Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Goot

#161
Did you change the name of the game folder, the one with the compiled folder in it? Try making it shorter.
#162
Hints & Tips / Re: 10 Minutes help
Wed 13/10/2004 04:44:15
Spoiler
She's not the bomb, she's just wired up to it. The bomb is in the trash can.
[close]
#163
GGP, you have to
Spoiler
hide behind the first post thingy before the guy comes. He'll walk past you can then you shoot him. I don't think you can ever get into that room. I couldn't, but I haven't beaten the game yet and there could be other ways of solving puzzles.
[close]
#164
Is there anything before it in repeatedly execute? Like maybe a
return; or something?
#165
And make sure that 42 is correct room number.
#166
What's line 232. You have probably declared the int twice, or you have a function with the same name as a integer.
#167
The stick is
Spoiler
in the caretaker's room. It's actually a broken brookstick. It's a black object in the corner.
[close]
#168
Hints & Tips / Re: kings quest 2
Sun 10/10/2004 23:17:35
What exactly was all that about?
Anyways,
Spoiler
you have to interact with your seahorse to cause a diversion.
[close]

You should be able to do the rest from there but if not,
Spoiler
Then interact with the safe. Click on the stones in the right order, if you remember it. If not, click skip. Then take the trident and run without touching any of the other treasure. Get on your seahorse when out of the room and then there's an arcade sequence. When it's finished and you go through the passible cliff, use the trident on the cliff to seal it and stop the sharkees from coming after you. Then return to Neptune with the trident and you've got the gem.
[close]
#169
Start a new game and choose the template instead of default game. Then add to it to create your game.
#170
Hints & Tips / Re: Re Abducted 10 minutes
Sun 10/10/2004 21:46:47
How do you
Spoiler
disarm the bomb. I have that piece of paper with the letters and stuff on it but I can't figure out which buttons correspond with which numbers.
[close]
#171
Spoiler
You get the phone from the Mozes guy when you first start on your quest. You should have it in your inventory. It's a red squarish thing.
[close]
#172
Are you sure the file you were trying to import to the palette was the right type of file. A personally always use hi-color so I'm not really sure how all that works. About the character issue, when you go into the characters pannel on the side bar, there should be a button somewhere for export character to file or something like that. Oh, I just saw in your post that you've already solved those problems. Well, if you haven't, I hope something there will be helpful.

What exactly do you mean by "When I want to view an image, how do I make the text description happen?" Do you want to run an interaction when the player looks at a hotspot? Make a hotspot, and click on interactions. Then script display ("message here"); or do game-display a message.
#173
I'm not exactly sure if this is what you mean but you could  try looking up SetPlayerCharacter in the manual.
#174
If you haven't, read the manual section about making GUIs. I assume you want it displayed as a list, so you need a list box on your GUI. Use ListBoxSaveGameList or something like that (look it up in the manul) to make a list of saved games. Look up in the manual:

ListBoxGetItemSelected
character[].variables, find the var savegameindex[]

Use them to write your scripts for the buttons.
#175
In the global script, under

on_key_press(int keycode){

find the part about debugging. The bebug lines will look something like:

if(keycode==xxx)Debug(x);

In the game editor turn debug mode on, and use a global var for wether or not you want it to be enabled. Change the debug lines to:

if((keycode==xxx)&&(GetGlobalInt(xx)==1)){
Debug(x);
}

(Replce the x's with the appropriate numbers, xx being the global int you're using, and xxx and x the same as in the original line. Do this for all the debug lines. They should be together.
#176
Hints & Tips / Re: A Tale of Betrayal
Sat 02/10/2004 19:10:52
QuoteI think Goot was the only one that almost got to the happy end on his own

Oh, I was so close! How could I have missed it?
I didn't exactly do it on my own though. I had a whole bunch of hints throughout the game, like
Spoiler
about reading Tom's diary.
[close]

All in all, that was a great game, although incredibly hard in places.

And how come someone doesn't just post the solution here, instead of people having to keep PMing ASG-GD?
#177
Hints & Tips / Re: A Tale of Betrayal
Fri 01/10/2004 05:43:48
How did you do it? I've been trying for ages.

Spoiler
I thought maybe when it said Tom was overlooking the whole place he was up on that ledge where you start off after teleporting, and the map was somewhere around there but I couldn't seem to find it. I checked for hidden hotspots everywhere. Do the hidden hotspots respond to all modes used on them? Also, if you try to do something to the bottom of the graveyard screen, the verb coin thing doesn't pop up. Is this a bug or something?
[close]
#178
I'm not sure if you're up to scripting yet but here's a way to do it. Make a walk to point for the hotspot and in the hotspot interaction script, do

SetGlobalInt(//unused globalint #,0);

In repeatedly execute, write this script:

if((character[GetPlayerCharacter()].walking)==0)&&(GetGlobalInt(//same int #)==0)){
code for interaction
}

in the global script under on_mouse_click

function on_mouse_click(){
SetGlobalInt(int #,1);
//then there's a bunch of other stuff already there, leave it.
}

I would actually recommend blocking the game and making it so the player can't do anything while the character it moving.

In the hotspot code:

MoveCharacterBlocking(GetPlayerCharacter(),coordinates of move x,y,0);
hotspot interaction code here
#179
Try just making the sample game from the tutorial before worrying about your own characters. It's all explained. Just take it step by step and make sure you understand everything before going on.
#180
Advanced Technical Forum / Re: Flashing bullet
Sat 25/09/2004 21:00:56
What do you mean by flash dialogs? You can change the dialog text color by changing the player's talking color.
SMF spam blocked by CleanTalk