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Messages - FinalSin

#21
I've just downloaded the newer version of AGS today, and I'm not entirely sure on what the changes to scripting are. Could someone give me a clearer picture? It was confusing enough before!

Incidentally, this might have something to do with my main problem. See, I've made my main character invisible on the first room, since it's my main menu. Only thing is, he now refuses to appear in the next room. I've done everything like I used to in the older versions, but he seems to be invisible. Any ideas?

Other questions:
1. What is the cheapest, easiest program to compile Flic animations?
2. How much does increased colour depth slow down a game?
3. How tall is Roger in pixels? I think I used to know this, but I can't seem to find it anywhere.

Thanks for your patience...

FS
UPDATE - See last post.
#22
I've got my hotspot. How do I get it to exit the game completely?

Also how do I launch the load box via a hotspot.

And furthermore how do I 'reset' the game via hotspot.
#23
You are all unbelievably helpful - yet another barrier passed! I'll make sure you're in the credits  ;)

Thanks again,

FinalSin
#24
I've set the object baseline higher up the room than the walk-behind baseline but it doesn't want to show itself. Do I need to lock it in position?
#25
Thankyou for those that registered their interest. Unfortunately, the project has folded. If mods would like to lock/delete this, please feel free.


Regards for your interest,


Phoenix Software
#26
Okay, I haven't used a baseline, which is probably why it doesn't appear. What are object baselines for, and where should it be placed for my book.

Here is the room:
http://www.imghst.com/uploads/finalsin/screen.jpg
#27
You'd be surprised what you can do with paint - although I can't really talk because someone does my art for me. Find someone who won't mind spending five minutes knocking up a few basic rooms for you and then tart them up yourself using paint, adding the objects and details that you need then saving them as new rooms. These 'shell rooms' helped me a lot.
#28
I've got a table in the middle of a room, and I want a book on it. I couldn't understand why the book wasn't visible, so I removed the walk behind and... hey presto the book appears. But I need the book on top of the table, and it to be a walk-behind at theÃ,  same time. Any ideas?

Much appreciated

FinalSin
#29
Before you begin, please note that I am pretty sure this is a problem for this forum, and I have been unable to find another topic or a solution in the knowledge base because I simply don't know where to even start.

Here is what my designer wants:
you walk into a room. let's call it room 1. On the far side there is a door and it has a slit in it.
Objectives - Pass through room 2 into room 3.
Options - Option A) Walk into Room 2 straight away. There is a guard in the room and a conversation is kicked off (I can handle it from there).
Option B) LOOK through slit in door. Move to Room X where you view the guard (nice and simple, just a background i guess) then come back out. EGO makes a comment on there being a guard.
If you now enter the room the guard is not there. Apart from the obvious design gap that the guard walks away as soon as you look at it, how am I going to do this? Is it possible to do it with variables, or do i need to use timers, for instance ten seconds after finishing looking through the slit.

I'm sure its too simple to post here, and I apologise. Please help if possible.

FS
#30
Firstly, the download seems to have disappeared from the main site and I was wondering where it is still available.

Secondly, I have experienced problems with it in the past and would like some confusion cleared up for me. How exactly is the activated and used? Do scripts have to be run? Is it a standalone program exported with the finished game?

Many thanks,

FS


EDIT - Found a useful looking tutorial in the tech archive, but still no idea where to find the damn thing. Any help?
#31
I need this to be spoken by EGO, not the narrator:

Code: ags

if (my_counter == 0) {
    Display("It's a first edition of 'Mufkin's Big Book Of Secret Bookcase Passageways");
  }
  if (my_counter == 1) {
    Display("Chapter 1 - Bookcases often have hidden secret passages in them.");  
  }
  if (my_counter == 2) {
    Display("Chapter 2 - Often, secret books need to be placed in the gaps. They may have suggestive names or other clues.");
  }
  if (my_counter == 3) {
    Display("That's all it says. Odd.");  
  }
  if (my_counter < 3) {
    my_counter += 1;
  }


