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Messages - Slasher

#3061
Hi,

a question about an Array error:

Error: Array index out of bounds (index :-1, bounds: 0...799) // last number varies at various times.

I do have: #define MAX_MISSIONS 200 

Int's I am using:

mirror_mission, madonna_mission, lubricant_mission, food_mission, word_mission, wheel_mission,battery_mission, glue_mission, elements_mission, switch_mission, questions_mission, lock_mission, wooddoor_mission,  combust_mission, direction_mission, cup_mission,balloons_mission,candle_mission,word2_mission,vase_mission;

could someone shed some light on this error and assist me please?

cheers


#3062
New Screenshot:

The spirit of the dead girl Rebecca appears and warns you to beware!


Game progress: 35%

On schedule.

See updated first post.


#3063
Hi,

I can confirm that the script Joe posted works.

Many thanks for helping me solve this issue (nod)

Mission completed.

Thanks Joe

#3064
Hi Joe,

going better.

At the moment:

Find Lubricant
Find food

but then

Found lubricant OK
Find food (after modifying) WRONG

It gets a little mixed up...

Still, its a possibility (nod)

I'm still working on it ;)

EDIT: With a bit of jiggling I appear to have it working and I also added a new mission that also works.

More tests before confirming mission 100% successful (laugh)

cheers Joe

#3065
Hi Joe,

right...

All happens in one label: LMemory

Can be done in any order (there is quite a few)

First problem: Find lubricant.
Second problem: Find food.
Third problem: Find something to light up bulb

In any order

Solved First problem: text changes to: Have found lubricant
Solved Second problem: text changes to: Have found food
Solved Third problem: text changes to: Have found battery

This is what I am trying to achieve.

Similar to your example.

Cheers

#3066
Hi,

very useful Joe (nod)

However, I need to know that I am on the right track.

This is what I have done so far and it works with the first 2 variables:

Created a function in new Script: Label_Manager() (Label_Manager.asc)

import function Label_Manager(); (Label_Manager.ash)

Created variable: Label_Text

Added variables to function Label_Manager()

as such:

Code: ags


function Label_Manager(){
 
 if(Label_Text==1){
   String base_text="[Need to find lubricant for Puppet Boy.";
   String appended_text=("[I have found lubricant for Puppet Boy");
   appended_text="[I have found lubricant for Puppet Boy";
   LMemory.Text=String.Format("%s",base_text);
   }
 else if(Label_Text==2){
   String base_text="[Need to find lubricant for Puppet Boy.";
   String appended_text=("[I have found lubricant for Puppet Boy");
   appended_text="[I have found Lubricant for Puppet Boy.";
   LMemory.Text=String.Format("%s",appended_text);
// I am certain I do not need all lines in both the above.
  }
  }
 


At the correct point to add:

Code: ags

// At the point when this needs to be:

 Label_Text=1; // Variable to run
 Label_Manager(); // to update variable string

// To update later when Lubricant is found:

 Label_Text=2; // Variable to run
 Label_Manager(); // to update variable string


Could those in the 'know' please give me a helping hand to bring this to fulfilment?

cheers


#3067
Hi,

Very long shot:

is there any way to amend appended text on a label? 

I have hit an area where I would like to find a solution of some kind.

The label gets appended as the game progress and can be appended in any order.

They is much that will be added (appended) to this one Label.

Example of an append:  "Need to find oil." On finding oil changes to:  "Have found oil."

Perhaps there is a better way to display this information?

cheers


#3068
Hi,

First post now has updated screenshots and gallery. I also have the help of a great artist lending a hand.

Game progress 20%.

Possible September release if all goes to schedule.

slasher




#3069
Hi,

I'm having a tug-of-war at the moment between a countdown timer and game paused when shown (gui).

Some gui's have Pointer only others show either LookAt or Interact only so I can't just disable all modes when gui's shown.

Game paused when shown does as it says on the tin.

Obviously it's a race against time and puzzle time plays an important part,

Is there a way around this to keep the countdown timer running?

Thanks if you can assist.

Cheers

EDIT: Something I really should have thought of: Enlarging the gui's to screen size to cover countdown timer gui and to stop all room interactions and not have to have PauseGame if shown :-[

Happy days (laugh)

#3070
Hi,

I am trying to implement an old game, well, quite old, into my latest game. It's where you have to move the hoop along a stretch of wire with out it touching, it will buzz if you do touch it. I don't recall the name of this game.

Anyhow, I am using a gui with buttons. Now, I can't use PPC or Overlapping as they do not support buttons.

It's a kind of 'if buttons collide' issue.

