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Messages - Pogwizd

#261
Hi Guys,

I'm afraid I've hit on a wall and I need to ask you for help.

In my game, the player has to walk onto a number of regions in a specific order to solve a puzzle. However, the order changes depending on which region is walked onto first. There are four regions in total and the player can decide from which they are going to start the sequence.

In order to do that I set up four regions in my room and used four region_WalksOnto functions to detect the event of walking onto them. What's more, I've got a counter of how many regions have been walked onto in a correct order (I called it a numberOfTrues) and an array of possible paths (there are four: "1,2,3,4,1", "2,3,4,1,2", "3,4,1,2,3", "4,1,2,3,4"; the numbers represent the IDs of the regions; each path has five values, where each five stands for a whole round). This way I've been able to check if the next region the player walks onto is the next one on the given path. If the player walks on a region that is not correct and breaks the sequence, then the numberOfTrues gets reset to 1 and a new path is selected.

Now, I'm not saying it's the best way of doing it but it seemed to be working fine. At least I thought so until I stopped displaying the current value of numberOfTrues during the game. What I mean is during the development I would use either Display() or a label to show the current values of numberOfTrues or what region had been walked onto. Without displaying those values the game seems to be working randomly... Sometimes it would work fine and the character would recognise that the path has been completed and then it would not. And that happens only when the values are not displayed.

I've tested it now about 30 times... (at this point, even thought it's a game I've made, I am sick of looking at it :) ) and I'm sure it works fine with the values displayed (with the use of Display() or labels) and that it works randomly without.

I'm far from saying that this might be the case, but could it be possible that for some reason AGS may be failing to detect walking onto a region?

Here is the excerpt of my code that handles the walking onto regions plus variables used in them:

Code: ags

int tablePaths[20];
int pathSelected;
int numberOfTrues = 0;

function room_Load()
{  
   //starting from south
  tablePaths[0] = 1;
  tablePaths[1] = 2;
  tablePaths[2] = 3;
  tablePaths[3] = 4;
  tablePaths[4] = 1;
  
  //starting from east
  tablePaths[5] = 2;
  tablePaths[6] = 3;
  tablePaths[7] = 4;
  tablePaths[8] = 1;
  tablePaths[9] = 2;
  
  //starting from north
  tablePaths[10] = 3;
  tablePaths[11] = 4;
  tablePaths[12] = 1;
  tablePaths[13] = 2;
  tablePaths[14] = 3;
  
  //starting from west
  tablePaths[15] = 4;
  tablePaths[16] = 1;
  tablePaths[17] = 2;
  tablePaths[18] = 3;
  tablePaths[19] = 4;
  
}




function region1_WalksOnto()
{
  
 
  if(listHasBeenRead == true && tableWalkedAroundThreeTimes == false)
  {
    if(numberOfTrues == 0 && justEnteredKitchen == true)
    {
      pathSelected = 0;
      numberOfTrues++;
    }
    
  
    else
    {
      if(region[1].ID == tablePaths[pathSelected+numberOfTrues])
      {
        numberOfTrues++;
      }
      
      else
      {
        numberOfTrues = 1;
        pathSelected = 0;
      }
    }    
    
    if(justEnteredKitchen == true && numberOfTrues == 2)
    {
      justEnteredKitchen = false;
      
    }
    
  }
  
  

}

function region2_WalksOnto()
{
  
  
  if(listHasBeenRead == true && tableWalkedAroundThreeTimes == false)
  {
    if(numberOfTrues == 0 && justEnteredKitchen == true)
    {
      pathSelected = 5;
      numberOfTrues++;
    }
    
    
    else
    {
      if(region[2].ID == tablePaths[pathSelected+numberOfTrues])
      {
        numberOfTrues++;
      }
      
      else
      {
        numberOfTrues = 1;
        pathSelected = 5;
      }
    }
    
    if(justEnteredKitchen == true && numberOfTrues == 2)
    {
      justEnteredKitchen = false;
      
    }
    
    
  }
  
  
  
 
}

function region3_WalksOnto()
{
  
  
  
  if(listHasBeenRead == true && tableWalkedAroundThreeTimes == false)
  {
    if(numberOfTrues == 0 && justEnteredKitchen == true)
    {
      pathSelected = 10;
      numberOfTrues++;
    }
    
