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Messages - Kweepa

#3241
The while will continually loop, giving the player no chance to get the protection.

Use if instead, like so:

function room_c() {
// script for room: Walk off left screen edge
if (player.inv[3] != 1){
DisplaySpeech (1, "I can't go out there without protection.");
}
else {
NewRoom(5);
}
}
#3242
osc,
Your idea is a simple one. Unfortunately too simple :)
The script would run the moment the left mouse button was clicked, and you'd then have to wait in the script for the second click.

Dorcan's code (unmodified) works for room interactions (thanks Dorcan!) but not for inventory interactions.

I think you'd have to create your own Inventory GUI to allow double clicks on the inventory objects through on_interface_click - that's how I'd do it anyway: by emulating the behaviour of the Inventory GUI object with buttons.

You might want to download some of the GUI templates for ideas and pointers.

[EDIT] The "Handle inventory clicks in script" option in General Settings doesn't seem to help.
#3243
Try putting this line:
game.num_inv_displayed = 12;
before the line "InventoryScreen();" in the global script function show_inventory_window.

How are you adding objects? If it's not with AddInventory(), you might need to call UpdateInventory() after you do it.
#3244
Did you try 0 for the object's baseline? That should ensure the player is always drawn in front of the door object.
A screenshot or a better description of the "total damage" would help track it down.
#3245
Nice ideas SLaMgRInDeR.
I like the plasma in the sword.
And the ship in a bottle would make for a great bit of story!
#3246
From the manual:

SetDialogOption(int topic, int option, int new_state);

#3247
Let's get this sprite jam going!



Steve
#3248
This whole thread is certainly making me want to play Maniac Mansion. If I was going to play a remake, I'd like this feature list:
- point and click interface
- labelled hotspots
- undo for deaths (if there are any?)
- no dead ends

I probably wouldn't play your remake, Mats, because your English doesn't seem to be very good. Bad English puts me off games (particularly comedies) much quicker than bad artwork. Well, there it is.
#3249
Putting text on an image!
Doh! Why didn't I think of that?
#3250
Noooo!
The cartoon quality took a nosedive round about when Garfield started walking on his hind legs.

Looks nice though.
#3251
AGS Games in Production / Re:Fan Club
Tue 03/02/2004 19:10:18
The lighting really does disguise the poser look - nice job.
But, he's still got the poser grey pallor. More light, I think!
#3252
Quote from: BlackBaron on Tue 03/02/2004 18:41:05
There's a checkbox where you write message that disables smiles so the it appears exactly as you write it; if you mean what I think you do, checking that box solves the problem.

Cheers - that would solve half of it. Anyone got any idea about the tabs though?

EDIT: Doh! Thanks Proskrito.
#3253
BB, I think you missed the point - in a competition, requiring willpower to prevent cheating isn't really fair.

GG, you could write some kind of encoding using scripting. The message could be in an integer array, scrambled - then to print it, just unscramble, shove into string, and print.

Probably adding a random sequence of ints to the ASCII values for the characters in the string would be enough.

eg

Code: ags

int scrambled[16], key[16];

scrambled[ 0 ] = 'M' + 72;
scrambled[ 1 ] = 'e' + 44;
scrambled[ 2 ] = 's' + 53;
scrambled[ 3 ] = 's' + 27;
scrambled[ 4 ] = 'a' + 99;
scrambled[ 5 ] = 'g' + 102;
scrambled[ 6 ] = 'e' + 67;
scrambled[ 7 ] = 0;

key[ 0 ] = 72;
key[ 1 ] = 44;
key[ 2 ] = 53;
key[ 3 ] = 27;
key[ 4 ] = 99;
key[ 5 ] = 102;
key[ 6 ] = 67;
key[ 7 ] = 0;

// make this big enough to hold the message
string unscrambled = "                ";

int i = 0;
while (scrambled[i] > 0)
{
   StrSetCharAt(unscrambled, i, scrambled[i] - key[i]);
   i++;
}
StrSetCharAt(unscrambled, i, 0);

DisplaySpeech(EGO, unscrambled);


It wouldn't deter a serious hacker, but what serious hacker is going to devote HOURS to working out how the compiled bytecode of AGS works, where the bytecode for your scrambling routine is, and then what algorithm you've used is, for a presumably cheap prize?

EDIT: For some reason, this board insists on buggering up code. How do I quote code?
#3254
Quote from: Minimi on Sun 01/02/2004 23:41:48
"I love you, my dearest son!".... so that's the greatest gift...

"That's nice dad, now where's my bloody present?"
#3255
Sounds like he means that the artist on the team isn't pulling their weight. I suggest whipping them until they do. Works for me!
#3256
You like floppy hair don't you? :)

Nice edit!
Nice original walkcycle too!
#3257
How about "Release the Frogs!"?
#3258
I was really enjoying Pleurghburg right up until I was shot, even though I was a police officer carrying a gun of my own, which OF COURSE I went for.

My last save was about an hour previous. Grrrr!

I guess a retry would have been okay.

My opinion? Death to death in adventure games.
#3259
Hi!

Some nice character models!

I couldn't get out of the first room - seemed like the translation was trying to tell me something, but I wasn't sure what...

Steve

PS Will surely win an award for most annoying soundtrack!
#3260
Quote from: thoto on Sun 01/02/2004 09:35:23
Quote from: LostTraveler on Sat 31/01/2004 16:43:03
I also think you should clean up around the character, i kept on having to walk away because when i clicked on things to the side of him it gave the effect of clicking on him

Well, that's a problem I never figured out.
I don't get it, why.



In answer to the "why":
When you examine something, Henk walks over it.
Then if you want to do something with it, you have to switch to walk, walk away, then switch back to action mode, and do whatever it was you wanted to do in the first place.
I suggest making look, use, etc make him walk next to it, not on top of it.

I liked the game. It was like "Little Johnny Nice".
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