10/2024 09:16:18Once again, you need to put Display commands in your code to try and debug this.
Does the function trigger at all?

Sorry if I insist with this thing ..
I also tried this but as I said, after the first call "give" does not perform any action, it approaches the PNG and nothing happens.
Any code I write after

Code: ags
If (Verbs.usedation (Ega_giveto)) {

is ignored
#16
All actions work at the first call but Giveto only works at the second.
I'm going crazy I tried them all.
What can be the reason .. AGS?
#17
The problem is that everything I write after
If (Verbs.usedation (Ega_giveto)) {
The first time is ignored

example

Code: ags
If (Verbs.usedation (Ega_giveto)) {
Player.say ("Hello");

It does nothing, it goes directly close to the PNG
only when I repeat the action everything works
#18
@Khris

Sorry but I tried all the possible solutions but I have a problem with Giveto.
The first time I launch the command, the player approaches the PNG but nothing happens, everything he is later

If (Verbs.usedation (Ega_giveto)) {

it is ignored

When I repeat the command, it works

I don't understand what blocks it, is there a link for assistance?

I also tried with

Code: ags
Player.walk (CNET.X - 20, Cnet.y, Eblock, Ewalkableareas); 

To get him closer but nothing
#19
Update:

Hi everyone
I am finding this anomaly in every room.
When I give an object to a player, the first time nothing happens, I have to repeat the operation.
Do you happen to you?

(Turseweed Action Functions)
#20
Quote from: heltenjon on Sun 22/09/2024 17:59:30Floaty Rog'

The game that is so difficult, even Batman plays it.

 (roll)
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