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Messages - Cassiebsg

#301
Concept: Blur - I really like the idea of this castle by the clip/rock shore, but all I get is a transition screen, with 3 (maybe 4) exits but not much more to interact, explore and click on.

Playability: Reiter - There are really several places I want to explore and click on, in the hopes of finding useful stuff to help me in my quest. There are even berries on the grass and the potential of digging in the sand to find extra stuff!

Artistic Execution: Reiter - Lovely pixel art with rich detail, even though it's a simple enough room. Just right amount of detail might I add.  (nod)
#302
If you only want to save the first time, you could try adding the save to First time player enters room function.
I'm not sure where you are coming from before you start the room (another room?). If you have another room to start the game and have the start menu, then you can just select all those Goblings and player character in the start menu room, and then you can safely save when you start the new room.

"NOTE: You cannot reset the current room (i.e. the room that the player is in)."

So if you already are in room 1, you can't reset it. Meaning that you do need to be in another room to run the Reset.

>> cGob1.ChangeRoom(1, 129, 171, eDirectionDown);

Since you have set cGob1 to be the player character before, this line should be last in your code. It doesn't really affect the way you wrote it, because AGS will still run it last, but for understanding what is happening and how the code is run, you should always write the code in the correct running order, so you don't have surprises later on when the game doesn't run the way you expect it to.

Image now if AGS didn't run this line last and run it in the order your wrote it... the moment this line was executed the player would change rooms and thus all lines afterwards would not be run. And you would be wondering where the other 2 goblins were and why you couldn't click on the one you did have.
#303
Who's the player character?

Also, Khris already said that SaveGameSlot(1, "room 1 initial state"); runs last, so it should be the last line in your code.

You have a bunch of  cGob1.SetAsPlayer(); and  cGob1.ChangeRoom(1, 129, 171); after your save code. Since both run at the end of the function, you again have a conflict. And I think FaceCharacter is a block action. (you can set the direction the character should face inside the ChangeRoom).

#304
Uhm?

QuoteDisplay("attacking!");       // I know it's animating because this shows

How on earth are you doing a blocking action (Display) inside rep_exec_always?  ???

But to answer your question, you need to understand that rep_exec_always runs 40 time a second! (40 is AGS default, might be more or less if you have change it - but most people leave it in the default).

So, every time the code runs, it reads the code and starts doing it again, and again and again. (40 times in a second) This is the reason that you can't see it animating more than the 1st frame.
What you need to do, is create a start condition (to set things in motion), and then check for if the object is not animating if (!object
  • .Animating) // the run the animation code.[/b]
    This away, it will only run the animation code, if it has stopped animating (and thus you can see the object animating).
#305
I thought it sounded like a Sierra game (with the cycling cursor), however I don't remember ever playing that game (though the graphics look awfull anyway). Nor Blue Force for that matter, and that one looks great. Need to get my hands on it now.  (laugh) The last Police quest I remember playing was 3.  (roll)
#306
Still no time, and I love both the mountain and sea.  :~(
#307
I need to go sleep, but I still don't think you need this line at all Mouse.SaveCursorUntilItLeaves();, you are already checking for mouse changes 40 times a second. So it seems redundant (to me anyway).

#308
Yup, that's what I meant in my PS above.  (nod)

If you want the cursor to change when above an intractable hotspot/object, you just need a bit of a tweek:

Code: ags

    {
       LocationType loc_type = GetLocationType(mouse.x, mouse.y);
      if (loc_type == eLocationNothing && player.ActiveInventory!=null)  return;
      else if (player.ActiveInventory!=null) 
      {
         if (loc_type != eLocationNothing) Mouse.Mode = eModeInteract; // if mouse is over a location
        else Mouse.Mode = eModeUseinv; // ← Moved after else
      }
      else if (loc_type == eLocationNothing) Mouse.Mode = eModePointer;
      else
      { 
       Mouse.SaveCursorUntilItLeaves();
       Mouse.Mode = eModeInteract;
       }
}


Hope it helps.   :)
#309
I would have to test the code, as I'm one that codes by trial and error.

If you read the conditions out loud to your self, they'll make sense and will help you code them as you want them to react.

Try commenting this line out:    Mouse.SaveCursorUntilItLeaves();

Does it help?

Otherwise you might want to get the player.ActiveInventory!=null check inside the loc_type == eLocationNothing by in self.
In other words, you have LocationType line 1st, then check if (loc_type == eLocationNothing and then check if ( player.ActiveInventory).

I'm use to be able to see the cursor hold the active inventory sprite, not just a color change. So unless you specify exactly how the cursor should work it's hard to figure the correct code for me (I just don't have the needed experience). Maybe Khris or CW will answer and give a better code that does exactly what you want.

PS: After reading your "problem" I can think that you do not want to use return; and maybe set it to your inventory cursor mode instead?
#310
Uhm, try changing player.ActiveInventory to player.ActiveInventory!=null.

But I think there's still a logic fail in here. (unless the cursor is meant to change when there's an active inventory item and a location?).
#311
Try this:

Code: ags

// called on every game cycle, except when the game is blocked
function repeatedly_execute()
{
  LocationType loc_type = GetLocationType(mouse.x, mouse.y);
  if (loc_type == eLocationNothing && player.ActiveInventory)  return;
  else if (loc_type == eLocationNothing) Mouse.Mode = eModePointer;
  else
  { 
   Mouse.SaveCursorUntilItLeaves();
   Mouse.Mode = eModeInteract;
   }
}


PS: I haven't tested it.
PS2: You might have to save the mouse.x and mouse.y before the GetLocationType check. As in: mouse.x=MouseX; and then use MouseX and MouseY in the check.
#312
Unfortunatly I currently have no free time.  :-\
#313
General Discussion / Re: the blender 3D thread
Tue 28/09/2021 18:34:53
Those are awesome!
Specially the last one has some great detail that makes it look very high quality and real.  (nod)
#314
Uhm... if (player.ActiveInventory!=null) return; // as in do nothing, guess break can also be used. (not sure which works best, or exactly difference in behavior).
Or you can  use if (player.ActiveInventory==null) and then your own code of ifs.
#315
If you still don't have one tomorrow night, I can export one of my characters for you to test.  (nod)
#316
I think also it should stay outside the sprite, as it risks covering an important part of the sprite.
#317
Well, if you wanted to go to Africa, you would also need to get malaria and yellow fever vaccine. And they recommend a bunch of others.

I see no problem requiring covid-19 vaccine for entry in a country, or alternative negative test and quarantine (for those that do not want or can't get a vaccine).
If it wasn't for our travelling habits, diseases like Covid  would have a much harder time to spread around the globe.
#318
Apparently over there there's only white or black, tone variations or colours don't exist. You're either for or against.  (roll)
#319
Ah, okay, thanks.
Don't have itch.io, so no Jam for me.  :)
Good luck to all those who enter though.
#320
How does one submit an entry to the Jam?  ???
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