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Messages - Cassiebsg

#721
Get a pool, or take a nice cold shower.  ;)
#722
Cool, thanks for all the hard work!  (nod)
#723
Babar, I think you need to look at the story and then figure out what your character needs to do, so you can tell the story. And while you doing that, if you think of something puzzly that fits, fine, otherwise concentrate on the story.

Thinking "series of objectives blocked by obstacles", sounds to me like the wrong approach. Puzzles should make sense in the story sense, and not shoe horned in just for the sake of it.
#724
You could maybe add the flickering effect animation as a non-clickable button above the hole?  ;)
#725
The Rumpus Room / Re: The 4 word story thread
Sat 01/08/2020 13:07:56
And then he went
#726
Uhm, the "end is the beginning"... maybe she means where this case started? Or maybe that's the red herring, and the real location is hidden in the way the text is laid out...  ??? Or maybe there's more it, and there's a hidden message in the text.
#727
Congrats on getting funded!  :-D
#728
Concept: Lorenzo
Playability: Mandle
Artistic execution:  Lorenzo

Jack you get the "Made LOL" prize. Nice piece too.  :)
#729
Uhm, maybe stupid, but have we checked her book store in Charlesburg?
#730
Yes, that is basically it.
Define your point A, B, C, etc. They all have a x,y coord. Then get them moving to A with Noblock, and check in rep_exec if they are moving and if not if they have reached the destiny (if they haven't reached the destiny, just move them to it again, otherwise start a wait or animation, or whatever they should be doing while there.  Then send the NPC to point B, check if he's moving and if he's reached the destiny... repeat the process. :)

I did this in my game "Out of Gas".

Once I had the code up, it took me about 10 minutes to add an NPC, including creating the NPC, render it, import the sprites, add a new character with the corresponding views and adding him to the room and the walking path.  ;)

If you can't figure it out by your self, I can post the code later.
#731
Do we know what kind of bike she rides?
Have people in the area seen someone in the area ridding a bike matching the description?

I think we need to figure out exactly what she means by "Once I get out of here,"... where exactly is here? Her hiding place maybe?
#732
Here's an article talking about it: https://www.theguardian.com/tv-and-radio/tvandradioblog/2015/mar/25/deadlines-race-casting-article-tvs-diversity-wrong

And here's a simple google search about the problem (the above link is/was the top link): https://www.google.com/search?q=hollywood+casting+quota

I have nothing against colored or minorities being included, but when they're just there to meet "the quota" and are "shoed in", it gets annoying.  :-\
#733
Just don't delete the drawing surface?  ???

Draw it on an object, or permanently on the BG? All depends on exactly what you want to achieve. If it's suppose to be erasable, then adding it to the BG is a bad solution, but if you want whatever graffiti to stay there til the end of the game, then use the BG as canvas. 
Otherwise, save it in an object or don't delete the drawing the surface (I think that if you don't delete it, it'll stay there, AGS will though throw an error file complaining about not deleting it, which you might not want in the final release).
#734
OT: Oh, I stopped reading Marvel comics around the 2000 year (I was only reading Spider-man and Wolverine by this time and a few years forward) and I avoided the alternate universe like the plague...  (roll)
#735
There's also a certain "minority" quota that they need to fill.
You can't make anything in Hollywood that does not include at least 1 actor that fills the minority quota. Only reason I can see for Nick Fury all of a sudden becoming "African American" in 2008, when he has been white since his creation in 1963...  (roll)
#736
Normally, opening the game menu will pause the game. Problem occurs in unskipable cut scenes og long dialogues that can't be stopped or paused. As a rule I try to avoid these, cause I also enjoy being able to stop or pause when I have the need to, and not when the dev decided.
I once complained about being stuck in a dialogue tree and no way to come out of it, because the dev decided that I shouldn't be able to leave before I learned all I needed to. I was told off, so I haven't mentioned it again... but haven't touched that game again and have no intention to do so again.  >:(

I modern AGS games, you can ALT-TAB between fullscreen and windowed, so maybe you can play in full screen, and alt-tab out of it if/when you need to pause and have no other choice given by the dev.?
#737
Create a variable for the code, and set it at game start.

Then just use if/else if/else kind of coding...

I probably would have just used a GUI, but what you use is kind of irrelevant, and a character will work just as fine as an an object or a GUI will.

code1=1; (use a global variable here)
code2=2; (use a global variable here)
code3=3; (use a global variable here)

note, this could also be code=123, but since I'm a worse coder, I'll go with a simpler code.

Code: ags

function hBoto1_Up_AnyClick()
{
   cBoto1.Frame=cBoto1.Frame+1;
   if (cBoto1.Frame==10)cBoto1.Frame=0; // reseating the counter to 0, since there are only numbers 0 to 9.
   if (code1==cBoto1.Frame) Display ("This is the right key number for code 1");
   if (code1==cBoto1.Frame && code2==cBoto2.Frame && code3==cBoto3.Frame) Display ("This is the correct combination!");
}

function hBoto2_Up_AnyClick()
{
   cBoto2.Frame=cBoto2.Frame+1;
   if (cBoto2.Frame==10)cBoto2.Frame=0; // reseating the counter to 0, since there are only numbers 0 to 9.
   if (code2==cBoto2.Frame) Display ("This is the right key number for code 2");
   if (code1==cBoto1.Frame && code2==cBoto2.Frame && code3==cBoto3.Frame) Display ("This is the correct combination!");
}

function hBoto3_Up_AnyClick()
{
   cBoto3.Frame=cBoto3.Frame+1;
   if (cBoto3.Frame==10)cBoto3.Frame=0; // reseating the counter to 0, since there are only numbers 0 to 9.
   if (code3==cBoto3.Frame) Display ("This is the right key number for code 3");
   if (code1==cBoto1.Frame && code2==cBoto2.Frame && code3==cBoto3.Frame) Display ("This is the correct combination!");
}


See if this works. :)

#738
Well, you obviously want it to display the first number and then the next and the next...

Lets assume that you start at 0 and go thru up to 9. Assuming your sprites/frames are in order, then you start at 0, and then add a +1 every time the player clicks the button.
Once you reach 9 then next one will again be 0, so you of course need to reset it.

Then you can add an If check, to check if the combination is now the right one, and if it is, then do whatever you want it to happens. Otherwise nothing happens.

Hope it helps to get the grey cells working.  ;)
#739
I'm out, haven't had time as I hoped, and the only time I started I ended up with a "home" instead of a small town...  (roll)
#740
I'm not familiar with this template, but I'm sure that instead of just saying that you get an error in that line, you should post the exact error message. That'll make those familiar with the template (or just expert coders) identify and fix the error for you.

PS. Khris jumped in before I could post...  :-[
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