thanks for sharing
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Show posts MenuQuote from: JSH on Mon 28/01/2019 16:21:51OK I have no idea what made me think it was. I saw some updates on Facebook and convinced myself that the game was released.
it IS still being developed, it's not released or available for sale![]()
Quote from: JSH on Fri 25/01/2019 20:59:06
We don't have a release date set on GOG (or anywhere else for that matter),
struct AllTexts {
String text[500];
};
AllTexts allTexts;
void game_start() {
allTexts.text[0] = "This is one possible text.[It's cool.";
allTexts.text[1] = "This is another text.[Still very cool.";
// ...
allTexts.text[499] = "Last possible text.";
}
#define MAXLEVELS 100 // maximum number of levels, which is also the maximum number of log entries
struct LogStruct {
String logEntriesTitles[MAXLEVELS];
int logEntriesTexts[MAXLEVELS];
};
LogStruct log;
int currentLevel;
void generateNewLogEntry() {
log.logEntriesTexts[currentLevel] = Random(499);
log.logEntruesTitles[currentLevel] = String.Format("65.0.%d", currentLevel);
currentLevel++;
}
void game_start() {
generateNewLogEntry();
}
// Code below is for a GUI containing two labels : LabelTitle and LabelText
void DisplayLog(int currentPage) {
guiLog.Visible = true;
LabelTitle.Text = log.logEntriesTitles[currentPage]
LabelText.Text = allTexrs.text[log.logEntriesTexts[currentPage]];
}
Quote from: Dave Gilbert on Thu 03/01/2019 18:29:06Congrats
UNAVOWED IS AN IGF NOMINEE!!†¬
†ªIt's nominated for “Excellence in Narrative†and got an honorable mention for the grand prize.
I've been dreaming of getting into the IGF since I started this silly company. It's taken 13 years and over a dozen games, but we got here.
Now I'm going to freak out for a bit.
Quote from: abstauber on Thu 03/01/2019 10:24:25
CustomDialogGui.DialogGuiOptions[eDialogGui_bg_img_transparency] = -1;
Quote from: Khris on Wed 19/12/2018 21:24:23
The loop confirms that the stubborn character isn't in the room.
Doesn't matter if the ChangeRoom line is commented out or not; for me the loop never shows the motherspritin' character misbehaving, because they aren't in the room to begin with.
Quote from: Ali on Sun 16/12/2018 00:45:25Thanks!Spoiler
Xs are dead people /s are missing/escaped etc.
X next to a line of dialogue means that the line was spoken by the dead person.[close]
Quote from: dayowlron on Wed 19/12/2018 17:13:47Hmmm, could be. But even after the SayAt, the character stays. That motherspriter. OK Khris I'll zip it up and send you a PM. thanks a lot.
Is SayAt a blocking command? could it be that the script is not proceeding to the change room until after the SayAt has completed?
Quote from: Crimson Wizard on Wed 19/12/2018 00:04:35
To avoid confusion better test as:Code: ags if (character[i].Room == player.Room)
function room_AfterFadeIn()
{
cChar.SayAt(0, 10, 150, "It's me");
cChar.ChangeRoom(7, 160, 100); //send him away
Wait(1);
//cChar.Walk(200, 50, eNoBlock); //This makes the game crash with the message "this character is NOT in this room"
cChar.SayAt(0, 10, 150, "It's still me");
for (int i=0; i<Game.CharacterCount; i++) {
if (character[i].Room == player.Room) {
Display("Character %s is in this room", character[i].Name); //cChar still gets listed here
}
}
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