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Messages - Slasher

#3521
Drat, beaten by Khris  (laugh)

Without looking further at your code:

Code: AGS
function cNPC_UseInv()
{
if (player.HasInventory(iCoupon)) // THIS PART SHOULD BE: 

if (player.ActiveInventory==iCoupon)// ------as if giving iCoupon inventory to NPC otherwise Dialog options will start because you put if player HAS iCoupon.
{
  dCoupon.Start();
}
else 
{
  cNPC.Say("This is not the free coupon..");
  player.Say("I'll try to find it A.S.A.P.");
  cNPC.Say("Best of Luck.");
}
}



#3522
I somewhat agree guys.

If you can't get an item object (even if the need for it is NOT YET required but will be needed at some point where you may have or may not have been yet.) simply give a reason why you CAN'T get it by interacting or using incorrect inventory items on it but make it so you think you need it for whatever reason.

Metal Object on wall (can't get yet):

Example Interact:  "I could melt that metal into a cross for my mother if I can get some off the wall."
Example Incorrect Inventory item: "That's not able to get any metal off the wall!"

Metal Object on wall (can yet):

Example Interact:  "I could melt that metal into a cross for my mother if I can get some off the wall."
Example Correct Inventory item: "Yes, got some metal off the wall!"

Scenereo:

On a wall in a cave there is some embedded metal that you try to grab (interact with). You are told that "You can't scrape the metal off with just your bare hands." This should tell you that you need to use an inventory item which should indicate that you WILL NEED the metal at some point. Using incorrect inventory items fails to get the metal off the cave. If YOU USE the correct inventory item to get it (which you picked up in another room) you are able to get the metal off the wall. For getting the metal off the wall you are awarded a point which you will need at a later time.

I also think that you should only carry (inventory) items that you need use at some point(s).

Carrying 101 Inventory items around with you whereby you can only use 12 of them is a total a waste of time, space and can become frustrating.

There may well be certain types of games that this could be applied to.

This is my view at this time.



#3523
Cheers guys.

This is what I have come up with:

A, Don't need the rock but have an excuse why you should pick it up.
   "That rock is an unusual color, I think I'll keep it to show my mates." (Hence it goes into your inventory.)

B. Need the rock for something.
  "That rock is just what I need." (Hence it goes into your inventory.)

This way you can pick the rock up whether you actually NEED it or not.

What do you think?




#3524
Hi

Re: picking up objects

This has probably been debated in the past no doubt but I would like to bring it up again for my research.

* You come across an apple tree. You stop and pick an apple or two (put into inventory). Acceptable, it can and does happen in real life.

* You come across a small rock. You stop and put it in your pocket (put into inventory).  Unacceptable, it does not really happen in real life (usually).
But if you get into a situation where you need a small rock then it becomes 'acceptable' to pick it up.

What is your view on picking up objects in these circumstance?

cheers



#3525
Ok to put Walkable area commands (remove / restore) in Room Load if required. They get reset every-time the Room Loads.

You may well need a boolean to check if a condition for a walkable area is true or false during Room Load.

Hope this helps



#3526
Yes, ability to hack seems to be the way it is.

That's probably why people hack and release cheats like: gain all weapons, invincibility and so fourth.

Which is why I would only update my AGS through the official AGS update page.

Oh well.




#3527
I've never actually written or implemented a proper battle system.

If I were then I would pan out ever single scenario down to the full stop.

Put it away for a week or two. Come back to it and refine it adding any additional ideas.

Continue until all the battle elements are done theoretically.

If I found someone that could help me implement it I would go down on my knees and thank them.

Making notes of notes is a great idea.

Start small and work up.

Most of us has played these sort of games professionally made by the big companies.

I wish you luck Icey, you may need it. But feint heart...........




#3528


If navigating through sewer tunnels is your bag then you must play (laugh)

If you can find a tunnel outlay map that would be better.

Have a ghoulish ride on an old train wagon, if you can get it running  8-)

Main character and female ghosts are being voiced.

*Still looking for evil male ghosts and narrator voice actor.

More screenies soon.....

Overall Game progress: 60%

#3529
QuoteSlasher, can you please elaborate your suggestion? What is this "turn off" and "turn on" switch? Turn on/off what?

Hypothetically

Simply put: Imagine AGS came with options to turn off illegal access of the data file to a game:- so no one could access it illegally. The idea is that you would turn on an option to 'Lock' Illegal' access to the data files. This would generally be for when uploading a game. Naturally you would unlocked it on your computer.

The 'option' switch could be a setting in Game settings.

Data Lock -----   True/False

Think of it like : Data File not accessible.

It's just food for thought really.




#3530
Hi Crimson

Quotepeople don't like the idea that anyone may just rip off their game data.

Quite right. But while its possible some people will.

If you could have a 'turn off' option so hackers can't get anything the better.

Of course 'turn on' for your own games  (nod)



#3531
QuoteI can imagine something like a burglar walking into a light barrier, but since player sprites are usually at least 10 pixels wide, the region has to be about 20 pixels wide in that case anyway.
The Regions were around 15 / 18 wide, seemingly wide enough for walking. However, running mode did not obey. Re-sized Regions to around 36 / 42 wide and then they were ok.

Width of character's widest walking part is 34. So Regions in this case would then need to be 34 /38 ?

I will need to remember this for future scenarios.

cheers


#3532
Khris,

When I added the Regions I forget about if the player is running or trotting and not just walking.

Silly schoolboy error (laugh)

Anyhow, all rectified.

slasher

#3533
Hi zabnat

I overlooked that, typical. Anyhow, I have increased all the Regions dimensions and have had to redo some of the maths and it seems to do the trick.

What a doughnut :-[

It just goes to show you should never be complacent....

Cheers

#3534
Hi

it has come to my attention that Regions are being ignored if player walkspeed set high.

IE:

Code: AGS

chero.SetWalkSpeed(12, 12); // Player ignores regions when running over it.
chero.SetWalkSpeed(5, 5); //  Player obeys regions when walking over it.


Am I missing something? Is there a solution?

cheers



#3535
The Lost Sonata:

although short and wanting more, The Lost Sonata has a great story line and I enjoyed playing it. Apart from a few minor points a very good first game and I look forward to more games from Sunny Penguin.....

slasher ;)


#3536
Editor Development / Re: Label Subscript
Wed 06/03/2013 15:55:35
My mistake, Strikeout, of course.

Cheers Crimson  8-)
#3537
Editor Development / Label Subscript
Wed 06/03/2013 11:14:22
Having a Subscript command would be great. Could do with that at this moment for some Labels.

Example:

List of items player has to find / get. As you find each item it gets Subscripted in the list instead of removing the text.
#3538
Editor Development / Re: Improving AGS manual
Wed 06/03/2013 11:04:18
While we're on comments (Crimson)

Multi-lined comments, like in html comments.
#3539
Quotesimilar to a bomb going off

There are a few ways you can do this: Changing the background frame and changing the object sprites etc etc and using variables.

Of course if it's THAT dramatic then maybe do another room.

Good luck with the project  8-)

#3540


Things don't look good when you come across an old underground tunnel system!
Can you navigate without a map or can you find one???
Can you find a light source to help you see in the perpetual darkness.
Will your heart give way to an anxiety attack?

Your quest to find the missing children of de Sade continues into the fractured world of spiritual darkness!


Main character is being voiced. Still looking for ghost and narrator voice actors.

Game progress: 40%



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