Quote from: Blondbraid on Wed 06/07/2016 16:31:04
Danvzare's idea sound hilarious!
+1
sounds like a lot of fun

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Show posts MenuQuote from: Blondbraid on Wed 06/07/2016 16:31:04
Danvzare's idea sound hilarious!
Quote from: Danvzare on Mon 20/06/2016 10:18:32
Also, I don't know if this would be possible. But what if you made the fog animated?
Quote from: selmiak on Sun 19/06/2016 12:54:56
This looks cool but also a bit like grey stones on green. Maybe add some random crypts and chapels and what else can be found on graveyards.
Quote from: KyriakosCH on Fri 17/06/2016 17:40:18
Are you making the game with AGS? (cause i would like to learn more of this engine's ability)
if ( cMackey.x < 500 )
{
cBingo.Walk(590, 450, eBlock, eWalkableAreas);
oOpenHotelDoor.Visible = false;
oClosedHotelDoor.Visible = true;
oGum.Visible = false;
}
function oOpenHotelDoor_Interact()
{
if ( cMackey.x < 500 )
{
cBingo.Walk(590, 450, eBlock, eWalkableAreas);
oOpenHotelDoor.Visible = false;
oClosedHotelDoor.Visible = true;
oGum.Visible = false;
}
else
{
cBingo.FaceObject(oOpenHotelDoor);
cBingo.Say("Mackey is blocking the door.");
}
}
function oClosedHotelDoor_Interact()
{
cBingo.Walk(590, 450, eBlock, eWalkableAreas);
oClosedHotelDoor.Visible = false;
oOpenHotelDoor.Visible = true;
if (isgumondoor) oGum.Visible = true;
}
function oGum_Talk()
{
cBingo.Say("Gross, but ok. I'll chew it off.");
oGum.Visible = false;
isgumondoor = false;
cBingo.AddInventory(iGum);
}
else
{
player.ActiveInventory = inventory[game.inv_activated];
gInventory.Visible = false;
}
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