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Messages - ManicMatt

#101
If that's the case Snarky, it's interesting to me how complex bx83 made things be, which made the issue seem really complicated and way too advanced for me, but it was something I am familiar with.

The more you know, the less you can see, or something?

What I'm trying to say is, did bx83 make this problem much worse for themselves by over complicating things? Assuming it is this solution.
#102
I assumed they wanted to keep the space below for some kind of animations, otherwise why have such a big space?
#103
The videos are not a fair test because the character is facing forwards when he picks it up in the second video.

I don't know if it's good practice or not but I never use commands like face object because I don't have full control over where the character will face. In this instance I would have used the code for facing left, and if you had done so, then when testing it without the walk command, it would be a fair test. How do we know he doesn't move upwards when facing left without walking when we only see him face forwards (down) in the second video? We don't.
#104
Yeah it still, after 3 episodes, feels like we haven't got to the main flow of the show, so it's hard to tell how much I like it right now, but I do like it more than STD too.

#105
Or just disable the inventory GUI from appearing all together, unless the save and load etc icons are on it.

Yup, multiple solutions to one problem, but not all solutions are equal, heh.
#106
Ah but what if they decide to have THREE characters?!

Lol I'd better stop before the mods zap me. No need to answer that, I know how that code would look!
#107
Oh. Oh yeah.

... er.. hmm.

Ah! But what if they decide to have two different characters in the game and they both have unique dialogue, and you'd code in if statements for which character it is currently being controlled, then you couldn't do player say! So ha! Take that desperate clutch at saving myself! Ahem.
#108
That's a clever idea! Although I'm wondering about complications like having to make sure the code for the character is the right one, like if they say something it needs to be the right cEgo or cEgo2 or whatever.

But otherwise it does seem the easiest route to take.
#109
I love how there's often multiple solutions to one problem. I was thinking you could use global variables to determine upon entering the room which items would be added.

so say you name a global variable:

IsPencilInInventory

and set the variable to be false (bool or int, i can't remember off the top of my head).

Then when they pick up the pencil the variable is set to true. when they leave the room, you code in to have the character lose the inventory item. now when they go back in, you have code set to check if the pencil is set to true, and if so you add the inventory item. you would do the same for all inventory items.

if the character needs to lose the item upon using it or whatever, then set it to false when you code in to remove that item so it doesn't reappear if they go back in the inventory room again.

i am about to go to sleep so this advice might have a flaw but i think it sounds solid in theory. I think the inventory items might appear in a different order, is all.
#110
I've put my game on sale, 50% off for two weeks just to help you out!  :D

Link is in my signature!
#111
I enjoyed discovery season 2 a lot more than the first one. For me it added at least two star trek feeling things. That's optimism, and trustworthy crew members. Oh and the Klingon hair was a step in the right direction. I could almost accept them as Klingons now.

I think Jett is a deadpan character, and the performance is as it should be. I really like Saru.

I always found Tasha Yar to be cheesy and forced. For strong women I prefer Jadzia Dax and Kira. But in Tasha's defence, she wasn't given time to grow or improve. Just look at Brent Spiner's early Data performance and how he was written.

I had nightmares as a kid knowing that tar monster was still alive haha.

#112
I'm curious VampireWombat, did you see Enterprise's third season? For me it was up there with DS9's dominion war.

I'm enjoying Picard somewhat, I'll probably like it more once the show moves along this beginning stuff. Digging the references.
#113
That makes me feel better. Yeah it seemed like there was good points on both sides at the time.

It's very wounding when people online tar people who voted leave with the same brush, as racist assholes. Not everyone is/was.
#114
After being on the fence right until entering the voting station, and voting leave in an eeny meeny moe fashion, some time afterwards i realised it was a terrible mistake to have done so. It seems as a left wing person, I should have voted remain. But nothing was clear or particularly helpful when I tried to research it. I'm not very good at politics but this whole thing has shaken my belief in always voting, if I don't know what I'm doing.


I did vote for Labour in the recent election.
#115
Oh, nice! I'm gonna keep this in mind! I wasn't far off in principle, I didn't know there was a built in feature like this!
#116
Someone will likely come up with something better, but id imagine you can code in repeatedly execute to change the volume depending on the x and y co-ordinates of the character? But would need to use greater than and less than for the co-ordinates.

I'm really bad at explaining stuff and this is just hypothetical so please wait for someone to tell me this is a terrible suggestion lol.

I thought I'd take a stab anyway.
#117
I'm confused as to why its bad as well.

In Trails and Traces, there's chair on wheels that moves sideways, and the shadow for it is an unclickable object, and it moves in perfect tandem with the chair, which is more or less the same principle.

Are you just looking for a more efficient and quicker method?

#118
Ah right, I think I kinda got that, lol. I use if statements a ton but it's basic stuff like variables and uh, declared string values, or something.
#119
Hmm, does that work with things like if i did the code to change a character's view within an if statement, would it change the view and then also check if true/false and act accordingly to the if and else? Or is it only certain "expressions"?

Thanks for the indepth explanation!
#120
Thanks Cassiebsg!

I think in the end, it wasn't working because I was loading up an older save file within the game. I didn't think that would matter.

Then it was in French without pressing the GUI button! In the default setup it said default language but I realised it was set to French in the compiled Winsetup so I guess that was messing with it.

So everytime you boot the game, it will saved as the last language huh. Well the very first screen will be language selection every time so I guess that will be okay right?

P.S - Oh yeah, this is a game I finished last year, so the voices were already implemented.

Crimson - I didn't think an if statement line could make any changes. Just when I think I understand a piece of code!
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