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Messages - Radiant

#5161
    *  handing
    * ing
    * expe
    * horneatologjamandarkover
    * booked
    * trap
    * tawbone
    * boranty
    * beamet
    * abation
    * citionism
    * subasecturme
    * sancureration
    * quaring
    * bow
    * munity
    * plodion
    * capancish
    * guists
    * aches

(from randomwordgenerator.com =) )
#5162
I think your easiest bet would be something like this:

Code: ags

int mode = 1;
while (mode > 0) {
  if (mode == 1) {
    // mission 1
  } else if (mode == 2) {
    // diagnostic
  } else {
   . . .
  }
}

#5163
Hints & Tips / Conquest of the Longbow
Fri 16/07/2004 13:31:16
Hi there,

I'm stuck in this game near the end...
at a certain point, the sheriff's men are chasing me through the forest (around day 7 or so). I can evade them
Spoiler

by using the hand code to get help from the Druid trees.
[close]
now a couple days later (after ambushing the treasure train) they are chasing me again... I've googled a walkthrough and it says I should do the exact same thing again... however the instant i walk onto any forest screen, I am caught and killed.
What is this, a bug? Or am I missing something?
#5164
A jojo => Goonies II
A pen-eraser => Enchanter
A rubber-ducky => If it has a pulley in the middle, Monkey Island
A voodoo-mask => Fate of Atlantis
Some garlic => QfGIV and most any other game that has a vampire
An eurocoin => Future wars!
a gameboy => Space Quest Replicated has one, but you can't seem to take it anywhere (requires source hacking)
a sharktooth => I'm making a game that has one...
A copy of an adventure game => Space Quest IV. Okay, you can't TAKE them, but still.
The Sun => Cadaver has a number of planets you can take
91 and a half yards of twine. => Sam & Max?
A thermonuclear bomb => QfGV has a thermonukular spell, that's sort-of an item
A Big Mac => SQIII has a happy meal that assumedly contains one
a kazoo => Zak McKracken
DUCT TAPE?? => Zak McKracken again
Dirty Underpants => MI2 (or a bra in hard mode)
a seahorse => Spellcasting 301 has four of them
dried leaf => Various Dizzy games have leaves
A fart => Abe's Exoddus
some love; death => Ultima III
Have laserguns ever appear in a game before? => of course. Space Quest, to name one
"Lettuce, Broken bottle of ketchup, and a battery" => Maniac Mansion
Has there ever been a mousetrap? => Garfield has one but I don't think you can take it
A roll of toilet paper => Zak McKracken has toilet paper. It is unspecified whether it's a roll or not
A crazy man's hit list => Police Quest II
suction cup boots => Lemmings II ?? Also you use them in SQII but they don't appear in your inv
a violin => King's Quest
One ring to rule them all => Space Quest Replicated. No really!!
#5165
Well, that depends on what you want to do with it. If you put this in repeatedly_execute, it will be (guess what) repeteadly executed. I.e. continuously, the GUI should move up and snap back down.
You'll probably want the GUI to come up when you click somewhere (put it in on_mouse_click), or click on a gui button (put it in interface_click) or press escape (put it in on_key_press).
Or maybe when you move the mouse below y=180, in which case you should do something like
Code: ags

(in repeatedly_ex)
if (IsGUIOn (5) == 0 && mouse.y > 180) {
  GUIOn (5);
  // you code here to move it on-screen
}
if (IsGUIOn (5) && mouse.y < 180) {
  // move GUI back off-screen
  GUIOff (5);
}

#5166
You could add walk-to points for your hotspots, then the character should walk there.
Also it helps to SetCursorMode (MODE_WALK) after you're done with another action.
#5167
The alternative is to not use a GlobalInt, but declare an int globally.
I.e. at the top of your global script, put 'int thingy'.
At the bottom of your global script, put 'export thingy'.
In your global header, put 'import int thingy'.

