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Messages - Cassiebsg

#1941
Quote from: Mandle on Sun 12/08/2018 00:35:42
and starting over so I'd just cheat. (laugh)

This is not called cheat... it's called reloading your game. (laugh)
#1942
For dialogues, your files can't be named like that and they don't need to be imported into AGS.

What you need to do:

ego: &10 "Hi! How are you?"
michael: &7 "I'm fine." "

cEGO's speech file would be named EGO10.ogg (or .mp3 or .wav depending on which sound format you are using).

cMichael's speech would be named MICH7.ogg

Then all speech files you just place them on the speech folder of the game.

Note: Remember that you can not use leading zeros in the file names... MICH7.ogg if not the same as MICH0007.ogg...
#1943
Wow! That was an awesome trailer! :-D

Wishing you and your team the best of luck! (nod)
#1944
AGS Games in Production / Re: Tardigrades ©
Sat 11/08/2018 09:32:54
Well, the internet is your documented proof that you can't possibly have stolen their content, since you have been working on it (and showing your work) long long before they're project even aired or was announced. Of course for them a legal suit (that they know they can't win) is just peanuts for them, while for you can be devastating (and impossible to hold the legal fees)... and they know it.

Also any person claiming you stole/plagiarised their work is just an ignorant ignoble.
#1945
This is all so awe.... (can I say this? (laugh))

I'm lacking words to be honest. Great job!
#1946
AGS Games in Production / Re: Tardigrades ©
Fri 10/08/2018 13:48:54
Some pll that that there~s not bad publicity... Hopefully all this controversy might end up boosting sales. Here's hoping. (nod)
#1947
Will give it a test run tomorrow once I get home from work. (nod)

Thanks again, and hope I don't break it like I usually do. ;) :-[
#1948
The Rumpus Room / Re: What grinds my gears!
Thu 09/08/2018 20:39:34
I actually had a nice frozen pizza just last sunday... for once in my live it was good and properly balanced. (nod)
#1949
I stand corrected. :-D
I thought "son of a pitch" was the theme... (roll) Have no ideas right now, maybe next round. (nod)






#1950
Nice thread... :) Also there's the pitch competition, that kind of started like "share you ideas, in the kind of pitch" and mutated into a theme competition, which at the end of the day (once you have run out of ideas) is a bit more challenging. ;)
#1951
Congrats on the release. (nod) :-D
#1952
Well, there was really no other outcome, only if the fool wanted to continue playing "wolf", but he didn't had too. :)

I must say that at one point I commented to Adeel that it would have been funny if Mandle was playing the fool... (laugh) But I suspected him to be wolf... is not for his suspicious "oh, they didn't eat me..." (laugh) And I was sure when we got "stu stew"... I thought "This is really Mandle's kind of humor". (laugh) And then he revealed himself... :P But yeah, I forgot the fool isn't town so hadn't realized the game was over at that point. (laugh)
#1953
Uhm. I'll check if any item can be picked up multiple times. Thought I had made it not to, but maybe I slipped... (roll)
Sure, I can add that to the next version, if I find that bug(s) and upload a new version.
#1954
I figured others could see them, cause they commented on them... just thought I would mention that I can't, in case there others that can't too.
#1955
Uhm... i can't see the pics... (had to hit quote and then copy/paste them into the url to see them.)
#1956
The reason was "Why not? Got nothing else to do anyway, might as well see what it does..." ;)
What bugs did you encounter?
#1957
Okay, a hidden savegame is just one that the user can't load from the load list. Just like the restart point uses agssave.999, you could just use the slot 998  and save the info there.

To save a game to a slot you just type:

SaveGameSlot(998, "Censorship"); // 998 is the slot you want to save to and "Censorship" is the name you wish to give the savegame file.

Then you can read/load it by using:

RestoreGameSlot(998);

You can place it on the function on_event
As in:
Code: ags

function on_event(EventType event, int data)
{
  if (event = eEventRestoreGame)
  {
     if (SavedGameslot==998)
     {
        SavedGameslot=0; // I'm not sure that seting this to 0 is needed, but I had it on my code, so I'll leave it here.
        // you can then read the info of your password setting and maybe display a message saying what level of censurship is the game now set to or what ever else you need to do
      }
  }
}


This might work well for if the player changed the settings before starting a new game, but will crap up if the player sets the option mid playing, since it will effectively also save and load all the variables that are already changed.
There might be a way to deal with that, but it's not something I know how to, since I used an external file where I wrote the state of the game (I used the internal command File.Open Read/Write)... in my case it was just unlocked. In your case you would write "Gory" or "Mature" and assume "Sensitive" if file not found.

This last option requires a bit more coding (not so much to write the file, but to read it), if you wish I can turn my work PC on and then copy past the code from my game in (or what is left and might be relevant).
#1958
@Will, that is exactly what the code does. You just have to put the text box in your options settings.
What I meant by "start" is that if you close the game (Quit/Exit) and re-open it (double click the icon in windows to run), the game will be in default mode again.
If you had made a save game while  uncensored and load it it will be uncensored but if you start a new game then it will be censored (meaning you need to go to the options again and set the password).

If you want the game to remember that you have unlocked when you open the game again at a later time, you will need to save that info externally. Or create a "hidden" savegame just to keep that info.

"Game start" is not the same as "start a new game by clicking the button in the main menu"...  ;)

Edit: also I only made my variable to be a yes/no, and since you have more options, you''ll need another type of it, and an "else if" after the 1st if...

Or just use VW's code. Even if looks a lot more complicated to me.  (laugh)
#1959
Geez... now you forced me to go find the old code from  my game when I used a password to unlock the game...  :-[
Code: ags

// create a Text box on your GUI... for this example I'll call it tbUnlock, but you can call it whatever you like. Then click the event button and create the new function.

function tbUnlock_OnActivate(GUIControl *control) // this is created automaticly when you click the ... button on the events for for GUI text box.
{
  if (tbUnlock.Text == "Your Password")
  {
    isGameUnlocked = true; // This is a global variable of type bool set to false by default
    tbUnlock.Text=""; // clears the input text
    Display("Correct password. Enjoy your gory game!");
    gPassword.Visible = false; // closes the GUI that you are using for the password entry
  }
  else 
  {
  tbUnlock.Text=""; // clear text
  Display("Wrong password!");
  }
}


Hope I haven't forgotten anything.
Keep in mind that the password will have to be entered everytime the player starts a new game, but it will remember that it's unlocked when loading a saved game.

Was this what you needed?

EDIT: Also, when in your game you then wish to check if you should display a censored version or a none censured, all you need to do is
Code: ags

if (isGameUnlocked) 
  {
    //  Add your gory code her
  }
else
  {
    //  Add your censured code her
  }
#1960
I'm more confused by that code now.  8-0
CensorLevel is your global, assumed it's set to 1 by default.
What I don't get is, that seems like even if you don't set a Password, cause if PasswordSet =/= 1 it will turn the censorship off anyway.  ???

Either I'm very confused, or your code is needing some commenting to be understood.
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