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Topics - Sayhello-hello

#1
Hi,

So the problem is that I have a character speechview, but it only appears when the character is speaking, but I'd like it to last for the whole duration of the conversation. Right now, my solution was to lock the view, but then it won't change back to the normal view when the conversation is over.

So I'd like to know if there is any way to track whether or not the conversation is on, in order to change the character view back to normal. OR if there is a much easier way of achieving the same result that I've missed.

Thanks
#2
Completed Game Announcements / Hello Neighbor!
Tue 19/10/2010 14:07:03
Hello,
I just finished a very short puzzle/exploration game about neighbors! Hope you enjoy it. :)

Hello Neighbor!
Who are all these people living so close to each other? Do they know each other?
Hmm... maybe not.
Now is the time to make then MINGLE!

http://www.adventuregamestudio.co.uk/games.php?category=&action=detail&id=1367&refresh1287493236



#3
Hi everyone,
I am kind of lost as to how to construct multiple scores in AGS (or just in general).
So basically you would have score A, score B, score C and so on...
if score A = 2 then something happens and likewise with B and C, but I can't quite figure out how to make different scores.
#4
Hi,

I haven't actually gotten any code down. But I was wondering how one would go about making an achievement system.
I thought about making some booleans and then set them to true once you've unlocked an achievement, but once you restart the game I suspect the achievement would be lost, and it's a game where you DO need to restart.

Or should I "manually" make the game restart, so that it just seems like it's restarting but in code, it's actually not?
#5
Hi everyone,

I just finished my very first game (third try) using the AGS engine. I hope you enjoy it and I would love to get some feedback on it so I can improve in the future. :)

The wife who wasn't there
The inattentive husband returns home one ordinary day only to find that his wife has gone missing.
Hmm...
He seems to remember she might have said something yesterday, unfortunately he can't remember. Now he has to look for things that might clue him in on why his wife is missing.

http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1302

#6
Hi,

I'm trying to set up some sort up function that has the effect of a phone ringing, so that a message ("ring ring") will pop up at a certain time interval until you've picked up a phone.
So far this is what I have, which I realise isn't much, but I didn't really know what to do. :-\

 function ring() {
  if (Ending == true) {
    SetTimer(1, GetGameSpeed() *10);
      }
 if (IsTimerExpired(1)) {
        cHello.Say("Ring... Ring...");
        ring();
}
  }
#7
Hi,

it seems like my game is crashing when I try to run a test, although I'm not sure it's an actual crash because there's no error message, the game screen just goes black and there isn't anything I can do. Has anyone else had this problem and know how to solve this?
#8
Hi,

I'd like to make a function where I can check what room the character is/was in. Basically something happens (anywhere for example room X) and the player is transported to a certain room (Y) once the player exits room Y, he has to be back at room X again. But since it's he might not necessarily be transported to room Y from X, he could have been transported from room Z to Y, then how would I go about doing this.

I was thinking of making a function that somehow checked where the character was before room Y and then call the function in room Y in order to get the character back to the right room.
#9
Hi,
I'm having a problem as to how I'm supposed to make sure the game is ending. Basically if the player has solved x number of puzzles then a phone will ring and the player then has to find the phone. I'm not sure how to tackle this. Below is my attempt to make it work, but it doesn't. The puzzles aren't solved in a specific order by the way.


function game_start
{
    if (Puzzle_1_KIDS == true && Puzzle_2_CHICAGO == true && Puzzle_3_FUNERAL == true && Puzzle_4_SISTER == true && Puzzle_5_TWO_DAYS == true)
  {
  cDummy.Say("Ring! Ring!");
  }
  else if (Puzzle_1A_LOCKED == true && Puzzle_2A_PRINCESS == true && Puzzle_3A_PRINCE == true && Puzzle_4A_MOVIES == true && Puzzle_5A_CASTLE == true)
  {
  cDummy.Say("Ring! Ring!");
  }}
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