...Cthulhu?
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Show posts MenuQuote from: LuminescentJester on Fri 03/04/2015 04:26:45
Its hard to become a game maker because first there's all this really hard learning curb stuff to get past while everyone else acts like its easy I guess? I suppose rather or not I succeed will show rather or not the victory simply goes to the most stubborn.
mouse.DisableMode(eModeInteract);
Quote from: Mandle on Wed 25/03/2015 16:36:05
I am not a tetser! I am a free man!!!
function room_RepExec()
{
// first pick some room coordinates- make sure to keep them within the room's actual size!)
int xPos = Random(0,320);
int yPos = Random(180, 210);
// with a chance of 3% we order the character to walk to this position:
int i = Random(100);
if (i < 3)
{
cGuy.Walk(xPos, yPos, eNoBlock, eWalkableAreas);
}
}
// GIVE ITEM
cGuy.FollowCharacter(player, 120);
//ROOM CHANGE COMMAND
function room_Leave()
{
cGuy.FollowCharacter(null, 120);
}
function cGuy_Talk()
{
player.Say("Hey, do you know where we are?");
cGuy.Say("Hmm...");
// these answers are picked depending on the room:
if (player.Room == 10) // the streets
{
cGuy.Say("We're at Crosslake Road. Nice place. My favourite bar is here, just to the left.");
}
else if (player.Room == 11) // the factory
{
cGuy.Say("This is the Bacon Processing Plant, where all the bacon is made.");
player.Say("Oh, THAT is the smell!");
}
else if (player.Room == 12) // secret room!
{
cGuy.Say("We're in the boss lair. Hear that stomping?");
player.Say("Yes...?");
cGuy.Say("Well that's the CYBERDEMON we borrowed from DOOM.");
player.Say("Ohhhhh....");
}
else // all other rooms trigger this:
{
cGuy.Say("Actually, I have no idea where we are. I have never been here before.");
}
}
StartCutscene(eSkipESCOrRightButton);
player.Say("Well, now we are here.");
cGuy.Say("Yes. That was interesting.");
EndCutscene();
Quote from: MufasaRKG on Wed 25/03/2015 04:43:20
When you enter that room that he / she is now in, how can you get the character to been seen through animated view? Otherwise, getting him to move all around on his own in room while you can set certain interactions with him. Are you able to use new inventory items on him and continue to switch his rooms as it follows?
if (player.activeInventory == iTicket)
{
player.Say("Here is my ticket!");
cGuy.Say("Okay, move on!");
player.ChangeRoom(12);
}
else if (player.activeInventory == iBanana)
{
cGuy.Say("I am not hungry.");
}
else
{
cGuy.Say("No, I don't want that.");
}
Quote from: Gfreezie on Tue 24/03/2015 21:28:42
Thanks! Ive started with the lazy way, but it still says the original verbs in the action bar.
Quote from: Gfreezie on Tue 24/03/2015 21:28:42In case of the 9VT there is a lot of custom (and awesomely complex) scripting but it boils down to: When clicked on, every "thing" in an AGS game will check what action is currently active, and then ceck if it has an event handler for this action. If this is the case, the code in that handler will be executed. Check one of the objects/inventory items/hotspots provided by the template: The code you see there is just a set of if-then commands. IF the current action is "Look", THEN make the player say "This is a banana and it looks funny."
How do I use these verbs anyway? I know it's something to do with the "Usermode1" and "usermode2" items but otherwise I don't know.
Quote from: monkey_05_06 on Mon 23/03/2015 19:03:52
The parameter to Game.DoOnceOnly has to be unique to the condition.
Quote from: MufasaRKG on Mon 23/03/2015 13:57:59
This is more of an learning curve then I thought!
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