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Topics - Cubefiend

#1
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!
#2
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;
        }
       }
}
}
#3
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
#4
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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