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Messages - Cubefiend

#1
The Rumpus Room / Re: Name the Game
Wed 26/02/2014 22:36:35
Quote from: Adeel S. Ahmed on Wed 26/02/2014 13:23:04
ZZT or MZX...

Courtesy of Gurok, if I'm correct, pass the next turn to him please. :)
yup! It's ZZT!
#2
Ah! Yeah. I just forgot to put the conditional for object count in my command statements (Looking and Interacting to be specific.) And I assume the Room.GetTextProperty() will work for my needs. Thank you!
#3
The Rumpus Room / Re: Name the Game
Wed 26/02/2014 03:07:54
Quote from: janosbiro on Tue 25/02/2014 23:27:10
It's Wizard's... something!

nope. Here's hint one: It has three letters.
#4
The Rumpus Room / Re: Name the Game
Tue 25/02/2014 22:41:13
Ah! sorry Tramponline, i'm a bit of new person around here.
I can't honestly guess that game anyway... hmph
#5
The Rumpus Room / Re: Name the Game
Tue 25/02/2014 04:25:13
Had to crop it a bit, but if i didn't, you'd know the game!
#6
Room flavor text seems easy enough but i'm not sure how to do it right.
basically once my object selection system is turned on and you press "E", a short description of the room would display and you would get a hint or something.

Bug in object selection... not so easy to fix (at least for me)
basically, if i don't have nine objects in my room and press a number that exceeds the number of objects in the room it gives me an invalid error code.
Not all of my rooms will obviously have nine objects so i'll need a fix. If anyone is asking for the code, the thread is here!
#7
Ah, that seems to do the trick, but the GUI centering didn't function right. Anyway, I have the system all set up now and I just need to refine some effects and such. Thank you.
#8
I have this whole system of unconventional object selection, you don't need to use a mouse to play the game- instead you use numbers 1-9 to select up to 9 objects or characters in a room.
Then you use 0 to turn on the four commands, once you have done that, you can look, interact, or talk. additionally, R is used to fully observe a room. Currently, the code must be pasted into each room. I am aiming for a decent sized game, so copy-pasting feels like a lot of work for me. If there is any simpler way to do the system or any fixes, it'd be appreciated. Below is the code.
Code: ags

function room_RepExec()
{


    //within the first if statements each number when pressed makes a cursor highlight the object
    if(IsKeyPressed(eKey1))
    {
    
      
      oHeader.Visible = true;
      oHeader.SetPosition(uno.X, uno.Y);
      ///uno
      
      }
      
     if(IsKeyPressed(eKey2))
    {
       oHeader.Visible = true;
      oHeader.SetPosition(dos.X, dos.Y);
     // dos
    }
     if(IsKeyPressed(eKey3))
    {
       oHeader.Visible = true;
      oHeader.SetPosition(tres.X, tres.Y);
     // tres
    }
    if(IsKeyPressed(eKey4))
    {
       oHeader.Visible = true;
      oHeader.SetPosition(quartro.X, quartro.Y);
     // quartro
    }
    if(IsKeyPressed(eKey5))
    {
       oHeader.Visible = true;
      oHeader.SetPosition(cinco.X, cinco.Y);
     // cinco
    }
    if(IsKeyPressed(eKey6))
    {
       oHeader.Visible = true;
      oHeader.SetPosition(ses.X, ses.Y);
      
     // ses
    }
    if(IsKeyPressed(eKey7))
    {
       oHeader.Visible = true;
      oHeader.SetPosition(ceate.X, ceate.Y);
    //  ceate
    }
    if(IsKeyPressed(eKey8))
    {
       oHeader.Visible = true;
      oHeader.SetPosition(ocho.X, ocho.Y);
    //  ocho
    }
    if(IsKeyPressed(eKey9))
    {
       oHeader.Visible = true;
      oHeader.SetPosition(nueve.X, nueve.Y);
    //  nueve
    }
      //wtihin this loop is the command loop to look, interact, talk, or obvserve
  if(gGui2.Visible)
      {
        if(IsKeyPressed(eKeyR))
        {
          cCharacter.Say("A short, detailed description of the room.");
        }
       if(oHeader.X == uno.X)
       //repeat for every object in the room
       {
        if(IsKeyPressed(eKeyQ))
        {
          cCharacter.Say("I am looking");
          gGui1.Visible = true;
          gGui2.Visible = false;
        }
        if(IsKeyPressed(eKeyW))
        {
          cCharacter.Say("I am interacting");
           gGui1.Visible = true;
          gGui2.Visible = false;
        }
        if(IsKeyPressed(eKeyE))
        {
          cCharacter.Say("I am talking");
           gGui1.Visible = true;
          gGui2.Visible = false;
        }
       }
}
}
#9
General Discussion / Re: Steam sale!
Thu 26/12/2013 23:55:49
got puzzle agent 1+2 for a friend, puzzle agent for myself, and strong bad's cool game for attractive people. will probably get dmc3 as well.
#10
Henk bei Ottos Haus (Henk at Otto's Haus) is a game I made for my German class in about a week.


  • easy to solve puzzles!
  • funky oldtime music!
  • strange characters!
This is my first game and it is pretty short. I hope you enjoy. Frohe Weihnachten!
DOWNLOAD / MIRROR
#11
Quote from: Khris on Fri 19/07/2013 09:11:17
Actually, both issues are due to ItemWidth and ItemHeight being to small. You can change them in the properties section when you select the InventoryWindow in the GUI Editor.



Yep! That's the solution. Thank you very much.

And if anyone is asking what program i used to make the gifs, it's LICEcap
#12
I have two problems with my GUI.

First: There seems to be only a small space on all items from which I can select said items, this makes it hard to progress in my game.
Is there some way to make the selection space larger?

In this GIF, I try to click the item to no avail.

Second: When I have multiple items in my inventory they clump together. This won't effect the early game, but later you'll need more than one item to excel.

Please help.
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