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Messages - Kweepa

#3221
You can put it in the script exactly where you move the character to the new room.
#3222
Just use

character[SITTINGDUDE].x = SITTINGATTABLEX;
character[SITTINGDUDE].y = SITTINGATTABLEY;
#3223
Boyd, I think you misunderstood -
I think InCreator was just using the 3d picture to illustrate the method of generating the shadow for the character.
I'm tempted to work on that shadow plugin.
#3224
Try putting

import function interface_click(int a, int b);

into the global header.

Something else may go wrong at this point - I'm not sure it's a good idea to be calling interface_click from another script - but it's worth a try.

[EDIT] I just reread what you're trying to do, and I'm waaaaay off.
Try something like this:
In Global header:

import int yesNoButton;
import int waitingForYesNo;
import int yesNoItem;

In Global script:

int yesNoButton = 0;
int waitingForYesNo = 0;
int yesNoItem = 0;

In repeatedly_execute:

if (waitingForYesNo > 0)
{
__if (yesNoButton == 1)
__{
____AddInventory(yesNoItem);
____DisplaySpeech("Got it.");
__}
__waitingForYesNo = 0;
}

In interface_click:

if (interface == 4)
{
__yesNoButton = button;
__GUIOff(4);
}

In room script:

DisplaySpeech(EGO, "Should I take the lighter?"); // EDIT - fixed
GUIOn(4);
waitingForYesNo = 1;
yesNoItem = 2;

If you want to ask if they want to take another item immediately afterwards it gets more complicated.
It might be better to display a GUI that has the appropriate objects in it and the player can just click to pick them up. Like a close up window.
#3225
Whatever you need :)
#3226
"EGO"

For this sprite jam, draw yourself as the player sprite.
Max height: 80 pixels
Colours: 32
Extra credit for multiple views or animations.

Steve
#3227
Ha harrrr!
My items were a space parrot, an Avastercard, a treasur e-map, and a light cutlass.
#3228
Put it all together into a single function:

function dialog_request (int parameter) {
if (parameter==1) { // run-script 1
//Dealer winks
AnimateCharacter(JOSH, 4, 0, 0);
}
else
if (parameter==2) { // run-script 2
//Dealer moves
MoveCharacterBlocking(JOSH, 77, 189);
}
}
#3229
Maybe your buttons aren't set to Left click -> Run script.
#3230
Press the "Delete this GUI" button on the GUI tab.
#3231
On the other hand, perhaps the designers started with the edict "no combining", and the puzzles developed from there.

Either way, it's a limitation which wasn't in previous games.

And it's not just about "a combination of objects merged together", which makes it sound like an unusual thing to want. There's always "use lemon juice on note, then put note on radiator", or "use knife with bar of soap, then use gunmetal paint on soap gun" type puzzles.

GF was great, but I don't want to see that interface wipe out the more functional interfaces of the past.
#3232
One of the reasons for the helmet in Metroid was to "brand" the screenshots, so that anyone looking at any screenshot wouldn't confuse it with anything else: "that's Metroid Prime".

Loom's find verbs, use them (possibly backwards) system is similar to the magic system of Dungeon Master, Ultima Underworld etc. I liked Spellbound's system, but of course it's very like Arx Fatalis.

I think GUIs have mostly gone downhill since Monkey Island 2. There are a bunch of verbs in there, so you can't rely on use. The inventory is easy to access and interact with. Classic.

As for GF, I agree that it had immersion, but at the cost of ease of use and functionality. It was cool that Manny pulled the objects out of his coat one at a time, but slow, and whatever happened to combining objects?
#3233
Not completely Dave -
If your game wasn't good no-one would have voted for the music.
So congrats!
#3234
Torn Souls isn't a bad name by any means. I quite like it.
I'd drop the "The Search" from the end though.
#3235
There are a bunch of alternatives in Fate of Atlantis...
eg, to get into the theatre at the start, you can talk your way in, brawl your way in, or sneak your way in.
It worked pretty well.

I don't see why this shouldn't be in critic's lounge - it's an idea for a game that can be criticized.
#3236
That's pretty nice!
I'd up the contrast a bit, and make his hand lighter.
After that, maybe the hand could do with some reshaping, but it depends on the general style of the game.
#3237
CJ -
Couldn't you add some basic XOR encryption to the whole exe and the dat file that was removed on startup?
#3238
Quote from: Indiana Psychonaut on Mon 09/02/2004 17:04:28
Day of the Tentacle ... was designed by Tim Schafer and Dave Gilbert.

Way to go Dave!!
(Sorry)
#3239
Best Graphics:
1. Apprentice
2. The Breakdown
3. III Spy

No surprises that Apprentice won.
III Spy third? Amazing! We the RON authors thank the voting public!
#3240
Sorry about that earlier code.
This is what I normally do - walk the player character off the screen edge.

function room_c() {
// script for room: Walk off left screen edge
if (character[EGO].inv[3] != 1){
DisplaySpeech (EGO, "I can't go out there without protection.");
MoveCharacterBlocking(EGO, character[EGO].x + 16, character[EGO].y, 0);
}
else {
NewRoom(5);
}
}
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