I'm assuming that your regular ints are reset because you've declared them inside the function?
Try
int health;
function ChangeHealth () { ... }

rather than
function ChangeHealth () {
  int health;
   ...
}
#5168
Let's see...
Spellcasting 101, 201
Sorcerer
Maniac Mansion, Zak McKracken, Loom
Monkey Island, MI2 in lite mode (if that counts :) )
Indy Fate of Atlantis
Black Cauldron, Mother Goose ;)
SQ1,3,5
KQ1,2,4,6
PQ2
LL2
Savage Empire, Martian Dreams
#5169
Oh dear, that's what I get from only reading the technical forums :)
Anyway, any team in need of a programmer or scriptwriter? If so I'd be happy to apply.
#5170
I believe there was a bug in an early version of the Larry 2 point & click game that caused this bikini not to appear. In which case, download an upgrade
#5171
function MyRandom (int min, int max) {
  return Random (max - min) + min;
}
#5172
Sorry to trouble you but here are more obscure bugs...

If you have a room with 'player character hidden' and you use FaceLocation (EGO, ...), the game hangs.

An option 'abort game on Warnings' would be very useful in locating those warnings (especially as currently, no line number is given, nor an object/character number if appropriate)

Does SetCharacterFrame() set a character's view so that it must be Released() too? (probably yes?)

If you attempt to save the game with the script editor open, an error message pops up. If you now close the script editor BEFORE removing this error, AGSedit crashes as it tries to taskswitch to the no longer existent script window.

If you test the game from the editor, and the game has an initial warning popup (i.e. midi device not found), both the game and the editor hang.

When you create a new sprite folder and don't give it a name, it may end up with a name from a folder that was deleted earlier.

If a string is too long in a local script, sometimes the editor gives error messages like "unrecognized symbol: \"  instead of "string too long". And sometimes the string is just truncated at a certain point. By the way I thought that strings were implemented as pointers, so how can they be too long?

When you delete an object from a room, the baselines of subsequent objects don't change numbers [e.g. if you delete object #3, object #5 becomes #4. However, the baseline of object #5 remains #5]
#5173
Thanxx!
#5174
Quote from: Pumaman on Mon 28/06/2004 21:08:51
What kind of infinite loop? If you do
while (1) { }
then AGS should detect it and abort the game after a few seconds.

Yes, like that. If I do it in any other place, AGS aborts with some message about 150001 iterations. However if I do it in ENTER_ROOM, AGS hangs.
(I actually like this abort message a lot, since I have a tendency for using whiles as fors and then forgetting the i++ part)
#5175
Yes, except that rep_ex doesn't get called if the inventory window is pop-up modal. So make sure it isn't.

#5176
* It appears that objects and characters ignore walk behind #15.

* Object 0 disappears when using MoveObject. Sorry, that wasn't a helpful one, now was it? It only sometimes happens :(

* When you delete an object, its baseline is still visible

* If I put an infinite loop in the on_event(ENTER_ROOM) part, the game hangs and can no longer be aborted with alt-f4

* When you use SetCharacterFrame, that character's actual picture is still modified if it is walking (That may be what you intended but it isn't clear from the help file).

* I would find a function MoveCharacterToXYWhileAnimatingInLoopZ really useful.

* A 'GetWalkbehindBase' function would be very nice. So would 'getwalkbehindat (x,y)'.

* In the sprite manager, a useful functionality would be to 1) increase sprite size by one transparent line of pixels, and 2) move everything in the sprite one pixel to the left/right (both usable for aligning sprites so that they join well together in a view)

* and finally, how about being able to select views by name from the character editor? Or sorting views by name rather than number on the view list.

* My compliments on the stability of AGS; last weekend I tried multi-importing several thousand BMP files all at once, and AGS never even choked.

* However, when multi-importing, the entire folder of sprites is somehow recached in memory and displayed after each individual image is loaded; this means that the process gets linearly slower if you import a lot (i.e. it goes 'load a sprite - display all sprites - load another sprite - display all sprites once more' etc)
#5177
No, I just wanted to be certain that he couldn't do nasty things such as moving around by accidentally clicking a mouse button.
...and sometimes by cutscene goes 'while (something) wait (1)'.
#5178
Yes, but that doesn't slow down the speed at which the object moves across the screen.
#5179
What do you mean, an area with a gradual light level? Nope, not currently possible.
But you could do something with TintScreen or SetAreaLightLevel in RepExAl.
#5180
Is it true that during a cutscene, regular controls are disabled?
What about in a room that is marked 'hide player character in this room'?
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