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Messages - NiksterG

#81
You can make three identical (or completely different, your choice) rooms, with the hotspot that brings the player to the next room over the right door in each room. Then, on the wrong doors, make a hotspot that brings them to a game over room (or whatever you want). This is what I would do.

**Note** There is probobly an easier way that uses variables, but, being the horrible scripter that I am, I have no idea how to go about it. However, it probably takes up less memory, too.Ã,  ;D
#82
Okay, after experimenting with the scripting (and being extremely frustrated) I decided on a different approach. I set the button on the GUI to switch to mode 8 (Usermode1). Then, I went to the inventory item and clicked on the interactions button. I then set what I wanted to happen under "Other click on inventory item". That solved that problem! Thanx for your help with the other problems!Ã,  ;D
#83
Great! That problem has been solved! :D Now there's just that custom GUI problem. Of course, that's the most important one.Ã,  ::) Well, help me if you can, PLEASE!
#84
*sigh* I think the program is against me. I tried both of your recommendations, both did not work.

For the Move problem, do I actually write CHARID, or do I substitute in the name of my character? And do I type

character[EGO].x = 85,     or do I write something else?


For the other one, I still think there's something wrong with the "character". (It's still giving me parse error)
#85
Okay, problem number three is solved. However, the script for the other two are not right. In the MoveCharacter problem, I want the character to move across the screen, but not have the player see it. I tried using FadeOut and FadeIn commands, but the character walks at the wrong time.

In problem number two, I get an error message that reads "PE04: Parse error at 'character'." Is that correctible? ???
#86
I have three question to ask:

1) Is it possible to move a character across the room WITHOUT having them activate a Player stands in Hotspot interaction? Or maybe is there a ignore hotspot script command? (The hotspot I'm referring to stretches across the top to the bottom of the room, that's why I'm asking.)

2) I am trying to make a custom inventory GUI that includes a interaction button (hand). I've set up the script, but everytime I click on an inventory item with that cursor, it activates that item, just like the select button does. I checked the script, and realized that the select button is the same as the interact button, only with a different image! Is there any way to correct this?

and lastly...

3) How do I make an unhandled_event for using one inventory item on another? I found some info in the manual, but it wasn't really specific. I know it has something to do with the numbers 5 and 3, but I am not sure what the script should be.

If anyone could help me with any of these problems, I would much appreciate it.Ã,  ;D
#87
I tried all these codes, but for some reason they don't work. However, I just fixed my problem by replacing the NewRoomNPC command with the SetCharacterView command, so now the NPC is invisible. You can walk through him, and the cutscene works now. Thanks anyways! ;D
#88
I'm not sure this is what I want. I want the repeatedly_execute to stop because I put some script there to make one of the NPCs walk randomly around the room. However, after you give him an item, the NewRoomNPC command is used, so the character is no longer in that room. After giving the item to the NPC, a cutscene happens, bringing you to a different room, and eventually brings you back to the original room. Then the game closes because it says that the character is not there to move. This is why I want the repeatedly_execute to stop, but only when the NPC is no longer in the room, aka variable is set to different value.
#89
Is it possible to stop repeatedly_execute commands? I was trying it with variables, where if the variable is set to a certain value, it doesn't repeatedly_execute. However, it is not working. Help, please? :P
#90
Thank you so much! I did what you told me, and there were a few bugs, but I worked them out. My game run smoothly again!Ã,  ;D
#91
Okay, so if I write:

SetGlobalInt(1, 1);
StartCutscene(1);
Ã,  Ã,  Display ("Text");
Ã,  Ã,  if (GetGlobalInt(1) == 1)
Ã,  Ã,  Ã,  Ã, {NewRoom(3);
Ã,  Ã,  Ã,  Ã, }
Ã,  Ã,  Display ("Text");
Ã,  Ã,  WaitKey (40);
Ã,  Ã,  FaceLocation (NIK, 150, 160);
Ã,  Ã,  TintScreen (100, 50, 0);
Ã,  Ã,  //etc., etc...

That will bring him to the new room when I want him to go? Because if it is, that's what I put in, and it's not working.
#92
Ok, that all makes sense. I'll try strazer's technique, but first tell me this...