If I put in EGO before the speech marks then it says there is a "parse error near 0"
#32
Scripting is great! Really wonderful. But when I insert speech I can't seem to change the speaker to EGO. It mentions it in the tutorials, but doesn't clarify it much. Is it even possible?
#33
Solved! Thankyou very much, I have learnt much!
#34
Alright, I think the main problem is this:

In the 'Examine Inventory' script I have this:

Code: ags

#sectionstart inventory6_a  // DO NOT EDIT OR REMOVE THIS LINE
function inventory6_a() {
  // script for inventory6: Look at inventory item

if (my_counter == 0) {
    Display("You see a bookshelf.");
  }
  if (my_counter == 1) {
    Display("Looking closer, you see a book called Hamlet.");  
  }
  if (my_counter == 2) {
    Display("There is also a book called Harry Potter.");
  }
  if (my_counter == 3) {
    Display("There is nothing else of interest on the shelf.");  
  }
  if (my_counter < 3) {
    my_counter += 1;
  }
}
#sectionend inventory6_a  // DO NOT EDIT OR REMOVE THIS LINE


And I need to insert this somewhere in the global script:
Code: ags
 int my_counter; 

But whereever I place it it creates problems. If I put it in the inventory part of the globalscript, it just resets to 0 every time the script is run, just like it says in the tutorial. Putting it anywhere else just means that it doesn't understand what counter I'm talking about.

any help?
#35
It says I've forgotten a closing brace, but I can't see where to put it...
#36
Okay, that half worked. Now, for some reason, it says that 'nested functions are not supported' on a line I haven't edited:

Code: ags
#sectionstart repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() {
  // put anything you want to happen every game cycle here
#37
Okey doke, just started scripting, and doing well until I tried to get this script to run for one of my inventory items:

Code: ags
#sectionstart inventory6_aÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function inventory6_a() {
// script for inventory6: Look at inventory itemÃ,  Ã,  
Ã,  if (my_counter == 0) {
Ã,  Ã,  Display("Mufkin's big book of Secret Bookcase Passageways");
Ã,  }
Ã,  if (my_counter == 1) {
Ã,  Ã,  Display("Chapter 1 - Holes in bookcases often reveal passagewqays if the right book is put into them.");Ã,  
Ã,  }
Ã,  if (my_counter == 2) {
Ã,  Ã,  Display("Chapter 2 - Books are often cunningly titled to suggest their secret use.");
Ã,  }
Ã,  if (my_counter == 3) {
Ã,  Ã,  Display("Funny, that's all it says...");Ã,  
Ã,  }
Ã,  if (my_counter < 3) {
Ã,  Ã,  my_counter += 1;
Ã,  }Ã,  
}


then, I set the constant for my_counter at the top of the script. Waaay up the top around this bit:

Code: ags

#sectionstart game_startÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function game_start() {
Ã,  int my_counter
Ã,  }
Ã,  // called when the game starts, before the first room is loaded


No doubt I am doing something wrong - numerous messages appear, but the most common one is 'unexpected "}"'

any ideas?

#38
Cheers to both of you!
#39
Um... lovely as it is, and I can see what you're trying to explain to me here, can someone make it a bit simpler? Let me explain the whole conundrum.

There is a door.
If there person has a knife, he can leave. That's easy - "Conditional - If Player has Inventory Item (5)"
HOWEVER
If he doesn't have the knife, I want to display a message and not let him leave.

Is this possible?
#40
Thanks, guys, wonderful. Also, sorry to Darth for the obvious question about dual characters.... ahem  ;D

Can I ask another question? I've just been fiddling with some conditions, and I need a certain sequence to be conditional - if the player has an inventory item, run *this* and if he doesn't have it, run *this*.

Is there a way to attach a 'Condition - Player Does Not Have Inventory Item' without scripting?
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