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Messages - Hernald

#61
Do you mean:
Code: ags

if(playerLV > 98){
   }
else {   
   playerLV++;

   if(playerLV >70){

    
   }
   else  if(playerLV >40){

    
   }
   else  if(playerLV >25){

    
   }
   else  if(playerLV >10){

    
   }
   else {
   }
    
}


?
I'm not sure why this code would behave in the way you seem to be suggesting. If you initialize playerLV to zero then call the code whenever a level-up is required it should go from one case to the next as playerLV is incremented - unless it is being reset to a value below 10 somewhere.
#62
Hi Icey. I wasn't absolutely sure, so I tested your code with every number from -40 to 72.
The results were as I predicted; -29, -14,-14,-9,70,71 and 72 were displayed.
The code may work for you, but I doubt many people would find it useful in the form you showed us.
#63
Sorry Icey, yes I was being facetious. I don't believe the code you have given will work in the way you think it will.
My version would be:
Code: ags

if(playerLV < 99){
   playerLV++;

   if(playerLV <= 10){

    
   }
   else  if(playerLV <= 25){

    
   }
   else  if(playerLV <= 40){

    
   }
   else  if(playerLV <= 70){

    
   }
   else {
   }
    
}



The "-" character means "subtract" in the context you have given it.  I haven't found anything in the manual about it being used to mean "between". As far as I can see your code would never do anything if presented with a positve value.
But I haven't been working with AGS for long and would welcome input from someone with more experience than me in this.

#64
Icey; that code is interesting;
I would have sworn it was the same as having
Code: ags

 if(playerLV != 99){
    playerLV += 1;
  }


if(playerLV ==  -9){

    
  }
  if(playerLV == -14){

    
  }
  if(playerLV == -14){

    
  }
  if(playerLV == -29){

    
  }
  if(playerLV >= 70){
 
    
  }




So I've learned something new!  ;D
#65
 :)
3. This belongs in Beginners Technical Questions
;D
#66
1. You can use repeat exec in a room;
function room_RepExec()

2. if you have to use objects in the main script they must be refered to by number, not name;
object[1].Visible=true;
#67
Thanks for the reassuring comments! I feel less neurotic about it now. :)
#68
I downloaded NickyNyce's 'The Visitor' last night. I was enjoying playing it; good graphics, good story...
Then I realised ...
Spoiler
The player's pet dog is locked behind a door barking, and he must find the key!
[close]
... which is a major part of the game I've been working on for seven months.
Now fair play to Nicky; he's turned out a fine game and obviously he couldn't have read my mind.
What I was wondering is has this sort of thing happened to anyone else, and how did you deal with it?
Scrap your game? Release anyway and hope nobody notices? I'm open to suggestions.
#69
 :) You might just have something there!
#70
It is a pain isn't it?
It looks as if you're fairly safe making scripting changes.
Whenever you add a new global variable it invalidates the saves, so I put in a few place holder global bools; it doesn't seem to mind if you change their names.
New variables in a room will crash the game if you enter that room.

Another problem is that if you want to change the position of objects in a room you have to go back to the beginning, as this is where they are initialised.
#71
Sure, it's all good. Could you recommend any specific texts/books to Lord Hemlock? :)
#72
Have you tried reading the New Testament?
The New International Version is fairly clear, The Gospel of John and the Book of Revelations are the most Occult.
#73
This is the code I'm using in repeatedly_execute:


Code: ags

// Floating hotspot name
  vhx = mouse.x+15;
  vhy = mouse.y+15;
  if (Mouse.Mode == eModeUseinv) {
    vhx = mouse.x+30;
    vhy = mouse.y+30;
  }
  GUI*gh = gHotSpot;
  if (vhx > 640 - gh.Width) vhx = 640-gh.Width;
  if (vhy > 480 - gh.Height) vhy = 480-gh.Height;
  gh.SetPosition(vhx, vhy);
 


To switch the text off I use
Code: ags

  if (cEgo.HasInventory(iFlashlightOff)) {
    gHotSpot.Visible = false;
  }
#74
Hints & Tips / Re: stuck in Chance of the Dead
Thu 25/08/2011 14:57:25
Spoiler
You need to do a pixel hunt
[close]
#75
Thanks for your responses. This seems like the time for me to investigate DrawingSurface functions and properties.  :)
#76
I would be interested in a work-around for this as well.
#77
There are a couple of lists of puzzle types out there. Classifying things, or pigeonholing them is something a lot of people like to do, but I am not sure how useful it is when coming up with specific puzzles for your game. As a hindsight excersize you might find you favour certain sorts of puzzles over others, so it would be useful for describing a game. The lists I mention come with opinions about some puzzle types; the writers don't like pixel hunts or mazes, but personally I have found both of these can be enjoyable if done well. So I think they are okay as a critical tool, but maybe not a creative one.

This is the shorter list with a bit of the analysis you are talking about, It's by Scarpio I think. Maybe you can match some of it up with your categories.

Quid Pro Quo/Exchange Puzzles.
Inventory/Combination Puzzles.
Timing Puzzles.
Distract-n-Grab Puzzles.
Maze Puzzles.
Escape Puzzles.
Cryptogram Puzzles.
Memory-based Sequence Puzzles.
Logic Sequence/Device Puzzles.
Repeated-Action Puzzles.
Dialogue Puzzles.
Forced Dialogue Puzzles.  
Riddles and Logic Puzzles.
GUI/Board Puzzles.
Dead Ends, Red Herrings and Faux Puzzles.
#78
THis can be set on the walkable area tab on the room. I'm not sure how that works for levitating though (refering to one of your other questions.)
#79
Hang on folks, I think I see what's happened here. DBoy's previous posts were requests for people to draw his character animations for him. I think someone did.
DBoy isn't so much nailing his moral credentials to the mast (although he's doing that as well) he's leaving instructions for creative types as to how they should work, or not work, for him.
It's good to have clear specifications when working to order!  :)
#80
From reading the replies to your post, DBoy, it looks as if the community here will show you nothing but understanding and compassion should you lose control of yourself and release something disgraceful. ;)
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