How do you make a variable? (Sorry if this sounds noobish, I'm super bad at scripting and such)
#93
Here is my script:

Ã,  else if (parameter == 3)
Ã,  Ã,  {MoveCharacter (GHOST, 190, 150);
Ã,  Ã,  WaitKey (80);
Ã,  Ã,  NewRoomNPC (GHOST, -1, 25, 160);
Ã,  Ã,  StartCutscene(1);
Ã,  Ã,  Display ("Here is some text.");
Ã,  Ã,  NewRoom(3);
Ã,  Ã,  Display ("Here is some more text.");
Ã,  Ã,  WaitKey (40);
Ã,  Ã,  FaceLocation (NIK, 150, 160);
Ã,  Ã,  TintScreen (100, 50, 0);
Ã,  Ã,  Display ("More text.");
Ã,  Ã,  Display ("Text.");
Ã,  Ã,  Display ("Guess.");
Ã,  Ã,  MoveCharacter (NIK, 5, 170);
Ã,  Ã,  MoveCharacter (NIK, 160, 160);
Ã,  Ã,  Display ("More text.");
Ã,  Ã,  DisableHotspot(2);
Ã,  Ã,  MoveCharacter (NIK, 92, 155);
Ã,  Ã,  SetCharacterView (NIK, 5);
Ã,  Ã,  AnimateCharacter (NIK, 0, 5, 0);
Ã,  Ã,  ReleaseCharacterView (NIK);
Ã,  Ã,  SetCharacterView(NIK, 9);
}
}


The last three commands are equivelent to the quick animation setting in the interaction editor.

My problem is that it doesn't go to the new room when it is supposed to. It only goes there when all command have been done. I really need help! Once I figure this out, I'll be able to fix my game to perfection!
#94
Here it is! The preview for my first game, Nik Shade: A Nightmare Awakens. This is going to be the first game in a trilogy.

The plot is currently very simple.Your character, Nik Shade, has strayed from the main path. He is very lost, and so asks the first person he sees for help. However, this person has a dark secret, and once Nik extracts the secret from the man, he is thrown into a world whose rules he can only begin to grasp. Filled with ghosts, werewolves, and other things that go bump in the night, this game will definitely be a good.

The graphics are done in Microsoft Paint, and are made by a cruddy artist. Therefore, it looks like it's been drawn by a third grader. However, I believe that if the game is good, graphics should be of no concern. Here is a screenshot of the Nik jumping up to get a key stuck in a tree: (It might not show, see reason below)



To see all of the screenshots, please go to my site at http://www.geocities.com/niksterg118/game1.html. (I'm sorry if it says you can't get ther because the site has exceeded it's amount of data transfer... I am getting the site for free, and therefore it might not always be available. If it's not, please try again later.)
#95
HOLY COW! Those are amazing graphics! I am very impressed, since I personally can't make a background half as cool as that if my life depended on it. Maybe I'll try the Adobe Photoshop and Serious Engine programs...
#96
I'm not an expert or anything (actually, more of a beginner), but maybe you can use one region to change light shade, and then another right on top for color change. (Try ths at your game's risk... It might not work. ::))
#97
My game is resolution 640 x 480.  I reset the values to 38, like you said, and I think they work now. I can't be sure because my items are pretty sloppy, but they look pretty much lined up. Thanks a bunch! ;D
#98
Ok, I tried to re-import the sprites, and they all have the same pixel width and height. My gae is high color, and the sprites were imported at high color, so no problems there. The sprites were semi-aligned when I tested, but still not like I wanted it. When I tried the SetInvDimensions command, I didn't get the sprites to show at all. (I set the command to SetInvDimensions (76, 76) because my sprites are all 76 pixels tall.) I need help, because I am horrible with scripting and inventory stuff.  :-[
#99
Oh... That might be why... My items are all different sizes. ::) I'll re-import them into my game and let you know if I still have problems.
#100
I made my own custom GUI for an inventory window. However, if you have one or more inventory items, they are placed randomly all over the inventory screen. How do I make it so that the items are aligned to a grid or something so that it doesn't look so weird? ???

And by the way, if this is in the manual, please tell me what to look for, because I can't find it.Ã,  :(
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