    
    
    else
    {
      if(region[3].ID == tablePaths[pathSelected+numberOfTrues])
      {
        numberOfTrues++;
      }
      
      else
      {
        numberOfTrues = 1;
        pathSelected = 10;
      }
    } 
    
    if(justEnteredKitchen == true && numberOfTrues == 2)
    {
      justEnteredKitchen = false;
    }
    
    
  }
    
}

function region4_WalksOnto()
{

  
  if(listHasBeenRead == true && tableWalkedAroundThreeTimes == false)
  {
    if(numberOfTrues == 0 && justEnteredKitchen == true)
    {
      pathSelected = 15;
      numberOfTrues++;
    }
    
    
    else
    {
      if(region[4].ID == tablePaths[pathSelected+numberOfTrues])
      {
        numberOfTrues++;
      }
      
      else
      {
        numberOfTrues = 1;
        pathSelected = 15;
      }
    }
    
    if(justEnteredKitchen == true && numberOfTrues == 2)
    {
      justEnteredKitchen = false;
    }
  
  }
}


P.S.
I know the code inside WalkOnto functions could be put into a separate function but I got bogged down with this problem and haven't got time to do it.

I'm using AGS 3.4.3.

I would appreciate any suggestions as I feel defeated by AGS :)
#262
QuoteWelp, our Prime Minister just appeared on TV to announce a battery of measures to put Spain on lockdown, pretty much the same as Italy. Which country will be next?

Poland has been in a complete lockdown for last couple of days. There were even attempts to lock down specific regions. Also, any public gatherings of more than 50 people are forbidden and cinemas, schools, unis, museums, shopping malls and the like are closed down. 
#263
Hi all,

me and my wife are working on a short adventure game (some of you might have already seen it here https://www.adventuregamestudio.co.uk/forums/index.php?topic=57616.0). As we are getting close to the end of the project and most of the writing is finished, we could use some help with proofreading the dialogues that may sound jarring to native English speakers.

The game is a hobby project, so we can't offer any money in return. However, we would appreciate any help (whether you proofread one paragraph or the whole game), and we could put your name/nickname in the credits.

So, if you have a bit of free time and a will to correct some grammatical mistakes please get in touch  :)

PS.
You can send us a PM.
#264
The Rumpus Room / Re: Name the Game
Tue 04/02/2020 17:24:54
Manannan, do you mean Time Commando by any chance? : )
#265
The Rumpus Room / Re: Name the Game
Thu 09/01/2020 18:12:50
Empire Earth?
#266
General Discussion / Re: Free Steam keys!
Wed 11/12/2019 19:53:38
Hi,
I've just noted that Wasteland 2 Director's Cut Digital Classic Edition is now free on GOG.
#267
AGS Games in Production / Re: Good God!
Sun 08/12/2019 22:35:18
Thanks lorenzo : )
We are not too far from finishing the game but we will need luck anyway : )
#268
AGS Games in Production / Re: Good God!
Sun 08/12/2019 19:23:35
Thanks a lot for the nice words Cassiebsg! It's good to hear you like the idea for the story : )
#269
AGS Games in Production / Good God!
Sun 08/12/2019 11:00:59


Do you remember when as a kid you were fascinated by ancient cultures? When the books about the Greek and Roman mythology were simply impossible to put down? Well, Zosia is currently experiencing a similar thing after her Grandfather told her about the ancient Slavic tribes. That's why, on this particular Sunday she was planning to... do absolutely nothing, but right after that to explore the fascinating world of the Slavic Mythology even more. However, her plans get thwarted by her nagging mother and incredibly irritating younger brother, who dares to claim to be more of an expert on the subject than she is! I know...  outrageous. That's why Zosia may use some help in proving her brother how wrong he is!

Note: the game uses the Slavic paganism as one of its main themes but it's not meant to be treated seriously or as a reliable source of information.
Note 2: the game originally was supposed to be submitted in the October 2019 MAGS, but we simply ran out of time : )


Scripting: 80%
Dialogues: 80%
Sound: 0%
Puzzles: 95%

When: if Christmas festivities don't make us even more lazy, the game might be finished by the end of the year : )


#270
Hi!

I haven't got much time to play the game, so I booted it up for literally a couple of minutes just to see how it looks like and so on.

Anyway, I just wanted to say that I think I've found a bug.

Spoiler

Outside the apartment, when I clicked the cross walk a red car drove up. Then, Rollie got into the car, the car drove away and a mobile GUI came up. However, when I clicked out of the GUI, Rollie appeared in the middle of the screen and after a couple of seconds the car drove up again to pick Rollie up. The mobile GUI came up again as well but this time it wasn't responsive anymore. In fact, there was nothing else to do but to quit the game and start over.

