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Messages - Kara Jo Kalinowski

#162
Here's a big one, don't make a puzzle solution reliant on one line of dialogue that the player may have missed. Allow them access to that information again somehow through dialogue or something else. Seen a lot of players annoyed by puzzles they had no idea on because of this.
#163
The Rumpus Room / Re: The Points Game
Thu 26/10/2017 14:38:32
wooden
#164
The Rumpus Room / Re: The Points Game
Wed 25/10/2017 19:08:26
WOODEN
#165
Pretty sure avi is just ahort for avatar, but Snarky has a point, maybe the file type isn't one supported. What is the URL of the image?
#166
The Rumpus Room / Re: Name the Game
Mon 11/09/2017 06:38:31
You got it.
#167
The Rumpus Room / Re: Name the Game
Mon 11/09/2017 00:52:56
#169
Because your function is not inside braces. It goes like this:

Code: ags
function hSkilt_Look() {
    if (hSkilt_Look == 0 ) Display ("blablabla"); (This is line 21)
    if (hSkilt_Look == 1) player.Say ("Hello?");
}


The braces tell the compiler what is part of the function.

Likewise your if statements are not technically wrong, but including them in braces makes your code more maintainable in case you want to add more statements as part of the if statement later.

Code: ags
if (hSkilt_Look == 0 ) {
    Display ("blablabla");
}
if (hSkilt_Look == 1) {
    player.Say ("Hello?");
}


is better.

#170
The Rumpus Room / Re: Name the Game
Sun 10/09/2017 11:31:01
Stickybear Basketbounce?
#171
No, that doesn't fix it.
#172
QuoteAny click on hotspot
occurs when the player clicks on the hotspot in any cursor mode (except Walk). This allows you to add extra modes like smell, taste, push, pull, and so on. This event also occurs as well as the other event for the Look, Interact and Talk modes.

The reason it might work with "both mouse buttons" is because right clicking changes the cursor mode from walk to something else.

So you have 2 options... change your code so that something else (like interact) is the default cursor, OR you can use a code like:

if (mouse.IsButtonDown(eMouseLeft) && Hotspot.GetAtScreenXY(mouse.x, mouse.y) == hHotspot1)
{
  player.ChangeRoom(2);
}

which goes in repeatedly_execute function. A bit more code than that if you want it to detect new clicks and not only if the mouse button is down.

This is all assuming you're not having a character that walks around, because then you could use the walks on hotspot one.
#173
The Rumpus Room / Re: The Points Game
Sun 10/09/2017 04:40:12
Enwood
#174
What is the code you are using to move between rooms now?
#175
The Rumpus Room / Re: The Points Game
Sat 09/09/2017 23:23:21
Woode
#176
The Rumpus Room / Re: The Points Game
Sat 09/09/2017 21:48:57
Wooden
#177
The Rumpus Room / Re: The Points Game
Sat 09/09/2017 21:08:27
Wood
#178
For me, the mouse cursor changes back and forth no matter what input I use.
The difference is that the trackpad lags when that happens, sometimes recording input with a few seconds delay. And with my corded logitech mouse, it doesn't affect performance but the icon switching is still there.
I actually noticed this too but never reported it since it's not a deal-breaking issue but it would be nice if it got fixed.
#179
Added a fix for game 29 that only seemed to be affecting me. Thanks to Scorpiorus for helping me get the game working, and scotch for helping locate the old DOS engines.
#180
The Rumpus Room / Re: The Points Game
Sat 09/09/2017 00:59:35
Woo
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