135/500. Rather funny game, I wish it were longer though.
I thought the getting-gold-from-Jhonka puzzle was best.
I thought the getting-gold-from-Jhonka puzzle was best.
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Show posts MenuQuote from: Pumaman on Mon 02/08/2004 20:52:15Would it be a lot of work for you to also have the strings in scripts encrypted?QuoteYes, this is to stop people corrupting memory by writing to somewhere past the end of the buffer size for normal strings. I see how it's a problem in your situation, but I'm not sure of the best solution.
This is a weird one... SetStrCharAt() apparently checks if its 'pos' parameter is >= 200, in addition to checking if it's >= StrLen(). So if you have a string with length >= 200 (which is possible if you do something like MyFunc("This is a very long string") ), you can't change all of it.
QuoteI've made a workaround using rep_ex_al (love that function!)QuoteIs it the case that PlayMusic checks if newmusic == currentmusic, and if so it does nothing? Because you could set it that if newmusic == currentmusic, to set currentrepeat = newrepeat.If does indeed, at current. Are you saying that you wouldn't mind if PlayMusic restarted the music, with the repeat flag off, or wouldn't that break the smooth end you're looking for.
QuoteME.
c:\prog\kq III+\compiled\kq III+.exe
Hmm, that worked fine for me. Very odd - what version of Windows are you using?
if (door_is_open == 0) AnimateObjectEx (0, 0, 5, 0, 0, 1);
else AnimateObjectEx (0, 0, 5, 0, 1, 1);
door_is_open = 1 - door_is_open
Quote from: Pumaman on Sun 01/08/2004 05:18:21Is it the case that PlayMusic checks if newmusic == currentmusic, and if so it does nothing? Because you could set it that if newmusic == currentmusic, to set currentrepeat = newrepeat.
You'd have to use StopMusic first, before your SetMusicRepeat call will take effect. Basically, the issue is that AGS's sound system doesn't currently allow changing the Repeat flag while a sound is playing.
Quotec:\prog\kq III+\compiled\kq III+.exe
If I create a game with a '+' in its name (i.e. the name of the directory the game is stored in; this name is actually legal in windows), the game crashes at startup with a fatal exception in strcopy/strcat
I just tried this but it worked fine. What was the full path name you used?
QuoteHow about it instead stopping the music? No wait, that would only work with an IfMusicPlaying/Wait(1) combo. Hm. Okay I get your point, never mind.
Therefore, IsMusicPlaying always returns 0 if a cutscene is being skipped.
QuoteThat's true. I'll think of another name.
I wouldn't call this game enhanced due to the MANY modifications.
This is just YOUR interpretation of the story. You haven't add things but CHANGED things.
This is more of an alternative version of KQ3.
QuoteNothing yet. You'll see in a later version that lets you play beyond plot point #14.
What am I supposed to do with the orb from the mirror?
QuoteYes, this is probably what went wrong with Blackbird as well.
EDIT: Another ALREADY! The game hung when I pressed esc to try and skip the opening. Maybe an infinite loop or something similar?
EDIT: How odd, third time run and now the game just gets stuck on the title. The III doesn't appear and it just sparkles.
QuoteWhich cliff, exactly? You can press ^C to pop up gwydio'n's coordinates, that would help.
When Gwydion fell off the cliff, he fell through the pathway where you enter the room. And there was no message for how and why you died.
QuoteI don't think they did in the original, either. But it's a good idea.
When I fed the chickens, they gave no reaction. Don't they like the chicken feed?
QuoteAlso a good idea, but my drawing skills aren't up to the task.
An enhancement to suggest, make the house appear bigger on the outside. Its tiny!
QuoteThat's a bug. But try clicking it on gwydion to read it, for now.
The note I took from manananns trashcan didn't have a description when I looked at it so I can't read it.
QuoteHate that path scene
I couldn't work my way down the mountain, he kept falling even though I stayed on the path.
QuoteNot really, you can use F7/F9 or L,R,Q keys. But it's a bug of course.
