Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Slasher

#3101
Hi,

I'm having a bit of brain bother at the moment.

I am looking for a way to capture (mouse clicking) on an animating button.

The player enters a room, a button is animating (flashing).

If the player clicks on the button whilst it is animating he gets ChurchHelp =1 else if the button is not animating he gets ChurchHelp =0. On both occasions he goes to Room 17 where Church function carries out the ChurchHelp check and responds accordingly and then returns to room and the animating button stops and ChurchHelp=0.

This animating button animates in further rooms until it is clicked.

There is not a check for if Button animating afaik.

What I have so far:

On Room on Load:

Code: ags

if(HasPlayerBeenInRoom(17)){ // Church Room already visited
 Button74.NormalGraphic=710; // Church button normalgraphic
 ChurchHelp =0; 
}
else if(!HasPlayerBeenInRoom(17)){ // Church Room not yet visited
Button74.Animate(17, 1, 4, eRepeat);   // Church button flashing

if  (Button74.Animate(17, 1, 4, eRepeat))
ChurchHelp =1;   


Animating Sprites, in order: 710  2997 710  2997

Can you assist me please..

cheers


#3102
Remarkable...

You have done so well with the new backgrounds and some changes since last demo.

I know you still have much work to do and hope you get it done with some time to spare.

Good luck (nod)


#3103
All Positions have been filled and this game is being voiced and then tested.

Possible release date: End June 2014.
#3104
Hi,

cheers guys ;)

I had a feeling I would have to go about it in a different way (nod)

Ghost:
QuoteIt WOULD be a pretty awesome feature, though!

It would be good to have that option implemented in later versions yes (nod)
And while I'm at it: Label 'Strikeouts' also (laugh)


#3105
Hi,

I'm taking a long shot by asking if it's possible to play the correct &[n] voice depending on Active Inventory used?
Code: ags
    
cCharles.Say("Mm, %s. I don't think that will be any good. If I can just short circuit the electrics.", player.ActiveInventory.Name);


Waiting with baited breath ;)

#3106
Hi,

The game Desecration is in its final stages.

Testing to commence in 2 / 3 weeks time.

I am therefore looking for additional beta testers as well as spell / literary checkers.

Please PM in the first inst.


Cheers ;)



#3107
Cheers guys,

well, I hope 3% is not going to take longer than 97%  Mandle :)

Here is an update of Snakes n Ladders scene (part of room only showing)

Watch out for the zombies (laugh)



For all those who can't play a game without a walkthrough you could always use the Cheat Mode (laugh)

I again thank all those helping with this project (nod)


#3108
New scene in production.

Can you rescue the virgin before she is sacrificed by the Master?


Game is hotting up at progress of 97%....


#3109
Code: ags

function repeatedly_execute()  // GLOBAL asc
{
LSCORE.Text = String.Format("%d", game.score); // This is will display @SCORE@ at present time on Label LSCORE and will increase if you add to game.score (or minus of course).
}


Code: ags

game.score=(game.score+70); // One way of adding 70 to @SCORE@. There is a shorter way but outcome is the same.


From the manual:
QuoteNOTE: GlobalInts are now considered obsolete. Consider using global variables instead, which allow you to name the variables.

@SCORE@ is an AGS built in score system.

You may also need Game.DoOnceOnly in some cases. It's in the help manual.

Hope this helps
#3110
Quick answer

Set the password gui 'initially off' in its events pane.

Then click the hotspot events pane (the hotspot that opens the password gui) and click talk to hotspot:

The talk to hotspot function will automatically appear in the room script.

Simply add gPassword.Visible=true;

The Password gui will appear (become visible).

To close the Password gui simply add gPassword.Visible=false;

Hope this helps.


#3111
Well the basic way to start is this :

Example

Make a GUI name it gPasswordGUI

Add a label: Text: Please enter Password

Add a TextBox: Name: tbInput

Add Button: Name it: btnEnter Text: OK (This will check the sting input)

On Button click (properties pane of button btnEnter) add:

Code: ags

function btnEnter_OnClick(GUIControl *control, MouseButton button)
{
  
  
    if (tbInput.Text == "PASSWORD") // the word you want as your password
    {
      // If answer is correct put code here, like opening new Password gui
          
     }
  else
 {
   // Code here if password is wrong
    
   }
 }



You can add more than one answer by also using else if...

You can take it from here....

#3112
Hi,

I always make a game I want to make and I try to make each game different.

They may not hit the number 1 spot but it's comes from within.

If some people don't like it you just have to not worry about them but by all means listen to what they may say.

An idea pops into your head. You dream a plot which leads to sub plots.

You have an idea of a puzzle in which you need to complete in order to progress, this is where imagination come in.... if you can think it then it can probably be done.

Constructing the perfect game is impossible but you could please a lot of folks with a game that appeals in all areas ;)

Just dream, concoct a story or stories, bring forth ideas and plots, construct puzzles and stuff and away you go.. The first rung of the ladder has been reached.

Too many procrastinate and think that their game idea(s) will fail... maybe it will, maybe it won't...

I do note that many many unskilled newbies have a habit or trying to run a marathon without first learning to walk.

Just let your imagination run wild (laugh).

In the end you can only do what you can do, but give it your best.......


#3113
AGS Games in Production / Re: Troll Song
Fri 18/04/2014 12:55:57
QuoteYes, Dugg is picking his nose in the screenshot - he does that.
Yukky bugger (laugh)

Lovely colour tones/shades by AprilSkies ;)

#3115
New scene (only showing part of screen) in production

The Master has you playing human snakes n ladders...
Will you get to the top of the ladders or will you be sliding down on the snakes.. (laugh)


Game progress: 96% and the temperature is rising ;)


#3116
Hi mkennedy,

QuoteIs there any way to get more torch fuel if you run low?

If you run out of torch fuel the rooms will become quite dark. However, once you reach the sewers with a wild dog / rats..... Mm, I don't want to give much away ;).

Regarding voice pack: the voice pack is not that heavy regarding total game size. Something I shall think about.

cheers

#3117
New scene in production:

Paying a visit to Arkem asylum for the insane.
What information can you find out that will help you defeat the 'Master' and stop London being obliterated!


Game progress 94% (on schedule thanks to all those helping in this project ;)).


#3118
MisterBork,

PM sent.

Meanwhile I am still looking for your voices to complete this project... Deadline Mid June.  British only...

Please PM voice examples.

Thanks.


#3119
Are you too late to rescue the sacrificial virgin and stop the mad Master?

From the dark abandoned sewers the Master sends out his Zombies to destroy London!!


Game progress: 92%

Voice actors still required...

#3120
New short Slideshow for Desecration

[embed=700,450]http://youtu.be/UKl1y9QbSPw[/embed]

Game progress near 90%

Voices and music scores are now being recorded.

Still a few voice positions waiting to be filled.

Happy days ;)




SMF spam blocked by CleanTalk