Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Cassiebsg

#4801
I don't know either... my kid was playing it, and all of a sudden he started pestering me he could go forward... I then tried to find a hidden cage, but found none.
#4802
Ah, yeah, seems that bug is there, I can't find anymore cages but it still not letting me pass through. :~(
#4804
Sorry for asking but I've been reading the manual and previous forum posts to this question, and I either concluded that this can't be done the way I thought it could, or I just haven't found the answer yet. :-[

Am using Beta 3.4.0.6 and I want to be able to save some data into a file, so that the player, if they start a new game (by closing the game and opening it again) can have those choices set the same way they left it.
To be more specific, I have coded so the player can choose between default music, mp3 music or Audio CD (with track selection).

Like the ags config file, you have a "variable" name with a content that can be altered by setup, or by hand with notepad (if one knows what write in there). So that's basically what I want.
It can either be a line that just says "CD Intro = 1" or even just 1st line is "1", 2nd line is "4" etc.

I was going to use the File.Open, but can't figure out how to read the info I need from it.
From a previous post I got "write five eFileWrite, and then read five eFileRead to get the info from the 5th..." but that's rather inefficient, as it seems I would need to put a bunch of ifs, just to find the data am looking for. And since selection of tracks is not linear I have no way to know which data will be written first in file... (wtf)

Is it just me that is over complicating something simple????
I had thought that I could just check for the variable and then read the "int" or at least say something like "Write.To.File(3)" and then "Read.From.File(3)" where file could be the line number (or how ever AGS saves the data).

Is there a simple way to do this? Is there a command I have yet to find that can do this?
#4805
Could you just delete the function and the link from the events page, and then create the link again? Maybe there's something odd in the name that isn't obvious, then just type your code. or just type
Code: ags

Display("This is door interaction");


If you get the display, then try and add the changeroom code afterwards.
#4806
3.3.5 is out, any reason not to go all the way????
#4807
Quote from: selmiak on Mon 21/03/2016 22:00:58
does the script check for referers that I usually block?

Same problem here. :~(
#4808
AGS Games in Production / Re: Unavowed
Mon 21/03/2016 19:51:45
Looking good!
Good luck with the production (as if you need luck, when you have the skills!) ;)(nod)
#4809
Was starting to think you had left us... 8-0

Trailer looks awesome and funny. (nod)
#4810
uhm... the speech animation you could fake it/force it... but if you require a click to continue then you need it to be blocking.
Maybe you could set the reading speeding to "dead slow" so you could avoid the click to continue... but that might piss off the fast readers. (roll)

(I'm out of ideas) You may have to rethink how that translation will work.
#4811
Sorry for the lack of updates, but am still busy with the "behind the scenes", made my own VerbCoin, since I was unable to strip monkey's code to remove the default actions. Still need to thank him, cause I used his code snip from a reply to get started. Then changed here and there to fine tune it. It's almost perfect, only missing to get the @hotspot@ name to work, kind of forgotten about that yesterday. (roll) Also big thanks to Gurok, as you can now decide between playing the game with the default music, choose your own mp3s or use your our audio CD. (nod)

Besides, if I post every new sprite or animation, there won't be anything left for you to discover. (roll)

Anyway, here's the Hallway in a new and improved rendered version, with the VerbCoin visible over some of jwalt's great work and the infamous axe. (laugh)
Also some tweaking at the top interface.


Still thinking about changing the portrait to a diagonal view, but that will imply some fancy coding that am not sure it's worth it at this time.
#4812
AGS Games in Production / Re: Neofeud
Mon 21/03/2016 16:38:13
Oh, pretty... (nod)
When a new build? rather see that in game.
#4813
Say is blocking, any reason why you can't use SayBackground, that's non-blocking?
#4814
General Discussion / Re: Insomnia?
Mon 21/03/2016 15:55:44
I'm sure he'll still appreciate the advice though... think 9 years or insomnia? That's _a lot_ of hours! (roll)
#4815
I thought it was already closed and that we were just waiting for Mad to start the new one... 8-0
#4816
Good luck with the project.
looks great. (nod)
#4817
AGS Games in Production / Re: Nobody Cares
Sun 20/03/2016 22:56:23
Looks good, though most likely not my type (I like puzzle games, no so much interactive stories).
Still keep up the good work! And good luck! (nod)
#4818
Following from here: http://www.adventuregamestudio.co.uk/forums/index.php?topic=52586.msg636532051#msg636532051

Quote
You have a good point, I suppose I didn't want to make it too hard seeing as it may take a few tries for the players to figure out what to do.

Spoiler

I guess, in the end, it depends on what type of game you want. If the game is to be more puzzle oriented, as in solving the puzzle and not just "fast at the trigger", then I have no problem with this solution. Seems to have a nice balance to it as in not to frustrate the player. Just don't over do it, so the player won't get bored either. ;)
[close]
#4819
That water is just spot on!
Nice hypo too. ;)
#4820
Grok & Danvzare

(sorry, I only got to model a makeshift head... been busy coding.)
SMF spam blocked by CleanTalk