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Messages - DoorKnobHandle

#2101
Hints & Tips / Re: Maniac Mansion Mania 1
Sun 27/03/2005 11:44:23
you really say that? anyways. I speak american english and never heard of it... we're getting kinda offtopic...
#2102
is that a typo:

character[EGO].x = 85;

that'd be correct apart from the last character!
#2103
Uh. You get me there. I never even did a parser game. Sorry for that. But you can script it always like this:

Code: ags

string input;
GetTextBoxText ( 3, 6, input );
ParseText ( input );
if ( Said ( "X") )
   Display ( "X" );
if ( Said ( "Y" ) )
   Display ( "Y" );
else
   Display ( "Z" );


That will say "X" if the player typed "X", it will say "Y" if the player typed "Y" and it will say "Z" whenever the player types anything else.

Does that help?
#2104
of course. but I am very sure it is mentioned somewhere in the manual...

well, in the editor there is an option "matches any word", that should be it!
#2105
I got a pretty good one for 20 euro which equals approximately 20 dollar at eBay.

You don't have to spend 200 bucks for a high-quality professional tablet. Maybe later when you get really good but to get started something for beginners is just fine!
#2106
Hints & Tips / Re: Maniac Mansion Mania 1
Sat 26/03/2005 19:31:20
:) "to be on the ball" is a very german expression. I don't think you really use it in english!
#2107
You can use the pen tool to draw a curve, but you'll have to 'freestyle' it ( just draw it), but that usually turns out like crap without graphic tablet.

The only perfect way of creating a curve is use the vector tools... Try those out and you'll get what I'm saying!
#2108
Please check the first post to see the news!
#2109
Critics' Lounge / Re: A beach - painting/bg
Sat 26/03/2005 14:43:15
Very good, but for me those cropthings fade too much into the actual beach sand... You should put a layer with gray ( opacity: 30% and blend mode to "overlay" ) inbetween the sand and the foreground/cropthing layer...

That will add a lot of depth!
#2110
Hints & Tips / Re: Maniac Mansion Mania 1
Fri 25/03/2005 20:11:31
Spoiler

Then you're done, grunt... All you need to do is put the envelope in your mail thing outside and close it (!)... That's it...
[close]
#2111
Once again you have to use variables...

First you declare this variable on top of your script:

Code: ags

int isnight;


Now you initialise it in your game_start ( ) function like this:

Code: ags

isnight = 0;


Now whenever you change from being night to day you change the variable using:

Code: ags

isnight = 1;


or:

Code: ags

isnight = 0;


And then you go to "On Player enters screen" of the room with the dirt and crap and write:

Code: ags

ObjectOff ( DIRT );
ObjectOff ( CRAP );

if ( isnight == 1 )
{
Ã,  Ã, ObjectOn ( DIRT );
Ã,  Ã, ObjectOn ( CRAP );
}


That only shows the dirt and crap when it is night...

Ask if you have further questions or look it up in the manual!
#2112
Why would you wanna do that?

You could do this:

Code: ags

function repeatedly_execute ( )
{
   if ( var == 1 )
      Display ( EGO, "Bla" );
}


This will only display "Bla" by EGO every game cycle when your variable "var" equals 1...

Does that help at all?

By the way: Pausing the game will make only rep_ex_always ( ) run! See manual for details or ask!
#2113
The Rumpus Room / Re: The MSPaint game
Fri 25/03/2005 16:19:03


Good one, Tanker. Made me laugh!
Better than mine... That's my first entry by the way...

Next: Draw your mum... No seriously, do it!
#2114
Critics' Lounge / Re: GUI to be criticized
Fri 25/03/2005 15:59:38
Allright... Got an update for you...

I implemented the mouse hover help function or whatever you wanna call it...
I still have to implement the dynamic change of the interact action and I have to add inventory item, but I'll do that last because at the moment I am just trying to get as close as possible to the perfect gui, that allows you as player to really get lost in the game environment. A very important thing is that you don't even have to move your eyes from the environment... In a usual GUI, you look at an object, hotspot, character etc and then you look down to the gui and choose an action. In this GUI you can just keep looking at the environment... I think, that helps a lot to build up atmosphere in a game and thats what we all want, isnt it?

Anyways, here goes a screenshot ( double-sized ):



And here is the download link ( updated version ) :

http://datenfunk.bei.t-online.de/GUI.zip
#2115
;D I was sleeping, I guess...
#2116
You are definately right.

I especially love it when the adventure game contains material that you don't really get as a child but later when you replay the game.

I had this with Day Of The Tentacle... I played it a lot as a child and nowadays, it still is interesting, because there were so many clues and hints that I didn't get before...
#2117
Hey, but that's the stuff we love about Star Wars, isn't it?

I love the first three ones because they are not perfect compared to todays productions...
#2118
There are two ways to work with variables in AGS:

1. GlobalVars

You don't need to declare those, simple use:

Code: ags

function dialog_request (int xvalue) {
   if ( xvalue == 1 )
   {
      SetGlobalInt ( 1 ) = GetGlobalInt ( 1 ) + 1; 
   }
}


You can access those pre-defined GlobalVar with the functions GetGlobalInt or GetGlobalString and assign values to them by using SetGlobalInt or SetGlobalString.

The parameter is the "id" number of the variable. In that example we set the global variable 1 to whatever it used to be plus 1 ( which equals the game_var++ command by the way, but can't use that ++ on GlobalVars since you access those using functions )...

2. "Real" Variables

Now to the real stuff: You can also define a variable in your global script header ( press CTRL+H ) and then define it like this:

Code: ags

int game_var;


"int" defines it as integer, the following characters represent the name... ( you can use string or char as well to define a string! )

Now close and save the header file and switch to your script file ( press CTRL+G ) and you can use the game_var just like you described... It will be accessable in every room, character, object or hotspot script...

Use it like this:

Code: ags

function dialog_request (int xvalue) {
   if ( xvalue == 1 )
   {
       game_var++;
   }
}


If you have further questions please ask!
Code: ags
#2119
Critics' Lounge / Re: GUI to be criticized
Thu 24/03/2005 23:40:18
Thank you, venus,  :-* ^^

Inventory items are not yet supported... That's the next task I'll have to face...

QuoteSo maybe you could make the cursor not only change into a cross when moving over an object, but maybe in a cross with the object's name next to it or something.
I'll do that...
#2120
Critics' Lounge / Re: GUI to be criticized
Thu 24/03/2005 23:12:37
QuoteI couldn't find any way to exit your game.

alt-x should do it! the game is far away from being complete. sorry for that!

about the "Take/Interact" thing: I will change it dynamically to "open", "move" or "take"... thanks for the idea!
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