Great game with a very classic feel to it, logical puzzles and the art and music were very good. Nice work!
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function room_LeaveBottom()
{
if(HasPlayerBeenInRoom(4) ==0) {
cChar1.Say("I should check my emails first.");
cChar1.Walk(69, 132, eBlock);
}else{
cChar1.ChangeRoom(1, 1000);
}
}
Quote from: Andorxor on Sun 26/04/2009 16:49:00Oh, now that's cleverSpoiler
I set the buttons to the colors their letters had on the transporter display.Would i have triggered the secret ending?[close]
Quote from: bicilotti on Sat 25/04/2009 14:43:18Hope you enjoy it!
Just today I was playing Erk and wondering: "will he do some more games in the near future?". D'loadin' it now!
Quote from: Hudders on Sat 25/04/2009 15:34:50They're there for two reasons. The first is to try and make the GUI look more like a tricorder...
What are those buttons on the left of the inventory?
Quote from: Dataflashsabot on Sat 25/04/2009 16:40:08That's a fair point though its completely automatic so, as in real life, you can walk in front of it to open it.Spoiler
I didn't like the way the engineering door works. I'm used to clicking a door to go through it, not click below the door then click through it once it opens.[close]
Quote from: Sephiroth on Thu 16/04/2009 04:43:33
if i declare an array of anything for example Character Charz[10]; the bounds will actually be 0-9 and trying to use index 10 will give an access violation at runtime.
Quote from: Sephiroth on Mon 13/04/2009 21:33:39I presume this line means set current_lv to current_xp / 1000 rather than current_lv is current_xp / 1000? Otherwise your level will change even when you get 1 experience point. You need to do some rounding or checking, something like
Code: ags current_lv = current_xp / 1000;
while (current_xp <= 1000) {
current_xp -= 1000;
current_lv ++;
}
Quote from: Trent R on Sat 04/04/2009 01:58:12They *are* always stealing my ideas.
$1, is that the Konami code I see written one there?
Quote from: abstauber on Tue 07/04/2009 07:03:02Yes, its actually one of the least damaged disks I've got. Unfortunately its got part
Does this disc still work?
if ((Answer == "42") || (Answer == "forty two") || (Answer == "forty-two")) {
function on_mouse_click(MouseButton button) {
// called when a mouse button is clicked. button is either LEFT or RIGHT
if (IsGamePaused() == 1) {
// Game is paused, so do nothing (ie. don't allow mouse click)
}else if (button == eMouseLeft) {
//Player left clicks on something that is not the inventory
if (IsInteractionAvailable(mouse.x, mouse.y, mouse.Mode) == 0) {
//No interaction available for the current mouse mode, so cancel the interaction
//and reset cursor to walk to.
mouse.Mode = eModeWalkto;
Lable6.Text = ("Walk to @OVERHOTSPOT@");
}else{
//There is an interaction available, so do it!
ProcessClick(mouse.x, mouse.y, mouse.Mode );
}
}else if (button == eMouseMiddle) {
// Middle-button-click, default make character walk to clicked area (a little shortcut)
// Could have been just "player.Walk(mouse.x,mouse.y)", but it's best to
// leave our options open - what if you have a special script triggered
// on "walking" mode?
ProcessClick(mouse.x, mouse.y, eModeWalkto);
}else if (button == eMouseLeftInv) {
//Left clicked on an inventory item
if (mouse.Mode == eModeInteract) {
//Interact with inventory item
player.ActiveInventory = inventory[game.inv_activated];
Label6.Text = String.Format("Use %s with @OVERHOTSPOT@", player.ActiveInventory.Name);
}else{
//Other click on inventory item (including look at)
inventory[game.inv_activated].RunInteraction(mouse.Mode);
}
}
}
//define your variables, you might need to make AnswerCorrect global to read it in other rooms
String Answer = ""; //The text the player types in
bool AnswerCorrect = false; //whether the riddle has been answered correctly or not
//In the region code, or the lookat code or wherever you want to call the riddle
if (AnswerCorrect == false) {
//Not already answered the riddle
Display("I have a riddle for you, young squire, what is six multiplied by seven?");
Answer = Game.InputBox("!What is 6 x 7?");
//The exclamation marks gives you a cancel option as well, and adding the text shows the
//question as part of the input box (used as a recap here)
if (answer == "") {
//A blank string will be returned if the player clicks cancel or doesn't enter anything
player.Say("Erm... I'll get back to you on that");
}else{
Answer = Answer.LowerCase();
//It's important that you set everything to upper or lowercase so that the answer isn't
//case sensitive
if ((Answer == "42") || (Answer == "forty two")) {
//if the player answers "42" or "forty two" (or any capitalisation of it)...
Display("That's correct! Have a cookie");
player.AddInventory(iCookie);
AnswerCorrect = true;
}else{
//entered something different
Display("Sorry, that's not right, try again");
}
}
}else{
//already answered
Display("No more riddles today, go away!");
}
Quote from: JpSoft on Tue 31/03/2009 22:50:43
- Little notepad in the editor, so the game creator could easily add comments about the design of the game ("things to do", "do not forget", and so)
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