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Messages - Frodo

#521
The Rumpus Room / Re: *Guess the Movie Title*
Sun 09/06/2019 18:27:08
Look Into My Eyes:  You Are Feeling Sleepy Part II?    :tongue:
#522
Congrats Hector.   :cheesy:
#523
The Rumpus Room / Re: What's on TV?
Wed 05/06/2019 21:30:31
Our Charly?
#524
Sorry Cassie, I was busy yesterday and today.   :embarrassed:

The bool variables seems to work nicely, thanks.   :smiley:
#525
I just came across a problem in my game that didn't occur to me before.  Hope I can explain this clearly. 

There are 5 characters, and I have to perform a task for each of them.
When I complete the task, they give me a verbal clue, which is going to be for a later puzzle (eg, I will have 5 verbal clues).
The trigger for each verbal clue is:
   I give an item from my Inventory to the character. 
  Then they give me a certain item in return. 
  Then they tell me the verbal clue.

The thing is... my Inventory is frequently changing. 
The item I give to the character, obviously, leaves my Inventory.
And the item the character gives to me, changes when I complete the next task.

So when I've done the task for Character 2, I no longer have the 'trigger' item from Character 1, because that item has changed.
And without the 'trigger' item, the character won't say the verbal clue. 

Is there a way round this?  Can I somehow make the characters say their verbal clues, even when I don't have the 'trigger' item anymore?
Something like... "Well, I did give you the item, so here is the verbal clue again."?

Or is my only option to remove the verbal clues and abandon the later puzzle? 

#526
The Rumpus Room / Re: *Guess the Movie Title*
Fri 31/05/2019 05:54:25
Eternal Sunshine?
#527
The Rumpus Room / Re: *Guess the Movie Title*
Thu 30/05/2019 07:26:12
Dream For An Insomniac?
#528
Played the English demo - loved it!   :cheesy:
And great to know it will be DRM-free.
Backed it, of course.

Good luck with the Kickstarter.   :smiley:
#529
The Rumpus Room / Re: *Guess the Movie Title*
Sun 26/05/2019 20:56:38
Critters 2?  Right at the end?
#530
Vincent, THANKYOU!  That works!

It may be easy for some, but I've been really struggling to understand the counter. 
#531
I've been at this for hours, and I'm STILL confused.   :confused:

Each radiator had a "RadiatorsOnNumber ++;" code when you interact with it, which I changed to "RadiatorsOnNumber +=1;"
I took the int RadiatorCount out of the Global Script, since I think the Global Variables thing should make it work anyway. 

I changed the code to:

Code: ags

function room_LeaveTop()
{
  if (Game.DoOnceOnly("RadiatorCount"))  {
    GiveScore(1);
  
  if (RadiatorCount < 8)   
  
   
  if (RadiatorCount)      
  Display("RadiatorCount"); 

  if (RadiatorCount == 8) {
   player.ChangeRoom(13, 583, 400);
}
else player.Think("I can't go up there yet.  The manager won't let me.");
}
}


It doesn't hang anymore, which is good.  But it won't let me go up the stairs either. 

I tried adding a Hotspot, and then used the same code if you Stand On Hotspot, but that has no effect on anything. 


Any other suggestions?
#532
I'm very confused with the Variable Counter commands. 

I have a long corridor, with stairs going up to the 1st Floor. 
Now I don't want my character to climb up the stairs until he has turned on 8 radiators on the Ground Floor (the radiators are in several different rooms). 

I created a Global Variable (Type Int) in the Global Variable section.
I added int RadiatorCount; to the Global Script.
And I added the following to the Room (in this case, the hallway) script:

Code: ags

function room_LeaveTop()
{  
 if (RadiatorCount == 8) {
   player.ChangeRoom(13, 583, 400);
}
else player.Think("I can't go up there yet.  The manager won't let me.");
}



Now it doesn't seem to make any difference if I turn the radiators on, or not.
The player walks onto the stairs, and says "I can't go up there...', then the game hangs. 
I have to quit with Alt & X.

Any ideas what I'm doing wrong?
#533
Can we buy this upgraded version DRM-free?  Please don't make it steam-only.
#534
Ahh, I hadn't noticed all the different versions of the ('). 

Yes, I had been writing it in Word, and then copy & pasting into AGS.  Word must be using a funny (')
I went through it all again, and re-did the (') directly into AGS, and it works now!

Who'd have thought a tiny little symbol could cause so much hassle?

Thanks everyone.   :smiley:
#535
I'm having a problem with the dialogues. 

When I 'build' dialogues in the editor, everything looks fine.
But then, when I Run the game to test it, the apostrphes (') are missing.
See Options 1 and 3 in the screenshot. 

[imgzoom]https://i.imgur.com/57keXP9.png[/imgzoom]

But it's not with every dialogue line.  Just some of them.
Why is this happening?  And how do I fix it? 

Thanks.
#536
Congrats Shaun   :smiley:
#537
Critics' Lounge / Re: The most byzantine room
Sun 12/05/2019 22:01:19
I like it.  I think it's really good.  Especially all the wee arches on the roof.   :smiley:

Sorry, I can't 'critique' it, cos I don't see anything wrong with it. 
#538
The Rumpus Room / Re: Name the Game
Sun 12/05/2019 21:57:15
*passes the torch to Lorenzo
#539
Played it. 
LOVED it!   :cheesy:

Excellent story, with lots of funny dialogue and amazing art. 

Can't wait to see more of it.   :grin:
#540
The Rumpus Room / Re: Name the Game
Sun 12/05/2019 20:55:49
I hid the name at the top.   :smiley:

[imgzoom]https://i.imgur.com/RYsGTfg.png[/imgzoom]
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