Snarky, great one, works nicely as I tested. Do you have the project itself? You uploaded the compiled game only. Can you upload the project with all the AGS files? I promise I won't steal graphics and such.
Thanks.
Thanks.
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Show posts MenuQuoteTo elaborate a bit, if we speak about rooms, characters and other in-game objects supported by AGS, it is possible only to make a new extended version which will fully replace older one. In such case, all saved games will become incompatible. AGS cannot update saved games to match new game version. Also you'll have to distribute an extended version as a full game, not just an extended part. That's because at the moment AGS itself can't split the game data into modules, it requires a seamless compilation.As you're saying, save files become corrupt when the game is updated? That's would leave the players pissed off, lol.
QuoteThere's an exception, however: digital audio and voice pack can be distributed separately. A new, or updated digital audio package may be replaced freely in game folder (you may check how this works if you copy audio.vox or music.vox from one game to another). Voice package may be added as well, if you have provided placeholders for speech in your game's dialogs.Well, I don't plan to make it have voices, but external audio resources would already be good, thanks.
QuoteNow, there's a way to actually make unlockable content, that is a content which exists in game from the very beginning, but becomes unlocked after you place some file into game folder (or change existing file). For example, when game is started, you open and read some "game.dat" binary file. If some "magic" code found inside, you make changes to the game in script, like setting global variables, toggling object/character visibility, and so forth.Code inside a .dat file? Well, that would create a illusion that the game has downloadable content. Not quite what I really want.
QuoteFinally, it is possible to construct a game in a modular way, in certain cases. Like Babar mentioned, if your game reads levels, or similar data, from files on disk, you may easily extend your game by adding more data files. But in such case you will need to do everything manually (read, parse data), and this way also requires manual handling of game object data (practically building an engine inside an engine).Modularisation? Any reading sources about that? Also, can't modularisation be done with characters, inventory items or rooms?
bool Light1;
function room_FirstLoad(){
Light1 = true;
}
oLight1_Look(){
if (Light1 = true) {
Display("Light is on");
}
else if (Light1 = false)
{
Display("Light is off")
}
}
QuoteLight1 bool has to be set to 'true' by an action / event / condition before it will turn to true from false.So, it must be set to true by an Object-Oriented(action/event) function? I tried to do what I learned in C++, in which you create the variable before the main function(int main), set a value using the int main(or other functions), and use the variable on any function.
QuoteYou have a 'Define lights' function, how have you set this to turn Light1 to 'true'?I applied the rule of first script(non-event/action) use(attach a value to a variable).
QuoteLooking at the light when false will show nothing as you have no condition for 'else' statement (else if Light1==false)Do I really need an 'else if'? Normally, I don't use an 'else' unless I really need it.
bool Light1;
function define_lights(){
Light = true;
}
function oLight1_Look{
if (Light1 == true){
Display("The Light is on");
}
}
Quote from: Khris on Wed 28/11/2012 22:53:14Neat. So, this code will keep looping? Nice. But, what if I put it AFTER fadein? Will it have any difference during the game when the player enters that room?
Strictly speaking, AGS does have its own language. It's based on C++ and Java though.
For what you want, all you need to do is put this in the room's before fadein:Code: ags cGirl.LockView(VIEW_NUMBER); cGirl.Animate(8, DELAY, eRepeat, eNoBlock);
In the untie interaction, callCode: ags cGirl.UnlockView();
which will revert her frame handling to automatic standing/walking.
Quote from: RenatoDias on Wed 28/11/2012 20:07:16I'm used to programming in C/C++.So why would you get completely stumped by "this" and function parameters...?
Quote from: Khris on Wed 28/11/2012 21:25:54
It sounds like you want a character to keep animating using a certain loop, while the game continues, right?
Let's solve this straight, without delving into extender functions and whatnot.Code: ags function oComputer_Useinv() { if (player.ActiveInventory == iScrewdriver) { player.Walk(140, 120, eBlock); player.LockView(player.NormalView); player.Animate(8, 4, eRepeat, eNoBlock); } }
Of course this means that as soon as this interaction was called, when the player interacts with something else, the view has to be unlocked. There are a couple of ways to tackle this, but I still don't have the faintest idea of what you're trying to achieve here.
function fix_computer(int compfixed){
compfixed=0;
while (compfixed==0) do{
cEgo.Animate(8);
}
}
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