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Messages - GameMaker_95

#1
EDIT: I'll leave the original post here but sorry I worked out a solution after posting it. I apologize as I don't know how to delete the post but the code may help others.




Hello,

So I've started working on my game again after a break due to personal reasons. Before the break I had help with an elevator keypad set up but couldn't find the post with the person who helped me, so, sorry about that.
I've since realized I'd like to use multiple codes and not just one, but I cannot. It would probably be easier to call up a dialog tree to choose the floor I'd like to travel to and may end up doing that, but I
was wondering if I could get some help to make it work with multiple codes and not just what I have here which works with 9 hotspots each corresponding to a number. The main problem is using the same hotspot/number in multiple codes. Any help would be greatly appreciated.

Thank you.

Code: ags

int sequence=0;

function hHotspot9_Interact()
{
 if (sequence == 0) sequence++;
   else sequence = 0; // wrong combination, so start again
}

function hHotspot3_Interact()
{
   if (sequence == 1) sequence++;
   else sequence = 0; // wrong combination, so start again

}

function hHotspot6_Interact()
{
   if (sequence == 2) sequence++;
   else sequence = 0; // wrong combination, so start again
}

function hHotspot2_Interact()
{
  if (sequence == 3) { // correct combination so
      player.ChangeRoom(6, 231, 135); // give player the ice cream
   }
   else sequence = 0; // wrong combination, so start again
}

function hHotspot10_Interact()
{
  player.ChangeRoom(1, 161, 97);
}
#2
Don't worry, I'll remember, thanks for the help and that's alright dayowlron, thank you anyway, I appreciate the help.
#3
Quote from: abstauber on Wed 26/04/2017 12:46:38
Do you call       
Code: ags

GetLucasSavegameListBox(RestoreListBox);

before you show the Restore Gui?

Ahh, no, I didn't, I just tried it and now it works perfectly, thank you abstauber and dayowlron. Really appreciate it.
#4
Sorry, let me try and clarify. My background has the words Start, Load and Quit. I have put hotspots over these words. I have used the gRestore.Visible = true; function on the load hotspot to make
the load game GUI to appear. Now, I start the game, move around the first room and save it. It will allow me to load it back up then and there. I then close the game, relaunch it and try to load from
the menu hotspot but there are no saves present but if I were to load back into the game again, they will be present and function. When I said an option does not appear, I meant saves. Sorry for the confusion.
#5
I believe I saw another post about this somewhere, just a mention really but I can't find it again. Anyway, I've managed to do this before, create a menu, but that was with the
standard AGS GUI. I'm using hotspots and I've created three clickable spots. Start, Load and Quit. Start and Quit are fine and Load will make the GUI appear and I
can use cancel but when I run the game, save it and quit and then reload, I can't load the save from the menu. It does not appear as an option, but when I start the game again and
get into the main part of the game, I can use the load normally with the saves I created. I'm using gRestore.Visible = true; to make the GUI appear.
#6
No problem, Thanks for letting me know. I will try and find their name.
#7
Great! Thank you Khris, that is awesome to know. I really appreciate it.
#8
So I'm not sure if this is the correct place to ask this question. After playing Thimbleweed Park I wanted to make a short little game in a similar style to Maniac Mansion (Art wise), I am fine with backgrounds but when it comes to
character sprites and namely giving them a decent walk cycle, I suck. I wanted to know if using the character sprites from the Maniac Mansion Deluxe fan remake, editing them and recoloring them was allowed as they are what I'm going for. I wanted to know because if the game turns out somewhat decent I'd possibly like to put it on the site. I only wonder if it is allowed because I see other games that use edited sprites, at least as far as I can tell. Any help in this matter would be greatly appreciated.
#9
Hi Khris,

Thank you very much, you've explained that so I can make sense of it and It's exactly what I want,
less messier than what I was thinking.

Thanks for your help.
GameMaker95
#10
Thanks everyone.

I've managed to do the basic stuff like if I talked to one character I can change which dialog
runs with the other but I'll be honest, getting the next part to work is probably too complicated for me
and hard to understand exactly. Thanks for your help.

GameMaker95
#11
Hi,

Awesome, I did what both of you said and I've got it working. Gurok, I do want to choose a specific option with the
cop to change what dialog i use with the vet, so would I be able to turn the bool on from within the dialog like that? If I had the
bool for if i talked to the cop but only after i selected that option?

GameMaker95
#12
Thank you everyone. I will try everything you said and get back to you if I managed to
get it to work.
#13
Hi Gurok,

No I already knew that one but I was looking for something more like hasplayerbeeninroom but with has player spoken to
an NPC. If that is what I'm looking for then how would I reference that in regards to changing the dialog of another character?

Thanks,
GameMaker95
#14
Hi all,

Okay, so it's not a problem that I have, I just want to ask a question. I've searched the manual and forum and cannot find what I'm looking for,
I'm beginning to think I imagined it. Is there a function or such that if I talked to one character say, Cop that will give me a different response
from Vet because I've talked to Cop (Without using the HasInventoryItem function) . I feel like I saw something like HasPlayerTalkedToSomeone somewhere on the forum but I could be wrong. Also,
regarding this, is there any way to get a different response from Vet if I chose a specific option in the Dialog with the Cop?

Thanks in advance.
GameMaker95
#15
Hey,

Kumpel I tried yours again, fixing up the t stuff but it came up with another error, about if.
Khris I tried yours again and I ran into a problem but It was because I didn't change the room number and
when I did it now works perfectly.

Thank you both so much. You've been a big help.
#16
Hey guys,

Kumpel I tried to implement yours and when I do, i get an error saying unidentified symbol 't'. Any idea?

Khris, I also tried yours but I don't think I put the scripts in the right place, could you tell me in the simplest way
possible where to place each script and how.

Sorry for the trouble guys.
Thanks.
#17
Hey,

So I had one problem and that got solved and now I've run into another. So what I'm trying to do is that classic
puzzle in Point&Click games where you need to create a distraction so that a character will walk away and you can take something without
them looking. So let me lay out what I want to do. The location is a veterinary clinic.

I have a pair of gloves I want to pick up. I can't because of the desk clerk. There is a dog(a character) in a cage, I want to interact with the dog and
make it bark which will make the clerk leave her desk and I can take the gloves. I have a basic idea that involves if i get an item of the dog that lets me pick
up the gloves and I make the clerk walk to the dog but that would be too clunky. Is there a way to interact with the dog, make it bark in the background and allow me
to walk over to the desk, while the clerk goes to the cage and tells the dog to shut up (which stops it barking in the background.), allowing me to get the gloves, but not if the clerk comes back to the desk.
I believe I'd need to use the Set.Timer function but that's all I've got.

Thanks in advance.
#18
Do you mean of the character searching the dumpster? Currently I'm just using a placeholder sprite I edited and
A background I'll probably update just to complete the game before I go back and finish everything. If you want to see the background
though, let me know. :smiley:
#19
Hey Kumpel,

I tried doing what you said but I ran into a problem with the position of the sprites after they change so I had to make them
two separate objects but I did make the dumpster a hotspot and now it works fine because it's a completely different interaction.

Thanks again.
#20
Haha, maybe it was a last minute gift? It's actually not a backstage pass but that's the best I could describe it.
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