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Messages - P.Wilson

#1
 @Cassiebsg

your code worked perfectly,...  (almost)
you forgot 1 ) in the first line,..
but i was able to get everything to work thanks to your code.

So again, thanks a lot.

=====Edit
ok,..  i feel very stupid now.
some how, when i try to add extra commands after the  "now i have a sewerkey"  line,...
i suddenly get a error on the  ELSE  command :S


It should read like this:

Code: ags


function room_AfterFadeIn()


{
if ((player.HasInventory (iSewerkey)))  // Are you planing on player having more than one Sewer key? And have difrent stuff hapening if so? Otherwise no need for quantity check. ;)
    Door_002.Visible = true;
    oOpendoor.Visible = false;
    Wait(20);
    Display("I hope mr.Blue will find the key i left him on his table.");  //this is a housekey, not the sewerkey
    Display("and now I have a sewer key, i`m sure it will come in handy real soon");
 
  
    
    
else
    { // Remember to open brackets if there's more than one line of commands.
    Wait(20);
    cEgo.Walk(460, 400, eBlock);
    Display("I have to save Nik,...");
    Display("But i`d better prepair myself first.");
    Display("I have nothing usefull back at the house,...");
    Display("So i have to see what i can scounge up.");
    } // And close them again once finished 
}
 


#2
Thank you all for your quick resonces.

I`m sorry about the dubble post, my browser crashed while posting the first one, so i didnt think it got posted at all.

I`ll give your solutions a try and let you know the outcome
#3
Hello AGS community,

I`m pretty new to this paticulair program, i watched the "AGS making of sammys quest" several times, and read trough all kind of forums trying to help me out with this little problem.

I`m trying to make a game where you visite a certain area several times.
and depending on certain inventory items, how you enter this field and what it does.

I tried several different things, with the last one doing halve of what i want it to do,..

Code: ags
 function room_AfterFadeIn()]



Code: ags

 if ((player.InventoryQuantity[iSewerkey.ID] == 1))  
     Display("I now have a sewer key.");
  
  
else


  if ((player.InventoryQuantity[iSewerkey.ID] == 0) )
  Wait(20);
  cEgo.Walk(460, 400, eBlock);
  Display("I have to save Nik,...");
  Display("But i`d better prepair myself first.");
  Display("I have nothing usefull back at the house,...");
  Display("So i have to see what i can scounge up.");
}

]


the first time you enter you dont have the sewerkey, so you only do to block with "save nik" 
this works.

The second time you enter you do have the sewerkey, and you should skip the whole "save nik" and only do the  "i now have a sewer key"
but for some reason it follows up with the "save nik" block again

can someone tell me what i`m doing wrong?

thank you all in advanced.
#4
I agree with "amateurhour",..
Personally 1 don't need iOS or android exports (could be intresting,but,..), just having a web export (html5(?)) would be awesome, and should be able to run on most devices and OS's.

Doing this in Flash would (if i`m not mistaking) greatly limit the number of devices the games could run on.
one of the things that seem problematic to me would be save-files
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