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Messages - Slasher

#3321
Hi

I had a similar error (PP=200) a while back and it appears there was a corruption of the Room file (*.crm) and I had to rebuild the room.

#3322
Yep, seems to do the trick.

cheers Monkey ;)
#3323
Cheers monkey_05_06,

I'll give that a try ;)

Thanks
#3324
Hi Andail,

What I am trying to achieve is to check if player has any of the certain inventory items (gathered from various places) and then run events if he has any of them.

Of course I only want to run these events once when the Room is entered each time.

Hope this helps in my quest.

Afterthought: Would it be better to make a function listing all inventory items needed and include events if met and then run function in After Room Fade In?

Cheers

EDIT: Using a custom function to check seems to work ok (well, so far at least)

#3325
Meltdown  :-[

After Room Fade in and after previous Room checks we get:

Code: AGS

}
 if (cEgo.HasInventory(iPlates || isatellite || ipilot || ipump ||isilicon || idiode || itubes || ipower || iair))
{
 cSpaceman.Say("I think I can help fix the thrusters SAL.");
 game.speech_text_align =eAlignLeft;
 Button23.Animate(5,0, 2, eRepeat);
 cSpace.SayAt(3, 300, 200, "Hope so Captain. We must complete our mission.");
 Button23.NormalGraphic=414;
 game.speech_text_align =eAlignCentre;
}
}


Could you jog my memory regarding if HasInventory bit?

cheers

#3326
Cheers Sunny Penguin,

I must do a better capture (nod)

This space game is now 55% completed and I am looking for beta testers to go over it during October/November/December.

Please PM me in the first inst if you will be available to test during said periods.

cheers


#3327
They are probably very old and are not compatible with the version of AGS you have and therefore do not show.
#3328
Hi

Pleasing everyone is virtually impossible.

In the present world we try to cope with the demand of culture and the minorities.

I for one have bad arthritis and find it extremely demanding and exhausting having to keep clicking to remove text so therefore I personally prefer both timed display text and also being able to click forward as an option if I need to.

As Sunny Penguin mentioned, there will be times when its important to keep the text on screen, so having to click forward then is fine.

Up the minority I say ;)



#3329
Bring it on JACK TREKKER  (laugh)

Great humor and loved the game play.

Well done Sunny P

Encore...............................

#3330
Thanks to Hernald a solution has been adopted and solved.
#3331
Hi Khris,

The thing is is that the correct sequance is checked by Rep exec and events run.

That's how it checked is at the present time.

There is no 'button' to check if correct to do a restart of puzzle if incorrect.

I have it all working except the correct sequence bit.

* I obviously need a way to check for other GREENS before proceeding with the correct events as you say.

Perhaps I should do the mechanics in a different way?

cheers



#3332
Ok guys, more info:

Please note that we are talking objects acting as buttons and not actual gui buttons.

You have 8 musical buttons which are actually objects with a different sound attached to each.

All objects start as RED and when you use correct inventory item on any of them the object that you clicked on turns GREEN and the appropriate sound plays. If you repeat on a GREEN object again it turns back to RED. This can be repeated for each object.

All objects share the same sprite numbers.

The object of the exercise is to only turn the correct objects green and in the right order.

If you happen to have 4 correct greens (correct order done that far)and then choose an incorrect note that turns green then selecting the last correct note will not set off events until the incorrect object is back to RED.

I know its awkward if you are not there as it were.

Hope this expands explanation ok.

cheers





#3333
Hi

I have been searching high and low to bring this to a conclusion and solved:

There are 8 objects. Using inventory on any object changes that object's graphic, repeating changes graphic back.

You have only to change 5 objects to be successful, however, they need to be done in the correct order.

Objects are:

obutt1
obutt2
obutt3
obutt4
obutt5
obutt7
obutt8
obutt9

I have also given each object a boolean used when changing its graphic and a value int if correct.

Example: Think along the lines of a musical keyboard and playing only the correct notes and in the right order. Playing a wrong note will void the sequence.

Everything works except the order.

Have you got any pointers as to the best way of doing this or at least help with some assistance?

cheers


#3334
Hi

although I have not yet finished the game I can say that this is a nice little gem so far ;)
#3335
Thanks MrNashington

will let you know.

Meanwhile here is a feeble video capture based around the start.

I hope to replace it with an improved capture once I'm fully conversant with capture program so please excuse the quality.

It does give a general idea.

[embed=640,480]http://www.youtube.com/watch?v=Zd1QGacMPbs&feature=youtu.be[/embed]


Game progress: 22%






#3336
It happens...

Good luck with the game ;)


#3337
I think you should put your nose into the manual and look up all the bits you require for each part of the game and then get back to clarify any problems you have employing the manual instructions.

You can of course do searches in the forums for answers and help.

Just take it step-by-step

Make a new game and experiment using the manual to gain confidence and then go back to your main game.

Good luck.

#3338
Do you mean Dialogs as in respect of dialogs with options that appear in a box?

Creating folders for each room in the sprites folder and adding the room sprites there is a good idea and tidy but not essential and should not mess the game up afaik with any error messages.

I am certain that you could have, with experience, gone about the game in a different (better) way but still..

It's more likely a user input scripting error.





#3339
Only allowed 40 objects per room so typing object[41] would be 'Out of bounds'.

And how come you have 38 dialogs?

#3340
QuoteError message says: Error: Undefined token 'oMortal'

That is because the global dialog does not accept object names. You need to change it to the object number instead


Thus:
object[0] instead of oMortal //[n] put in the objects correct object number ie object[10].

Example:

Code: AGS

@1
 look_goods=false;
 object[0].StopAnimating();
 object[0].SetView(37);
 cEgo.Say("I'll take the Radio Satellite Dish.");
 object[0].Animate(0, 4, eRepeat, eNoBlock);
 cSpace.SayAt(303, 200, 260, "That's a very good choice sir. Let me know if you wish to purchase anything else.");
 object[0].SetView(37, 0, 0);
 object[0].StopAnimating();
 Display("You pay Azaban 100 Arthaniuns and squeeze the Radio Satellite into your equipment bag.");
 object[7].Visible=false;
 cEgo.AddInventory(isatellite);
 Arthaniuns_money=(Arthaniuns_money-100);
 Junk_got=(Junk_got+1);
 look_goods=true;
stop



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