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Messages - Akumayo

#861
Answer 1:  I did something similar to this when I entered last year's july mags.  I used objects rather than new rooms, (btw, change your GUI to a popup-modal and turn it off when the game starts).  Anyway, make objects that are your game's resolution, then show them one at a time with simple Object On and Object Off commands.  Then, when they are all off, your main menu (the actual room background) will be visable.  (At this point turn the GUI back on)

Answer 2:  I think there's a child function for play music, stop music, etc.  But I'm not good with music so someone else would be a better answerer to this one.
#862
That's the weird part, everything works as far as I can see except that the objectgraphics won't change and the BATTLE GUI won't turn off!  I checked the script, it's set up as a popup-modal, there is nowhere but functions that it's told to turn on, and it never blinks on/off at all after it comes on...

IT'S DRIVING ME MAD!!!!
#863
Hmm....If you want to do it without scripting, the game will -have- to grab it.  But I think the "use" item should work.  Simply draw a 10x10 sprite of the word "use".  Then make an inventory object (we'll call it "use") and assign the "use" sprite to it.  Then make an interaction in your script.  I think it's a conditional "If use inventory on inventory" or something like that (i haven't used them in a long time).  In the "if use inventory on inventory" function assign it so that it is inventory ALIEN ARTIFACT used on USE.  Then put whatever other code you need after that.

(if you need more help, pm me)
#864
Garage Gothic, I'm pretty sure those green spots are pads  :P
#865
Napolean the conquerer who continued his conquest after breaking out of his island prison!

Ho ho, wee wee!
#866
"I could do that, but it would interfere with my escape!"

Five-o-clock lock when you click on just about anything...
#867
my first game to play was five-o-clock lock, weird puzzles, few rooms, but oh so hilarious
#868
wow, if ags could do that, I'd whoop, hollar, jump, bounce, clap, jump again, and then cry....
#869
I think you can use functions to do something of the sort.  Like a check_crap(dosomecrap int) function or something.  As far as properties, I'm still working on figuring them out, but I think they're like bushes and rocks in grid games, they all do the same thing if clicked on when they are assigned the same property (so you don't have to write the same code over and over on every bush/rock)
#870
that sounds...odd.  Make sure you gave the right item (the crossheir) and that you used the right spriteslot, but it sounds like you've done both of these already.

Try deleting the sprite and the inventory item, then re-loading/making both.  Maybe refreshing the coding would solve whatever the error is?
#871
Daddyman, I have a simple solution that doesn't require any scripting at all.  Simply give the player another inventory item that is a picture of the word "Use" (or examine or whatever) then the player can highlight the ALIEN ARTIFACT and use it on the USE item.
#872
In one of my function scripts I have :

function enemy_bite() {
  GUIOff(BATTLE);
  Display("Enemy will use Bite!");
  SetObjectGraphic(2, 123);
  SetGlobalInt(105, (GetGlobalInt(1))-(GetGlobalInt(76)+1));
  SetGlobalInt(1, (GetGlobalInt(1))-(GetGlobalInt(105)));
  DisplayMessage(546);
  SetObjectGraphic(2, 0);
  dead_check();
}



However, in the game, the GUIOff(BATTLE); commmand seems to be completely ignored!  Also, the SetObjectGraphic commands are ignored whenever I call them from functions.  I'm flabergasted!  The GUI won't turn off when I tell it, and my objects won't change graphics!  What I am doing wrong this time?
#873
Nontheless, it is fun (if your bored) to make the entire forum board blood red rather than soothing blue
#874
Yay!  I got insulted!  I am bored, I was waiting for someone to reply to my other post, which they did, and they fixed my problem.  But in the moment I found the "glitch" I was very pleased with myself  ;D
#875
hey, you were right, I called it in enemy_attack();

but I defined eneymy_attack before defining the other two, thanks!
#876
This is cool, on the forum boards, listen carefully:

Put your cursor over a topic (it will turn red) now click and hold down the mouse button, then quickly move the cursor off the topic and release the button simultaeneously (sp)!

Try several times, eventually, the topic stays red and you can move the cursor around, but the topic is still red!  You can hilight as many topics as you want in red!  But when you cursor passses back over the, they turn blue again!  (Might wanna fix this CJ!)
#877
yah, room animating is more for waterfalls, winds blowing, waves washing on shore, etc.
#878
The functions are located at the tip-top of the globabl script already, far before the GUI's even begin to emerge....
#879
I'd suggest either comparing a speed stat for for determining the first player or always letting player go first, then using either a GUI or run-scipt X in dialogue commands so the player can choose his/her attack, then randomely choosing an attack for the monster (depending on which monster is out), and if all this is located in the room's repeatedly excetue,you could go ahead and put your "dead check's" after each monster/player turn and since it repeats it would go on until someone died!!!

can't breathe.....all one sentence!
#880
Personally, I like the pipes, but the bone is still pretty big, is it a human femur or what?  Anyway, do what MrMasse suggested about putting the bunker lower, a bomb would easily infiltrate right now, and besides, if the bunker is lower, less sky shows, so your bland sky problem also gets solved.
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