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Messages - Helme

#241
I would prefer to reduce the buttons and create the same effects by combinations.

Instead of 'plural' press the button twice

'take' 'knowledge', means: Tell me
'give' 'knowledge', means: I will tell you

that would reduce all the opposing word pairs to just one word.
#242
Damn! Now I have to think about an adventure idea with mutating animals as main concept...
#243
Right now, I have problems to understand, what you want to do with this GUI.

Do you need those many button only for conversations or for puzzles with objects and items, too?

I think many users will be confused with that many buttons.
#244
Reminds me of the old Bullfrog Game 'Gene Wars'
#245
Sweet look. I hope it will be longer than your previous games.
#246
My global script file is melting down to an acceptable size. ;D

Thanks!
#247
one example

- global script:

function cRep_Talk(){
if (dRep1.HasOptionBeenChosen(4))
{dRep1.SetOptionState(5, eOptionOn);}
else {dRep1.SetOptionState(5, eOptionOff);}
dRep1.Start();}

- dialogscript dRep1

@4
E: Bla
option-off-forever 4
option-on 5
return

@5
E: bla, bla
option-off-forever 5
return


When I start the dialog, it works fine. But when I stop the dialog and start it again @5 is back, @4 is gone.
To solve this problem, I added:

if (dRep1.HasOptionBeenChosen(5)){dRep1.SetOptionState(5, eOptionOff);}
if (dRep1.HasOptionBeenChosen(4)){dRep1.SetOptionState(4, eOptionOff);}
#248
Quote from: Dualnames on Thu 05/02/2009 15:11:39
So it's really weird that that option of yours gets back from the dead.

I simply shouldn't make a game with zombies. Now the options also return from their graves ;)
#249
I dodn't think you sounded like a smartass.

I got another idea, what might cause the problem:
The option I wanted to turn off with the dialog script has been activated with a command in the global script.
Does the global script 'option-on' overrule the dialog script 'option-off-forever'?

#250
I know how i can fix this with a 'SetOptionState(X,eOptionOffForever)'-command

But i want to know why the simple way in the dialog script worked for the first 10 dialogs, but does not for the dialogs 10+, although I'm using the exact same command.
#251
 ??? I'm really confused.

I want to turn of dialog options permanently. I used the command 'option-off-forever X' and it worked.
But it doesn't work for new dialogs, although I'm using the exact same command and I can't see typos.
In the new dialogs it runs the script as if I used 'option-off X'.
I don't get it...
#252
A sweet game. I like the idea, that the main charakter can't read.
At the beginning I thought the Interface is a bit confusing but I got used to it and I liked that you always see your objectives (what is not really needed in a short game) and the idea of buying hints.
I'm waiting for the sequel.
#253
I did change the background image und made the top border smaller. But the position and size of the space for the inventory did stay the same. It worked after i adjusted the size of the @overhotspot@-button

The strangest thing was, that some items did react differently than others.
#254
I managed to fix the problem, although I still don't know what exactly caused it.
#255
Is the option "use low-resolution co-ordinates in script" in the general settings "false" or "true"?

Greetings from Germany ;D
#256
I got problems with the inventory

Some items react different than others. When I select some items, the inventory closes nearly instantly. When I select other items the inventory closes after some seconds.
The Inventory only closes when i move the mouse cursor over the left border.

I can't remember changing anything in the script, except the item.count & the size of the items

-in the GlobalScript:
int item_count = 36;
function game_start()
{   SCUMM_VERBCOIN_GUI.Item_Count(36);
-in the Scumm VerbCoin GUI.ash:
import static function Item_Count(int count = 36);
#257
Quote from: TheJBurger on Tue 27/01/2009 23:58:19
One way to solve the crowbar/screwdriver problem (which I remember from somebody's article) is to replace items like crowbars and screwdrivers with other items that can accomplish the same task, yet serve a different purpose.

Or the other way: Using those items in a different way, like the screwdriver in Sam & Max.
#258
I think game scores simply feel artificial.

@Garagegothic
Sound like your thinking of 'Beyond good & evil'. This game has a cool system of collectables to unlock new areas.
#259
I wish my cleaning bot from 'Re-Agent Orange' had a guest appearance in your game ;D
#260
Apart form keys, screwdrivers and crowbars are the most clischee items.

In 'Ben there, dan that' i found it really funny, that they just spoiled those extrem clische puzzles by saying something like:
"I can't remove it with my bare hands"
"What do you need?"
"A crowbar"
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