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Messages - Cassiebsg

#6181
Well... I'm trying to make a non-linear game where every (or most of them) choices will lead to different results, though, with few exceptions, the game will always progress and move forward. But I'm not even sure where and how I'll do that... Starting to think that I need to create a separate script just to hold all of the NPCs talk if/else, so I don't clutter the Global Script too much...
that way I can just call a talk function in global, and resolve all the what ifs. :)

Thanks for the info. :)
#6182
Hey all.

This is more to hear what you guys use when using dialogs, rather than a technical scripting question on how to use dialogs (I think).
I have not yet dwell too much into dialogs, I've only created 2 ATM, but I was kind of surprised to see that the talk to is Global and not room specific.
So now I'm a bit lost. Should I create one long script with all dialog for each NPC, and turn options on and off, and if/else stuff there, or should I create several dialogs for each NPC, that will be then checked by if/else checks in global script? Or is it just me that am thinking of this too complex?

Keep in mind that I have +/- 30 NPCs that will move around, and depending on where they are and where the player is in the game (progress), will have different dialog options...

How do you all do it?
#6183
Try looking at Import and Export commands. :) And remember that in Global Script you need to refer to hotspots by their ID, not their name.

Hope it helps.
#6184
The Rumpus Room / Re: Name the Game
Wed 30/07/2014 19:24:42
Trashman? :)
#6185
This is not the error you are getting, but I can't help you with that, cause I don'¨t know myself how to that, but I can help you with these lines (that will give error, once you solve your key press problem)

change these lines   else (player.ChangeRoom(4); to

Code: ags

  else 
       player.ChangeRoom(4);
#6186
Your code also seems a bit messy...
as CW says, remove the functions line... in your elses line, you are opening a "(" but not closing it.
And I don't known if it's possible to put option code inside script code (I don't know AGS script that good to know this, sorry).

Scratch that, it is possible to use dialog code inside the script code... I've done that too.
So, as CW said, remove the functions and check your brackets!
#6187
The online manual is 1000000 times better than the Wiki. ;) http://www.adventuregamestudio.co.uk/manual/

And  densming's YouTube tutorial should help you out some, though not everything is there, but enough should be so you can get the more basic questions answered: http://www.youtube.com/playlist?list=PL21DB402CB4DAEAEF
#6188
I don't know Gateway, maybe I should give it a try one of these days. :)

Since a map doesn't appear to have been something that the original had, adding one would be called an extra feature. ;)

You have two or three options here, as far as I can see.
1) Give the maps to all areas to the player at request. (though this would be kind of a cheat sheet).
2) Give the map to the Station (and assume that the player in real situation, should know where to go) but leave the rest out.
3) Like mkennedy suggested, creating a module script to "automap". You could have either the entire map drawn in a GUI/room with only the start room visible, and then make visible/unblock the next room, once the player has moved to it. This would be, for me, the best way to include a map. It would sorta be equal to the player drawing it by hand on a piece of paper, like we used to do in the old days. ;)

PS - My skills in coding are quite lacking, but really, I can't see how it could be much more complicated than a type of check "has player been to room 1"? if true, show map_room1. And so on... and "if player is in room 3" then show "you are here" in map_room3... But I do have a tendency to think "this should be easy and basic" and then find out that it's not as strait forward as I thought... ;)
#6189
Thanks Ghost.
The resources of this forum are endless. :) I'll try and figure out how that one works, but for now am almost content with my solution... almost, a few if/else still not working right (think it might me the || if option that I may be doing wrong).

EDIT: Alleluia! Alleluia! Alleluia! I finally "debugged" the last few errors in the code. :) So hopefully it'll work even when I have more items. Currently have few to test. Code is rather "ugly" and long though... almost sure you guys would code it in half or less of what I used... ROFL
If anyone is interested I'll post the code as is ATM.
Still rather disappointed about how ItemAtIndex works.
#6190
Thanks slasher, but that problem is solved for long. ;)

What I'm missing is limiting the players inventory items. I think I'm close to the solution, but am having trouble to get the right "if checks" to actually lose the correct inventory item....
Maybe it's just a matter of the code order, or maybe I'm missing something in my logic.

