What the hell.
How about...
Spunky Island.
Or, my personal favourite...
Bare Witch - The Legend Of Scoffing Cock.
How about...
Spunky Island.
Or, my personal favourite...
Bare Witch - The Legend Of Scoffing Cock.

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Show posts MenuQuoteSorry I forgot,but I do have a head like a sieve!You and me both.
function on_key_press(eKeyCode keycode)
{
<...>
if (keycode == KeyMoveUp)
... move up
else if (keycode == KeyMoveDown)
... move down
etc
<...>
}
function on_key_press(eKeyCode keycode) {
// called when a key is pressed. keycode holds the key's ASCII code.
if (gKeySetupGUI.Visible) {
RecordSetupKey(keycode);
return; // do not do anything else this time
}
// THE S KEY (START GAME - FROM OPTION SCREEN).
// --------------------------------------------
if (IsKeyPressed(eKeyS) && gMansion_Map.Visible == false && gQuit_Dialog.Visible == false) {
if (cDan.Room == 2){
ResetRoom(3);
ResetRoom(4);
cDan.ChangeRoom(3, 624, 400, eDirectionLeft); // Pressing the S key starts game from the Options Screen.
}
}
// THE L KEY (RESTORE CHECKPOINT).
//--------------------------------
if (IsKeyPressed(eKeyL) && gMansion_Map.Visible == false && gQuit_Dialog.Visible == false) {
RestoreCheckpoint(); // Pressing the L key restores the Saved Checkpoint.
}
// THE Q KEY (SHOWS THE QUIT DIALOG) AND PRESSING KEYS Y=YES AND N=NO.
//--------------------------------------------------------------------
if (IsKeyPressed(eKeyQ) && gMansion_Map.Visible == false) {
gQuit_Dialog.Visible = true;
}
if (gQuit_Dialog.Visible == true) {
if (cDan.Room == 2) {
if (IsKeyPressed(eKeyY)) {
QuitGame(0);
}
}
}
if (gQuit_Dialog.Visible == true) {
if (cDan.Room == 2) {
if (IsKeyPressed(eKeyN)) {
gQuit_Dialog.Visible = false;
}
}
}
if (gQuit_Dialog.Visible == true) {
if (cDan.Room == 3 || cDan.Room == 4) {
if (IsKeyPressed(eKeyY)) {
RestartGame();
}
}
}
if (gQuit_Dialog.Visible == true) {
if (cDan.Room == 3 || cDan.Room == 4) {
if (IsKeyPressed(eKeyN)) {
gQuit_Dialog.Visible = false;
}
}
}
// THE R KEY (REDIFINE PLAYING KEYS).
//-----------------------------------
if (IsKeyPressed(eKeyR) && gMansion_Map.Visible == false && gQuit_Dialog.Visible == false) {
StartKeySetup();
}
// THE P KEY (MANSION PLANS).
//---------------------------
if (keycode == eKeyP) { // Pressing the P key (in game) show the Mansion Plans Screen.
if (gQuit_Dialog.Visible == false) {
if (gMansion_Map.Visible == true) gMansion_Map.Visible = false;
else gMansion_Map.Visible = true;
if (gInventory.Visible == true) gInventory.Visible = false;
else gInventory.Visible = true;
if (cDan.Room == 2) { // However, If the P key is pressed on the Options Screen...
gMansion_Map.Visible = false; // The Mansion Plans are not shown...
gInventory.Visible = false; // Neither is the Inventory Screen.
}
}
}
// THE M KEY (STOP OR START MUSIC).
//---------------------------------
if (IsKeyPressed(eKeyM)) {
if (Game.IsAudioPlaying(eAudioTypeMusic)) {
aThe_Builder.Stop();
}
else {
if (IsKeyPressed(eKeyM)) {
aThe_Builder.Play();
}
}
}
if (IsGamePaused()) keycode = 0; // game paused, so don't react to keypresses.
}
// END OF 'ON_KEY_PRESS' SCRIPT.
// -----------------------------
// VINCENT'S SAVE GAME SCRIPT.
//----------------------------
#define CHECKPOINT_SAVESLOT 5
// How many you wish,
// I am one of those people who prefer one state over to save the game
bool SafeArea = false, First_time = true;
int DangerMode = 0, oldregion; //globally would be nice
// 0 = No Danger Mode
// 1 = In Danger Mode
bool CheckpointExist()
{
return (Game.GetSaveSlotDescription(CHECKPOINT_SAVESLOT) != null);
}
void SaveCheckpoint()
{
SaveGameSlot(CHECKPOINT_SAVESLOT, "Checkpoint");
}
void RestoreCheckpoint()
{
if (CheckpointExist()) RestoreGameSlot(CHECKPOINT_SAVESLOT);
}
function StepRegion(int reg) {
if (reg > 0) { // walk on safe area
if (player.Room == 3 && reg == 3 ) //extra lines to add 'First_time' or 'SafeArea'
{
SafeArea = true;
Display("Game Saved");
SaveCheckpoint();
Wait(1);
First_time = false;
}
}
else { // walk off the safe area
reg = -reg;
if (player.Room == 3 && reg == 3) //extra lines to add 'First_time' or 'SafeArea'
{
SafeArea = false;
}
}
}
function ExploringRegion(Region*r) {
int currentregion = r.ID;
if (currentregion != oldregion) {
if (oldregion != 0 && region[oldregion].Enabled) StepRegion(-oldregion);
if (currentregion != 0 && region[currentregion].Enabled) StepRegion(currentregion);
oldregion = currentregion;
}
}
function repeatedly_execute() { // This was the only thing I had to change. It wouldn't compile within 'Rep_Exc_Always' but seems fine here.
// put anything you want to happen every game cycle in here.
ExploringRegion(Region.GetAtRoomXY(player.x, player.y));
}
// END OF VINCENT'S SAVE GAME SCRIPT.
//-----------------------------------
if (keycode == eKeyL) RestoreCheckpoint(); // Pressing L key restores the saved Checkpoint.
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