* The mouse disappears when you get the ending after drinking the potion of contentedness. This means you can't click on any of the buttons, so the game is effectively hung
QuoteCorrect. This room is a bit tricky because it's one of the few true 3-d rooms in adventure gaming. E.g. it is possible for one X,Y position of Gwydion, to mean two different locations on the stairs. What it does now is toggling walkables on/off when you step on the left hand part, thus you require two clicks. I'm open to bettter suggestions.
* In the entrance room of the house, the pathfinding doesn't work between the top of the stairs and the bottom. ie. I need to click on the landing and then click on the top of the stairs
QuoteYes
* When you perform sweeping the kitchen as a task, it says "you're too busy sweeping"? Maybe a betterÃ, Ã, message would be "You busily sweep the kitchen"
QuoteOkay, thanks.
* On the mountainside clipping errors occur around EGO positions 96,84 and 167,92
Quote<grin> correct. Both images are actually the mushroom from KQ1, as an inside joke.
* The toadstool looks awfully white after picking it - ideally it should remain the same red and grey as it is when it's on the ground
QuoteAt this point, I'm afraid not. It would mean moving the room graphics (and assorted walkable/behinds/etc) down thirty pixels, manually, in every room.
* As a matter of personal preference, would it be possible to have the game controls at the top of the screen rather than the bottom? It's just that it breaks the convention of all previous games I've played - I keep moving the pointer to the top of the screen without thinking about it, then have to move to the bottom
QuoteSure. Good idea.
* Speaking of the game controls, would it be possible to program in middle button/mouse wheel controls? Ie. the middle/mousewheel button toggling between walk and the last previously selected action, and the mouse wheel movements letting you cycle through the actions
Quote from: Gilbot V7000a on Thu 29/07/2004 02:58:20Well, yes. But this may cause unseen errors in scripting; for instance if you use 'if (ObjectOn(3))' rather than 'if (IsObjectOn(3))', your code won't work, but there never appears to be an error.
For simplicity's sake, I think ALL functions return int values (so there're no such useless evil things as void functions and you can't return other things), if a function was not supposed to return a value, the returned value can be just something meaningless, just ignore it.
QuoteYes, I use them all the time in C++
the operators |=, &= etc don't work
I think they're never supposed to, are they really that useful?
QuoteYes, it did.QuoteDid cursor #4 (Use inv) exist in the list?
If I select 'dont use inventory gfx as mouse cursors', instead the mouse cursor becomes the Blue Cup (tm) - even if none of my mouse cursors in the cursor menu have that graphic
QuoteYes, the ; was a typo. I'm thinking it may have something to do with my computer being only 350 MHz. I'll make a small demo to demonstrate the point, it looks kind of weird here.
It seems to me that if you use a sequence like this:
Ã, while (a < b) {
Ã, Ã, SetObjectPosition (2, 100, a);
Ã, Ã, Wait (2);
Ã, Ã, a++
Ã, }
then the object will move halfway of what I specify, and then snap to its destination at once. Why?
Actually the same happens with moveobject().
QuoteTo my knowledge, any while loop that runs more than 150000 iterations, causes AGS to abort with an error message. I believe this isn't the case here, it seems, rather, that Wait() and IfMusicPlaying() and stuff are ignored while fast-forwarding. Anyway the point is, that after a cutscene skip, the game state may actually be different than if you actually watched the cutscene, which sounds like a bug to me. If what you state is true, then any number of things that depend on timing may actually turn out different after a cutscene skip.
When you skip a cutscene, actually the engine runs it as fast as possible (and making any Wait() functions to "wait" at no time), that makes the while loop looped MANY times and yet the music wasn't stopped yet (sorta equivalent to while(IsMusicPlaying()){}), which is like an infinite loop, to avoid this (hung up and more possibly overflows) the engine will stop a while loop automatically if it's looped for some LARGE number of times (how large I had forgotten), but of course when the loop was broken out the music was not ended yet, so the result. As a workaround you may add a StopMusic(); before the EndCutscene(); . (Though it's not a really good fix though, as it's dirty to let that break out from while loop happens, I think it'll even generate a warning in the log file).
QuoteHehe, I figured this one out (and I still believe it's a bug). The point is that X was the name of a view I had recently deleted all sprites from. So the parser interprets it differently.
This code gives an error message (incorrectly terminated char const?)
Ã, int i, try;
Ã, try = 'X';
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