Dude, way to necromance a thread!
Navynuke hasn't posted on these forums for three years, even.
Navynuke hasn't posted on these forums for three years, even.
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Show posts MenuQuote from: LUniqueDan on Tue 09/10/2007 01:44:02Not to my knowledge. And if there are, chances are that many of the "physical rooms" are actually handled by the same "logical room" (for instance, ATOTK has a rather extensive ocean, but all of that is done in Room55.crm).
While we're there, just wondering...
Is there any actual AGS-released who ever use more than 200 rooms?
Quote from: RickJ on Tue 09/10/2007 08:40:38(devil's advocate) isn't that what the various separate scripts and header files are for?
Arcade type games many times end up with much of their code in the global script and make heavy use of repeatedly_execute() handler. Moving those things to a separate EXE makes a lot of sense and keeps both EXEs much cleaner than if they were combined.
Quote from: radiowaves on Mon 08/10/2007 19:30:20Yes, but running an AGS game from within itself sounds approximately like the worst way of implementing this
In order to progress in the game you would have to step back and so you have to play it all again, inside a game. Sort of a time travel! Nice idea!
So basically it can be taken quite far. Multiple storylines etc. You could change your inventory items with past or future events.
Quote from: m0ds on Mon 08/10/2007 14:29:58I suppose. But why would you want to split a game into various exe parts to begin with?
Surely it can be used to load a game split into various exe parts? I've often wondered how to do this.
Quote from: KhrisMUC on Mon 08/10/2007 03:24:52Yes, but a manually added repeatedly_execute_always should work just fine.
A manually added rep_ex in a room script is simply ignored.
QuoteIf you're going to do this a lot, I would suggest doing this instead:Code: ags function ButtonName_Click(...) { CallRoomScript(1); }
// global HEADER
enum _stuff {
GUICLICK = 1,
STAND_ON_HEAD = 2,
SOME_OTHER_EVENT = 3
};
// global SCRIPT
function ButtonName_Click(...) {
CallRoomScript(GUICLICK);
}
Quote from: dkh on Thu 04/10/2007 17:30:11
If you are not motivated to use it and disable the functions you don't want, you're not gonna be able to install the software that requires it. Easy as pie.
Quote from: Oddysseus on Thu 27/09/2007 06:39:55Also known as the Holy Grail. Which is an inventory item in "Indiana Jones and the Last Crusade".
A device that can give someone youth or eternal life, but can also immediately age people or things if used incorrectly.
Quote from: WackyWildCard on Mon 01/10/2007 19:30:53I just find the Wisdom and Honour Score pretty cool. I thought it might help if I had something to work with, instead of working with scratch.
// 1. make two variables at the top of your global script,
int wisdom, honour;
export wisdom, honour;
// 2. write a score function in your global script,
function scoreup (int which, int amount) {
if (which == 0) wisdom += amount;
else honour += amount;
string buffer;
StrFormat (buffer, "Wisdom %d - Honour %d", wisdom, honour);
SetLabelText (SOME_GUI, SOME_LABEL, buffer);
}
// 3.import this in the global header,
import function scoreup (int, int);
// 4.call if from your room scripts as necessary
function DO_SOMETHING_IN_ROOM () {
if (action == TOUCH && object == 4) {
Display ("Ok, you got it!");
ObjectOff (4);
AddInventory (SOME_ITEM);
// here it is:
scoreup (0, 2);
}
}
Quote from: Rui "Trovatore" Pires on Mon 01/10/2007 23:19:17If any of them don't have basic keyboard support, I'd be happy to mod them for that.
Yes, there's one of each, CJ. Can't recall the links at the moment, but if any of them are down I've got them all in my hard drive and can put any of them up.
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