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Messages - Hernald

#81
The 'A Vampyre Story' way of remembering items can work, but it's best if you are prepared to do all the cut scenes retrieving the items when they are to be used.
Not being allowed to pick cumbersome items up until you know you need them helps with realism.
#82
Try this;


// Dialog script file
@S  // Dialog startup entry point
narrator: You now have a decision to make.
return
@1
    run-script 1
   Frankj: I won't saw my foot off!! This is madness!!
stop
@2
    run-script 1
    Frankj: I need to get out of this clamp and this place!! I will have to saw my foot off!!
stop


Then in the global script;


function dialog_request(int param) {
  if (param == 1)  {
    cFrankj.SpeechView=10;
    }
 
#83
You need to define holddown as an integer and put a curly bracket at the end, other than that the code looks workable.
Oh yes, and it's part of a while loop or in execute repeatedly, and when you define holddown give it an initial value of 0.
#84
function hHotspot1_UseInv() {
  if (cEgo.ActiveInventory == iLeaflet ) {
    cEgo.Walk(123, 121, eBlock, eWalkableAreas);
    cEgo.LoseInventory(iLeaflet);
    Display("You put back the leaflet and shut the door.")
    }
  }

Note the closed bracket and the opened curly bracket.

To use the same function for open inventory items use else if ()
#85
Firstly, I think you are right to prototype, few people will turn out a viable program of this type at their first stab.
The question is what you are trying to find out with your prototype. Are you looking to get a grasp of your programming language, to see if your story and puzzles work or to see if your ideas about the graphics will be effective, or a combination of these.
There are things you will learn even with a few rough sketches done by yourself that you wont find out by using photos (except as reference.) Personally I dislike the idea of ripping of other peoples' artwork for a game, and I 'm not sure it sits well here when you ask people for critiques.
My vote is for quick sketches.
#87
Try the second option; 'Find all Usages'.
#88
In room edit, just below room number StateSaving should equal True. But according to the manual it's set to False if the room number is greater than 300.

How did you get on with the right-clicking?
#89
Hints & Tips / Re: Nelly Cootalot's ducks
Wed 08/06/2011 15:35:53
Thanks!
#90
Sorry, I'm quite new to this too. You right click on the word MySwitch2 in the script you have written. A list of options pop up, I think you choose the top one or second one.

As far as simplifying the code;
  if(MySwitch2 == 0)
  MySwitch2 = 1;
Can probably be replaced with just
  MySwitch2 = 1;
But that depends on what you are doing with it elsewhere.

Other than that what you are trying to do looks fairly straightforward.

Just a thought: There is a system variable on rooms that sets them back to there original state whenever the player returns if it's switched on. The default is off which it correct for what you're doing, you haven't switched it on have you?
#91
Hints & Tips / Nelly Cootalot's ducks
Wed 08/06/2011 15:18:10
Is it worth trying for more than one of the prizes?
I yes/no answer will probably do. Ta.
#92
Yes, that's the globals pane.
If you right click on one of the places you set MySwitch2 it will give you the option to list all the places it is used. You may find that useful in seeing if it is used somewhere other than the places you've mentioned.
#93
Critics' Lounge / Re: Wich graphic Style?
Wed 08/06/2011 14:03:59
I would have a better idea if you included a character or two in each room. What would the sprites look like in these two styles?
#94
A fun very short game. I really enjoyed the first one as well!
#95
I take it MySwitch2 is a global? Have you accidentally set the value back  to 0 after room_Load ?
As an aside, this looks like a good place to use a bool rather than an integer.
Or does MySwitch2 take any values other than 0 and 1? if so, that could explain it not working.
#96
Quote from: Matti on Mon 23/05/2011 12:30:04
Why not use the ChangeRoom command?
That could work, but might complicate things if one of the characters was the player, by going straight to the destination room without showing the characters disappear.
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