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Messages - Global Lint

#21
Oh, dear... I'll try and sort all this out, but I'm not that sure I can...

*deep breath*  Here goes!
#22
Ah, thanks, kind one :)

Oh, but I have another question.  What if you wanted a NON-player character to speak and say different responses?
#23
How do you make a hotspot have a different response the second, third, fourth etc. time it is clicked?

Let's say you had a bookshelf hotspot.  Click it once and it will say, "The bookshelf contains many books."  Click it again and it will say, "There is a Harry Potter book."  Click it again and it will say, "There is also a horror novel." 

I have another question: How do you get it to display these messages in the same order after the third one ("There is also a horror novel") is clicked, skipping the first message? 
#24
So let me get this straight-- you can have as many options in the game as you want?  There's no limit?
#25
There are none :P

That's ok, it's fine at the top o' the screen anyway ^-^  Thanks guys!
#26
THANK YOU!!Ã,  :DÃ,  It works now :DÃ,  Thank you so much!

While I'm here... I started the game in an empty file, so it didn't start with its own inventory.Ã,  I created a GUI that should work for an inventory window, but when I try to get into it, it says:

Error:Ã,  inconsistent inventory calculations.

Internal error.Ã,  I'll look up some stuff on creating your own inventory in the meantime...
Or, I could just make it stay at the top of the screen the whole game.  Yeah, that could work.  Just thinking aloud.
#27
Okay, I removed it from the player-stands-on-region interaction. 

I tried putting the code you gave me into the room script and adding the part where if the parser says 'open door' then the door opens.   

But an error message says, '.GetAtScreenXY' is not a public member of 'Region'.
#28
Whenever I stand on the region, it won't let me type in anything.Ã,  It lets me type one letter and then starts replacing that letter with other letters I type!

Also, if I type 'open door' while NOT on the region, then go onto the region, the door opens.

I don't want the door to automatically open just by standing in front of it.Ã,  It's like this:

1.Ã,  The player stands on the region
2.Ã,  Player types 'open'
3.Ã,  Door opens.

#29
How do you make a door that only opens when the player is in front of it?Ã,  Otherwise the door will open no matter where I am in the room, and that's not good.Ã, 

I was thinking I could make it so that if you're not near the door and you say 'open door' it will display 'You're not close enough!'Ã,  And if you're near, the door (an object) disappears.Ã, 

(By the way, remember the issue about the text parser?Ã,  It works now, so, thanks!Ã,  I was really happy about that.Ã,  My family [most of them anyway] likes games where you can just type away.... me too...)
#30
 In order...:

The error message popped up when I was going into the 'edit script' for the GUI I wanted to use as a text box.Ã,  It said:

(Exception 0x00000000 at EIP = 0x00000000, AGSEDIT v2.71631, SIP = 26)

But I started another game up and tried making a textbox in that one.Ã,  I named it "TextBox".Ã,  But another error popped up saying "This should never happen.Ã,  Try downloading the most recent version of AGS."Ã,  Is 2.71 the most recent version?Ã, 

I also tried not naming it at all, and I looked in the manual for textboxes.Ã,  A part of it said 'String Textbox.Text;' meant using it would let the parser take what was typed.Ã,  I tried saving and it said 'Variable 'Textbox' is already defined.'Ã,  I don't know how to fix that.

(Someone in that thread said something about an IF newsgroup or forum?  I'd check there if I knew where it was.)
#31
The manual doesn't have anything useful as far as I can tell.  Is there a more specific tutorial on the text parser?
#32
Thank you, and I will  :)
#33
The manual said that I needed a GUI for the player's input, but I couldn't find anything else on the subject.  So I have a blank GUI sitting at the bottom of the screen, very useless.  How do I change it so it can be used for text input?

-Thanks!

Faith
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