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Messages - Bernie

#361
Yep, that button switches between walking and sneaking. It's also possible to switch modes by hitting space.
#362
Actually, you probably should use the second one as it doesn't interfere with the text you click away if you have skip speech set to mouse click.
#363
Okay, here it is... put an int dclick above repeatedly execute, then copy/paste this code:

if (IsInterfaceEnabled()==1) {

Ã,  if (IsButtonDown(LEFT)==1) {
Ã,  Ã,  if (dclick >2)
Ã,  Ã,  Ã,  if (dclick <16) {{DisplaySpeech(GetPlayerCharacter(),"Doubleklikkers!");dclick=0;}}}

Ã,  if (dclick ==1) {DisplaySpeech(GetPlayerCharacter(),"Oneklikkers!");dclick=0;}

Ã,  if (dclick > 0) {dclick=dclick-1;}Ã,  Ã,  Ã,  Ã, 

Ã,  if (IsButtonDown(LEFT)==1) {dclick=16;}
}

You'll have to tinker around with the dclick value depending on your game speed. If the double click time is to short, replace the sixteens with higher values.

----------------------------------------------------------------

Another, maybe better way is doing this:

top of global script:
int dclick;

mouse_click:
if (button==LEFT){ if (dclick>1) {DisplaySpeech(GetPlayerCharacter(),"Doubleklikked!");dclick=1;}}
if (button==LEFT){ if (dclick==0) {dclick=16;}}

repeatedly execute:
if (dclick > 0) {dclick=dclick-1;}

It's shorter and works better but is spread across several global functions.
#364
Well, there's many ways to script something like that. :)
If you run into any problems, let me know.
#365
Hi there! First off, you'll have to do that in repeatedly execute.

Holding button down:

if (IsButtonDown(LEFT)==1) {stuff}

The double click:

- Create a variable.
- When the left button is down and the variable is 0, set it to 10 or something (depends on game speed).
- Subtract one from that variable if it's bigger than 0.
- If the mouse button is triggered while the variable is greater than 0, trigger the desired action.

That did the trick for me. Lemme know if you can work it out, otherwise I'll just type up the code.
#366
I was wondering if it will be possible some time in the future to change property values at runtime?

This would be very useful for, say, RPG games, with stats and so on, or just general AI. I'm handling my NPC AI with inventory items (messy) and arrays (inofficial feature at this time) at the moment, and changeable properties would be really handy to use instead.
#367
I really like that sketch, so I gave it a go. It's a direct paintover with only details changed:

#368
Thanks for the comments!

Discworld inspired? I played the adventure games, and they probably do influence my work, but so does every other adventure game I've played, including RLatBtaT. Too bad that one keeps crashing on me towards the end...
#369
Thanks!

Here's the last screenshot for a while - don't wanna spoil the game for you (they're all screenshots from stuff you get to see in the first 10 minutes, so they probably don't spoil too much):



My little virtual world is getting some actual population now. Hooray!

The percentage-o-meter for finished artworkings goes up to 15%. Hooray once more!
#370
Thanks! I'll just go and work on it some more, then! :D
It's great when you're done with all that engine stuff, because then you can focus on the actual game, and that's much more fun.
#371
Oh hey, buncha updatings! :)

Special features in the final version:

-Got rid of some not-so-adventury things, only sneaking left, which is non-adventury enough anyway
-Notebook with addable entries and pages
-Cooking spells (not sure if this is a special feature, as it is used in a lot of games)
-Switchable characters & team-ups for different answers/replies in dialogues and other things

Those features are coded in already, and I'm making the actual game now. It's about friggin' time, eh?

Story: 95% complete, minor details left
Puzzles: 60% complete
Graphics: 10% complete

Town map:


Annoying tax collector:


Smelly zombie:


Okay, I'm done.
#372
The BJ games keep looking better and better with every new case. Keep it up! :D
#373
I see... I better go and check them out then, thanks!
#374
Ah, so it WAS something stupid I did, good! Thanks for helping me out. :)

QuoteYeah, I can see the uses for that. Would anyone else find this a useful feature?

My game is split into chapters, and it would be sweet if it were possible to globally store if a chapter has been finished, so it can be replayed without having to load. If I can do this with that feature, then yes, I'd definately find it useful.
#375
Those are weird happenings, indeed! :)

Anyway, just to keep you up to date: I've sent CJ a PM with a link to my game source. I'm hoping it's no AGS error, and just something stupid I did...
#376
Hmm... tried it, didn't work. I used 'first time player enters' instead 'after fadein'.

Problem is, it doesn't reset any values for me at all, not even GlobalInts.
As a test, I always added 1 to a global value under 'after fadein' in a room further ahead. I compared to that GI in the first screen, and it would keep rising after restarting. This happens with normal restarting AND the save game thing.
It's like the values stay in the memory, or something.

So, uh... that's not normal, is it? :)
#377
The first room is a room with a hidden player character, I've set it up that you need to click to start the actual game for now. In that room, no value is set. In theory, AGS should place the restart point there.
In the next room, a cutscene starts which sets a value to 1 at the end of a dialog with dialog_request.
When I restart the game, the value stays 1. The cutscene requires the value to be 0 (I'm comparing to it in the 2nd room's before fade in script), otherwise it won't start.
#378
My game immediately started itself into a cutscene, so the restart point didn't have time to do its thing. I just added a timer thing so it's playable for a short bit before the cutscene, but it still doesn't work. Hmm... :)
I'll just use my reset thing then.
#379
I'm using several integers in my game (imported in script header, exported at the end of global script and defined at the top of the global script).  However, those values are not reset when I call RestartGame().
I wrote a ResetValues() function that sets all values to zero as a workaround, but I was wondering why those values don't reset themselves upon restart? Even setting them to zero in game_start didn't help.
#380
Thanks for your reply. :) The game runs in 320x200, that's why my art looks squashed to you. I'm making most sprites and backgrounds in a resolution with a similar ratio so they'll look okay in that resolution. If I drew the sprites under a resoultion with a normal ratio, they'd look kind of stretchy ingame.
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