I have a button as the Hoop with 2 buttons: 1 at the top of the hoop and 1 at the bottom using Rep exec always x y to button Hoop. These 2 buttons should not touch the button line.

If you catch my drift, are you able to assist me with bringing this idea to life?

Failing a possibly solution would objects be the best course of action instead?

I'm a little limp brained at the moment ;)

slasher


#3071
I was spooked just doing the Puppet Boy scene (laugh)

Honestly, the variety of puzzles/problems (and techniques) I am incorporating into this game goes way beyond the bounds of medical science (laugh)

Keep eyes opened for more ;)

Strait jacket anyone....?

#3072
New screenie...(background room still in production)

Coming across a Puppet Boy (animated with speech)..... Will he help you?




#3073
Objects used in the Global must use their Object ID NOT what you have called them.

Eg:
Code: ags

 ob1.Visible = true; // Will bring up an error in Global.

 object[1].Visible=true; // Acceptable in Global.



#3074
Hi Gurok,

QuoteBetter add some images before the screenshot bandit gets ya'!
There are 3 rooms with character in the slideshow.

QuoteHow does this relate to the upcoming Desecration? Is it in the same universe?
It is another case as it were. It's still being checked. Hopefully ready by July..



#3075
Deadly consequences!
Introducing: Charles Davenport (Investigator of the truth)

You are Charles Davenport, investigator of the truth during Victorian London.

Things have been pretty slack lately with not a whiff of a decent case entering your office. What you need right now is mind stimulation!

Reading through the days letters you find there are bills, bills and more bills! That is until you pick up an invitation throwing you a challenge invitation to pit your wits in a game. It is signed Moriarty:  'Master of magic and illusion'. Seeing it as a mind boggling great idea and just what you need right now, you decide to accept the challenge invitation.

You coach ride to Blackthorn Manor with your heart racing with adrenaline. Suddenly the coach stops and the driver tells you he will not go any further due to what he has heard about Blackthorn Manor, so you have to walk the mile or so on foot along the dark, eerie lane.

On arrival at Blackthorn Manor you pull the bell rope and the main door opens up and you are greeted by an unseen voice beckoning you into the Manor "Please, do come through Mr Davenport."

The voice begins to explain the challenge. It soon becomes apparent that this is not just an ordinary game, it is a game of deadly consequences as you need to get out of the Manor, and fast, and time is running out!

Will Queen Victoria been blown to smithereens?

By finding the solutions to each door they will allow you beyond them to other rooms, but even then the heat never cools as further problems arise!

You must obtain 10 Black Ravens if you are to win this game. This is not as easy as it seems!

You must win this game before you die of gas poisoning which is set to be released in 20 minutes!

Can you win this deadly game and get out of Blackthorn Manor?

UPDATED Now have the help of a great background artist...

This is a Slideshow gallery with sound.

[embed=700,450]http://youtu.be/ByADuGOsq24[/embed]























SPECS:

800 X 600
16 color
DirectDraw
Game progress: 20%
Graphics: 20 %
Sound/Music: 60%


#3076
General Discussion / Re: Door puzzle ideas...
Sun 01/06/2014 12:37:40
I don't need the 'how to' just the ingredients, like to get some general ideas;)

#3077
General Discussion / Door puzzle ideas...
Sun 01/06/2014 10:38:26
Hi,

I'm hoping you guys will contribute some puzzle ideas for a game I am making.

It's that old chestnut opening locked/closed doors.

Think along the lines of Escape the Mansion.

In this game each door (there are quite a few doors) has a puzzle on it that when solved will dissolve that door allowing you to go beyond it to another room.

Now, each door's puzzle could be solved by either within the puzzle itself (moving tiles, pushing the right button, answering a question etc etc) or by interacting with it with an inventory item (like putting an inventory item into a gargoyle's mouth etc etc) that you got from another room.

So, what I am looking for is some puzzle ideas/solutions for opening the doors and going to the room beyond it.

Level of puzzles should be quite difficult, realistic, if at times a bit unorthodox but not real stupid (roll)

Do you have some ideas that could be incorporated?

cheers

slasher ;)


#3078
Thank you Emont,

I have already begun preparations for this next exciting adventure game and some things are in place.

My latest game is presently be tested before its released. After it's release it's all guns blazing (laugh)



#3079
Hi Khris,

Lovely idea and would be much welcomed. I do hope you iron out the wrinkles and make it available sometime.

Cheers ;)



#3080
Hi,

This has come up:

QuoteFailed to save room room1.crm; details below
_AutoGenerated.ash(33): Error (line 33): Variable ';' is already defined

Can you assist please?

EDIT: I had just imported some music and happen to notice that one clip was not assigned a name. I deleted it and the error went away..

Mmmm.........

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