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 - Kinoko

#1601
I noticed that too. After awhile of constantly changing the global script and loading the same save game slot, I realised I couldn't have done this a few months ago.
#1602
Damn ^_^ I tried the Japanese accents but I thought they'd be speaking Japanese... Still, REALLY interesting, thanks!
#1603
This looks fantastic! I love it, I love the idea, the plot, and the characters are really cute (in a good way). Pleeeease finish this one, I'd love to play it.
#1604
General Discussion / Re: Life Aquatic
Thu 24/03/2005 00:00:03
Blech, Andie McDowell is one of my most hated actresses. She ruins every movie she's in and I can't stand the sound of her voice or the sight of her face.
#1605
General Discussion / Re: Ring Two?
Wed 23/03/2005 12:33:55
That's just weird @_@
#1606
Yes, stay away from those cultish blood orgies for now.

Seriously though, I imagine this must be terrible for you. I'd be beyond furious if this happened to me, it seems extremely unprofessional. I have a friend that works in these labs and I've heard already SO many stories of big mixups and people having to be retested, and when you think of a situation like this... it REALLY shouldn't happen as often as it does. I can tell you though, this does happen a lot so you're not being singled out by the cosmos.

Try to look on the bright side, you may still be 100% fine, despite all this. ^_^
#1607
General Discussion / Re: Ring Two?
Wed 23/03/2005 06:22:35
Quote from: Snarky on Wed 23/03/2005 01:52:57
Isn't it fair to say that the film is called 'Ringu', but that the U is silent?
As in: "ringu" is the Latin transcription of the kanji transcription of the English loan-word "ring" in Japanese?

Not reeeeeally. The 'u' isn't silent, that's how the Japanese would say it, but their language doesn't allow for consanents (I know it's spelt wrong) on their own (apart from 'n' but that's another story). My point was that that have their own word for 'ring' in Japanese, but they've chosen to call name it after the English word. That's the only way they can write/pronounce the English word... since we can say it properly (not implying they aren't doing it -properly-, but you know what I mean), then I think we should.
#1608
I'm SO sorry I didn't listen -_- I hope you can forgive me.

I encourage noone to attempt this. It's senseless and lame, and not clever in the slightest.
#1609
Okay, I have it now, and it's retarded. I hate being one of those people that bitches about puzzles they found hard, but... this had bugger all to do with the title. NOTHING! It wasn't like Petals Around the Rose at ALL, it was a completely different concept.

*sigh* I'm just sorry I wasted part of my life on this thing.
#1610
Damnit! ^_^ No...

EDIT:
Spoiler

I've noticed the 2nd and 4th dices values' work differently to the 1st and 3rd... am I imagining it?
[close]
#1611
I am SO close to getting this, I have a theory that works 80% of the time...

EDIT: Oh, whoops! I meant 5th

EDIT: Okay, getting closer, I -think-...

Spoiler

The 5th dice seems to indicate the right number when it's on 3, but will add 1 if it's 4, 2 if it's 5, etc...
The other four... At first, I thought it was the number of a certain dice (if not one) added to it's value... but that doesn't work all the time.
Then I thought, you take out any pairs of dice, and then add the non-pairs together... but that doesn't work all the time.
[close]
#1612
Okay, I've figured the 6th dice out, and I have noticed a pattern, but... still no answer
#1613
I just read the comments on the page and they pretty much said it isn't a complicated maths problem

What I'm really interested in is whether its a visual solution or, as SSH said (not that I'm doubting you) a number problem

EDIT: Okay, my current theories are:

Spoiler

It's to do with the pairs of numbers
[close]

Spoiler

It's to do with the dots on opposing sides of the dice
[close]

Spoiler

It's to do with how many dots you have to add or subtract to equal something else
[close]

Spoiler

It's to do with the colour. But that's a really weak theory.
[close]
#1614
It's driving me somewhat crazy too. I've had a couple of good theories but they haven't worked out. It's annoying, because after knowing Petals Around The Rose, you think, "Ahh, I'll be able to get THIS one quickly".
#1615
Ahh, thanks ^_^ I'd forgotten about that.
#1616
I have a trigger in a room that sets off a function, and at the end of that function, a timer is set:

Code: ags

if (IsTimerExpired(5)) {
  if (cue==1) TypeLineInvis("The great and powerful woman who created the lands, the oceans, the skies...", 20, 160, 2, 10, 200);
  else if (cue==2) {
    NewRoom(31);
    cue=0;
}


What should happen, is that initially, cue=0, then the function is run from the room which results in cue=1 and the timer starting. So, after that's expired, a second function is run which changes cue to 2, and... what I'd like to happen, is for NewRoom to work here.

It doesn't, because it tells me that this function can't be run from repeatedly_execute_always. I understand the need for this, but I have the code set up that it will only be called once, so there's no danger of it repeating. I tried putting NewRoom(31) into a seperate function and running that from repeatedly_execute_always but that still counts as running NewRoom from there.

Can I get around this?
#1617
Thanks heaps, SSH! ^_^ It works now.