EDIT: After simplifying my code, I got the lose objects to work. Turns out it was just my logic, that made an error and I was unable to see it. Once I saw that the code was running in the simpler version, I managed to see my error. :) Now I just need to "polish this" and add a check to avoid a crash (if the players hands are full, he just adds the item to the backpack, but that crashes the game when I want to use an item from the backpack and the players hands are already full).

EDIT 2: Got this almost working now. But seems like every time I solve one "problem" I get a brand new one (or a repeat of one I had already solved)... but it's all a matter of logic and if/else checks that I'm having a problem with. so am sure I'll eventually get it.
Maybe I should just use a blank item to fill the index, and then just swap the items. At least that way I was sure what item was at what index and I could just use the lose/add at index like I wanted in the start...

This is ending to be more a "rambling" topic than technical... maybe it should be moved to the rumpus room? (If so, I'll make sure to edit the topic name to something more rumpus appropriate. LOL). ;)
#6191
Hey again.

The past few days I've been working on my custom inventory again, this time trying to "polish" the edges that were/are missing.

As you may, or may not, remember I'm using 2 inventory windows. The players and the backpack. Now, there really is no meaning to have a backpack, if the player just can carry everything with him anyway, right? I have decided that I wanted the player to have 5 slots. One for the backpack, two pocket for small items, and two hands for medium/big objects. So far so good. I found the option ItemAtIndex, and _thought_ that was the solution, since then I could just reserve the slots/index to each hand/pocket... but (as you experienced guys already know) that doesn't really work. :(

So now, I have items that get added to the same slot/index, and adding an item to index 3, will result that I'm losing the item not from index 3, but from 0 (if that is the only item I have).

Is this possible to do? Should I create an array instead? Something else? I'm already using a few bool to determine if a hand/pocket is full or empty, but that does nothing but misfire, due to the index being "shuffled" by the number of items one actually has. :/

To resume, what I'm looking for is something like in Discworld, where you have the luggage for extra items, and a very limited of items that one actually can carry.

Again, I'm not looking for someone to code this for me, as I learn best at doing it on my own, and I get a much bigger satisfaction of coding knowing that "I did that!"
I just want a push/hint in the right direction, before I use a couple more days working with a code that won't work. ;)
#6192
The Rumpus Room / Re: Baby names suggestions
Mon 28/07/2014 15:12:36
Will this be the AGS baby name suggestion league 2014??? With charts, tables and point?...
#6193
The Rumpus Room / Re: Name the Game
Sun 27/07/2014 07:40:56
Correct to all 3 of you... LOL
But... but... no one guessed both... ;)

My dad used to drive us crazy with Bomb Jack (which I always called it Bomber Jack, for some odd reason), as he played it for hours... meaning we couldn't play anything... :D

Iceboty, your turn.

CW, for some odd reason I thought the name of the game was a one word only, and all I could remember of it was that it was French, had "dinosaurs", desert and the sound track, which I loved so much that I actually transfered it to tape so I could listen to it in the walkman/car. :)
#6194
The Rumpus Room / Re: Name the Game
Sat 26/07/2014 20:44:07
This took me time to find... I couldn't remember it's name... LOL... another one that I don't remember ever finishing.

Spoiler


[close]

EDIT 1: Seems like this one already been posted here, even though the pic is gone now.
Should I just find another one?

EDIT 2: Okay, decided to find another one, I'll leave the first one up though.... guess both? ROFL.
Anyway, the thing nightmares are made off:
#6195
The Rumpus Room / Re: Name the Game
Sat 26/07/2014 20:10:30
Does that mean it's my turn?
What are the odds of guessing a game that one has never played before? Only seen my cousin playing it for a few minutes.
#6196
just use the eAnywhere option of the Walk command...
#6197
The Rumpus Room / Re: Name the Game
Sat 26/07/2014 19:17:12
Maybe not (as I never played it) but maybe The Neverhood?
#6198
I might be off, but if you still have the cat following the player, then every time the player moves, so will the cat and you never get to the cat's xy. Meaning that you need to tell the cat to stop following and then start following again after the talk.
Also try putting a wait() command between the walk and the say command, or the lines will happens before your character reaches the cat.

PS - You might also need another xy since the player can't exist in the exact same xy as the cat.
#6199
General Discussion / Re: Coin Collectors?
Sat 26/07/2014 09:34:57
My dad collects Euros, and only Euros.
I used to just keep the coins left from my travels, so I have/had a few. In these days they're just Euros though, which I can use (unless I get one my dad is missing).
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