Second time when I tried to recreate the problem, I could choose a destination, but even then, when I clicked the home icon and got redirected back to the apartment, the game was unresponsive again (the hotspots wouldn't show up and mouse clicks wouldn't do anything).
[close]

Other than that the graphics look really nice!
#271
I finished the game yesterday evening and I absolutelly loved the artstyle and the overall comic-book atmosphere of the game. It was really sad to see "THE END" only 15 minutes into the game but I totally understand your reasons for making the game that short.

Also, given the short gameplay, I personally liked the fact that the intro wasn't too long and after only a few lines of text I knew what the story and goal were about. 

Spoiler

As for the puzzles, I didn't have any problems with the glue one. But I experienced a similar issue as Cat. What I mean is I managed to make the golf balls sticky before finding the captain's photo, which confused me for a second because at that point I didn't know what I was after.
[close]

To sum up - a really nice little game : )
#272
The Rumpus Room / Re: Name the Game
Tue 05/11/2019 18:04:28
It reminds me of Ghostbusters I used to play on Atari. Is it from some newer version?
#273
The screenshots look lovely! And as others mentioned, I wouldn't worry too much about short gameplay. Having little time for myself these times I actually tend to appreciate short adventure games even more...

Oh, and I don't know if it's just me but the main character reminds me a lot of Tin Tin : )
#274
I've just finished the game and must say it's been a full hour of laughter and enjoyment.
Never played a RON game before (frankly speaking, still not quite sure what it is), but I found that one to be incredibly funny and enjoyable.

Spoiler

Maybe the joke with the kid and the poo was a bit too much but I guess it's a matter of opinion.
[close]

The biggest plus for me were the puzzles, which seemed reasonable to me. Also, I really liked the fact that when I was trying to combine or use certain inventory elements, the character would always give a hint to put me on the right track. I think that's the reason why I didn't get stuck playing that game.

I really nice way to start a weekend : )
#275
Completed Game Announcements / Re: Paul Romano
Sat 14/09/2019 19:23:37
mboland, thank you for your explanaition : )
I get it now! However, I have to admit that without checking the forum I never would have guessed it. In my opinion the biggest problem with the poster is the fact that it doesn't give any hint that the numbers on the poster show only a pattern and that they're not directly related to the number of knocks.
Me and my wife finished the game in three days. It was a nice experience but what really spoilt the fun for us were the puzzles.
Spoiler

USB key - I mentioned it before. The receptionist's comment about the key being "consulted" completely misled us.
Garage door/door to Soap's place - we managed to open them up only because we ended up combining all inventory items together
Poster/knocking - not a chance.
[close]
As others said... getting stuck with puzzles that do not seem logical is no fun at all.
But do not get it the wrong way, I really am looking forward to chapter two but with more "guessable" puzzles : )
#276
Completed Game Announcements / Re: Paul Romano
Thu 12/09/2019 18:03:51
mbnoland, could you explain step by step what is the relation between
Spoiler
the first row in the poster 11 12 11 and the number of knocks you hear? I read your explanation more than once but it really doesn't make much sense to me.
[close]

Or anyone, if you know the answer please share, because this puzzle's been bugging me for the whole week : )
#277
Completed Game Announcements / Re: Paul Romano
Thu 05/09/2019 23:00:17
Thank you mbnoland for your help with the USB.

Spoiler
I saw number 4 written on the USB stick but what confused me was one of the ladies at the reception desk, who mentioned that the password must be 'consulted'. Now, I am not a native speaker, but after hearing that I thought I had to verify/confirm the password with someone in the office.


As for the knocking puzzle, I am sorry but I have read your explanation of the hint from the poster over 50 times now and I still don't get it. And just like Shadow1000, I would never have guessed it.
[close]
#278
Completed Game Announcements / Re: Paul Romano
Tue 03/09/2019 21:47:19
Hi,
I'm playing the game right now but I've been stuck for last 50 minutes...


Spoiler
Miraculously, I managed to open the garage door but the other thing I'm stuck with is most probably the very first puzzle - how to crack the password to the USB drive?
[close]
#279
Thank you Khris, that's what I'm going to do.
#280
I've been trying to find a way to redraw/update the currently displayed dialogue options (when a dialogue is on) triggered by a button on a GUI. Basically, what I'm after is a "simple" dialogue scrolling function.
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