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Messages - Rocco

#121
Quote from: abstauber on Thu 12/11/2009 17:55:34
Hey,

I've decided to give this a try too. And Rocco, I'm using one of your modules - so at least there's a little team spirit outside the games ;D

Im glad to hear, that the moduls are usefull somehow.  :D
but i unfortunatly guess, that i cant come up with something until 25th november.
i discovered this thread too late, and had no time this weekend to work on the game,
so time is running out for me.  :-\
#122
like this robbery themes very much.
i made similar rules, a few years ago -> http://www.adventuregamestudio.co.uk/yabb/index.php?topic=13652.0
oh man 5 years, time is running like hell.  :P
so maybe i will give it a try, but  i struggle a bit with the teameffort.
lets see...
#123
please use another filehoster, this one sucks completly.  >:(
I had 30 min and want to try this game, but after i entered my emailadress (which i dont like to do, cause im afraid of spam)
nothing happens.
#124
big thx, with the import addition, all works fine.  :)

RPG.ash script
Code: ags

struct Roc_Struct_RPG
{
   String name;
   int money;
   int searching;
   .
}; 

import Roc_Struct_RPG thief;
#125
I recognized strange behavoirs with my struct.variables.
i use modules and structs.

Code: ags

// RPG.ash
struct Roc_Struct_RPG
{
   String name;
   int money;
   int searching;
   .
};  

Roc_Struct_RPG thief;
export thief; 


Code: ags

//RPG.asc

function game_start() 
{   

  thief.money = 1000;
  thief.searching = 5;
  
} 



now i try to use that vars and get strange results,
when i use the vars in the RPG.asc file, all is fine the values are correct,

Code: ags

RPG.asc
player.say("My Money = %d", thief.money);   // value ist correct


but when i try to use the vars in another module or the room scripts.
Code: ags

othermodule.asc
player.say("My Money = %d", thief.money);   // value is wrong (always 0) 


Code: ags

roomxx.asc
player.say("My Money = %d", thief.money);   // value is wrong (always 0) 


i get vars with value 0.
what is wrong in this case?
#126
Yes, i prefer to have the ammount of money in the rpg-struct, and i also found that approach with player.InventoryQuanity
much more uncomfortable, so decided to lean on this approach from Khris -> http://www.adventuregamestudio.co.uk/yabb/index.php?topic=31554.msg405532#msg405532

and the main purpose of my function is the player search handling, the money and inv transfer is a additional thing and not the main purpose of that function, and fortunatly this case is solved now and works fine, so thx for your help.  ;D
#128
Yes thx this is a workaround that works fine for me.  :)

Code: ags

  function Func_Roc_Searching(int money, int inv)
 {
   if(inv)
   player.AddInventory(inventory[inv]);
   
   if(money)
   GiveMoney(money);
   
   PlaySound(4);
}
#129
I have no idea how could possibly convert a String containing the script name of an InventoryItem into the actual script object.

I have this function;

Code: ags


  function Func_Roc_Searching(String loot)
 {
   if(String.IsNullOrEmpty(loot))
   { }
   else  
   {
     int value;
     value = loot.AsInt;
       if(value)
       {
         GiveMoney(value);
       } 
       else
       player.AddInventory(loot);  // <- here is the problem
      
     PlaySound(4);  
   
   } 

....
}
#130
please increase the ammount of possible walkable areas, hotspots, and regions.
I work on very large rooms and have to deal with the limits very often.
#131
bigthanks, works perfect.  :)

a little dirty tweaking, cause the character dont stand always on the exact position

Code: ags

function repeatedly_execute() {
  if (!__arrived && (player.x == tgx || player.x == tgx+1 || player.x == tgx-1) && (player.y == tgy || player.y == tgy+1 || player.y == tgy-1)) {
    __arrived = true;





alsothanks NsMn  :)
#132
thx, Khrismuc - It works fine for the main task, but i get a negative sideeffect,
the normal walkmode dont work anymore.
the player only moves when i click on an hotspot, and not when i click in walking mode on the floor (with walkable area)

thx NsMn - with your approach i have to call an additional function every time when a hotspot or object is clicked, i want to avoid that.
#133
must be easier, cause with this approach i need to save and check thousands of walkpoints  :-\
#134
i need more walkable areas, so i suggest to increase the limit of walkable areas and maybe regions.
#135
i have several rooms and walkable areas (hope the limit for them increases soon) in one game-room,
so i need an easy way to find out, if the player has reached his walking goal, to perform several actions,
otherwise the actions must be canceled.

Codeexample:
Code: ags

function oMoneybox_AnyClick()
{

  player.Walk(875, 655, eBlock, eWalkableAreas);
  player.FaceDirection(eDirLeft);
  
  
  if(mouse.Mode == eModeInteract) 
  {
   ..........................
       
  }  
  else if(mouse.Mode == eModeLookat)
  {
   ............................       

  }
  else if(mouse.Mode == eModeUseinv)
  {
   .............................. 
   }  
  else
  player.Say("Das funktioniert leider nicht.");

}


#136
Fight Game was a topic of a coding contest a few years ago.

maybe you can extract some useful bits, or contact some developers to upload there sources again:
http://www.americangirlscouts.org/agswiki/Coding_Contest
#137
ohh therefore is the helpfile, ;) big thx. 
#138
Im wondering, cause i have set a walkable area:
RemoveWalkableArea(3);
but when the player leaves the room and come back again, he can walk on this area.

So i have to watch manually over the state of the Area and switch it off and on during roomchanges.
Is this behavoir normal?


#139
Its really great, the shooting control is catchy with a good learning curve.
very well thought out.
I guess i must borrow your controling concept for other purposes and adapt it for me.  :)
#140
As i worked on my C64 Project, for the MAGS Contest Retrofest -> http://www.adventuregamestudio.co.uk/yabb/index.php?topic=35278.0
and searching for a cool SID-Music, i stumbled over the group 20CC and get in touch with Falco Paul.
if you are interested you can find his email-adress here: http://20thcenturycomposers.blogspot.com/2006/06/in-remembrance-of-edwin-van-santen.html
there music was great, you can listen to it here: http://www.foad.net/asd/music/sid/20CC/
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