Just in case anyone's interested, I've modified the code now to work the way I want it in a certain room.

In room:
Code: ags

TypeLineInvis("Aldora", 20, 160, 1, 10, 200);
int yposit=0;
int xposit=0;
while (yposit < 50) {
  SetViewport(xposit, yposit);
  Wait(6);
  yposit++;
  xposit++;
}


Function:
Code: ags

function TypeLineInvis (string say, int xpos, int vpos, int queue, int delay, int wait) {
if (IsGamePaused()==0) {
	StopMoving(EGO);
	SetTextWindowGUI(31);
	
	StrCopy(displayedline,"");
	StrCopy (line, say);
	typecount=0;
        textid = CreateTextOverlay(xpos, 100, 400, 1, 1, displayedline);
	length=StrLen(line);
	SetTimer(6, delay);
	delaya=delay;
	vposa=vpos;
	xposa=xpos;
	waita=wait;
	cue=queue;
	}
}


In repeatedly_execute_always:
Code: ags

if (IsTimerExpired(6)) {
	  if (typecount<length) {
	    StrFormat(displayedline, "%s%c", displayedline, StrGetCharAt(line,typecount));
	    SetTextOverlay(textid,xposa,vposa,275,1,1,displayedline);
	     if (StrGetCharAt(line,typecount)!=' ') PlaySound(1);
	     typecount++;
	     if (typecount==length) {
	       if (waita>0) SetTimer(7, waita);
	       else RemoveOverlay(textid);
	       } 
             else {
	       SetTimer(6, delaya);
	       }
	  }
}
else if (IsTimerExpired(7)) {
  RemoveOverlay(textid);
  SetTimer(5, 100);
}

if (IsTimerExpired(5)) {
  if (cue==1) TypeLineInvis("The great and powerful woman who created the lands, the oceans, the skies...", 20, 160, 0, 10, 200);
}


This allows me to have the lines follow one another whilst the screen scrolls - it looks great! Thanks so much for the help SSH ^_^
#1618
Nope, only one at a time.

What I ended up doing was pretty much that, but I had to do it for a whole bunch of variables. So now I have this:

Code: ags

#define Typetimer1   10
#define Typetimer2   11
  int textid;
  int length;
  int typecount;
  int i;
  int widtha;
  int delaya;
  int vposa;
  int xposa;
  int waita;

function TypeLineInvis (string say, int xpos, int vpos, int width, int delay, int wait) {
if (IsGamePaused()==0) {
	StrCopy (line, say);
	
	StopMoving(EGO);
	SetTextWindowGUI(31);
	  typecount=0;
	  StrCopy(displayedline,"");
	  textid = CreateTextOverlay(xpos, 100, 400, 1, 1, displayedline);
	
	  //get string length, to know how long the loop must run
	  length=StrLen(line); //set string length
	//start loop
	  SetTimer(Typetimer1, delay);
	  widtha=width;
	  delaya=delay;
	  vposa=vpos;
	  xposa=xpos;
	  waita=wait;
}
}


In repeatedly_execute:

Code: ags

if (IsTimerExpired(Typetimer1)) {
	  while((i<length) && (1||(Wait(delaya)==0))) {
	   // pick character at position "i"and stick it at the end of string "displayed line"
	    StrFormat(displayedline, "%s%c", displayedline, StrGetCharAt(line,typecount));
	   //set textoverlay as displayedline
	    SetTextOverlay(textid,xposa,vposa,widtha,1,1,displayedline);
	
	    // if a space is added to the string do not play a sound, else play a 'tick'
	     if (StrGetCharAt(line,typecount) != ' ') PlaySound(1);
	   //increase the loop counter
	      typecount++;
	     if (typecount==length) {
	       if (waita>0) SetTimer(Typetimer2, waita);
	       else RemoveOverlay(textid);
	       } 
             else {
	       SetTimer(Typetimer1, delaya);
	       }
	  } //
}
else if (IsTimerExpired(Typetimer2)) {
	    RemoveOverlay(textid);
	    }


(There were also some extra ('s missing here and there)

Now, the game runs and the function will execute, but after the line has typed out, the typing sound just goes on and on repeatedly.

EDIT: I've been over the code but I just can't see where it's going wrong. The -only- line I don't understand is while((i<length) && (1||(Wait(delaya)==0))) {, particularly the "(1||(Wait(delaya)==0))" bit. Still, just because I don't understand it, doesn't mean it has anything to do with what the problem is.
#1619
Thanks a lot for that, the code looks good. ^_^ I'm just having a bit of an error with "width" because it's declared as a local in the function TypeLineInvis (... line, which means I can't use it in the SetTextOverlay(textid,xpos,vpos,width,1,1,displayedline); line which is in repeatedly_execute.

I'm not sure how to fix this.
#1620
Thanks for all the advice, everyone ^_^ I did indeed take a big long bath today and I have my intro today. It's always interesting to hear about how other people tackle these problems though.
SMF spam blocked by CleanTalk