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Messages - Sylvr

#521
Quote from: TerranRich on Wed 13/09/2006 04:32:33
Does King Graham make an appearance at all in KQ4? If so, I would highly suggest getting Josh Mandel to reprise his KQ5/KQ6 role of Graham, as he did for AGD and IA for their respective remakes.

I believe he is, only in the intro and maybe the end. Only because he is sick.  I think it might've been a heart attack. But he isn't a playable character again. That'd be fun if there was a twist to the remake and he had more of an appearance.

And you're right, it would be jolly to have Josh Mandel back for Graham's voice.
#522
This game is about a guy who is stuck traveling the world alone until he meets up with a talking cat. This game chronicles their adventure together.



They meet all sorts of weird people, including a large, sarcastic lizard-thing, and collect really random items (the readme explains it better).


(I hope that one shows okay)

And now the time has dawned for the beta testers to have a go. So if you're interested, let me know, and I'll get the game to you somehow. (This is my first game that could use a beta tester or two, so am I supposed to load the game?)

I am missing a few voice recordings, but that will be taken care of soon.

Over and out.
#523
Well... turns out the problem solved itself. (I hope this won't be shot for double-posting...) In my frustration with not being able to figure out the script error, I left without saving (as we're forced to do). Today when I checked it out it seemed to be fine. But I still would like to know what the problem is if someone can figure it out. ???
#524
Here is the combined script (comes before 'Add Score'):

dKurtis.Start(); 
DisplayMessage(509);
dKurtisEnd.Start(); 
cMan.AddInventory(inventory[5]);
object[0].Visible = false;

I still got the error, and I was sure to copy paste it from the very original...
#525
My RunScripts Say:

1)dKurtis.Start(); 
2)DisplayMessage(509);
3)dKurtisEnd.Start(); 
4)cMan.AddInventory(inventory[5]);
   object[0].Visible = false ;
 
And then

5) Add Score on First Execution (1)

And all of that comes after the conditional, which is now working fine.  I tried to combine all the scripts into one before I posted, because I really don't need that many, and I got this error message when I tried to test:

"Runtime Error: Unexpected eof"

So that's 2 problems. Tell me if I'm not being specific enough.
#526
Yeah, it's a good idea. I could... But I would like to keep it constant with the other characters, whom it seems to work for. The fact is that what I have now doesn't work, oddly enough. Thank you!  :)
#527
Hi... I've come across another problem (but on the plus side my game is nearly complete, so you'll be hearing from me less :P...). Anyway, here it is:

There is one character that I have to talk to twice in order to retrieve the item. From the interaction panel point of view, everything looks okay...



I guess I should throw in the scripts too, if that would help...
#529
I've got midis set to play, yet they only play (in the background) when I have WMP playing something else. Any ideas on how to fix this?
#530
Critics' Lounge / Re: Feedback for sprite
Sat 09/09/2006 23:04:38
It's a girl. Fender is right here telling me so, and I saw her draw it. :) (It's modeled after herself)
#531
Wow... it worked. I can't believe I missed that. Thanks! :D
#532
All of the dialogs that I want to use only have one option (sierra-style, I suppose it is). I would've used less topics, but I wanted things to happen in the middle of the conversation, so I thought it was necessary to use other topics rather than options within the same topic, and then write code to make it run together.

Here's what my interaction screen looks like:

I hope it shows up okay.

All I need is for topics 6 & 7 to be stopped. The other scripts don't matter.
#533
I do understand that, I just don't know how the script will look, or where it goes. And, in this case, I think it would be safe to use (player.InventoryQuantity[...]==1), because in this game it's a case of finding 4 items, and bringing it back to the character that requested it. And then the game ends.

I looked at the 'Conditional: If variable is set to a certain value (var, val)', but again, I don't know how or where to set such variables.
#534
I do mean to permenantly disable Topics 6,7,8 (the dialogs themselves, as you say); they are just continuations of the same conversations. Topic 16 is what is supposed to happen when my player gets the item from said character.Ã,  I'll give your suggestion a try, though. Thanks.

Edit: No, I won't try your suggestion, because it's not what I'm trying to do. I figured out what you were saying. :) I hope this time I've been clearer.
#535
Sorry... yet another question that I can't figure out.

I was wondering how to disable topics completely. In my case:
-Initial Dialog with character
-Item obtained either within dialog script or an interact with object
-Conditional: If player has inventory(#)
->"SetDialogOption(6,1,eOptionOffForever);
     SetDialogOption(7,1,eOptionOffForever);
     SetDialogOption(8,1,eOptionOffForever);
     RunDialog(16); "

But the  Dialogs 6,7,8 still run anyway. I've heard talk about setting variables being able to take care of that, but I can't figure it out from other posts. So what does it look like? ???

Thanks much.
#536
I know how to post games, but I had a question about the password that is required. I was just going to update the link to my game, and the password that I typed in (same as the one I use to log into the forums) was rejected. I was wondering if there is a way to reset the password, because I have no idea what it is if it isn't my standard password.

Thanks!
#537
Ah, thanks very much. I didn't understand about splitting the runscript up like that. What I meant when I needed them to pause was the "...", but the Wait() came in handy for other issues. Sorry I wasn't clearer.

And your suggestion worked perfectly! Thanks again!

#538
Okay... This is what my script reads:

RunDialog(4);
Wait(80);
cMan.AddInventory(iBurger);
object[0].Visible = false;
RunDialog(5);


When I added wait, it executed ahead of the dialog(4). What am I doing wrong?
#539
Thanks for lurking around the beginner boards, ashen. I guess the topics were similar...

The funny part about using the Run Script command (if I understood that right, you're saying we need to remove the speech from the Topic and turn it into a series of cCharacter.Say commands?), was that I had the conversation set like that before, but I needed them to pause in their speech (e.x.: Josh:...). I found no command to accomodate that in the character.command format.

I hope that makes sense.
#540
I've tried to find this in the manual, but failing miserably. I was wondering how to delay the next action in the set of 'interactions' I have set up. I've got:

1) Game - Run Dialog
2) Player - Give Player Inventory Item
3) Object - Remove Object from Room
4) Game - Run Dialog

I'm looking to remove the object from the room after the first dialog bit is finished, but I can't find a way to delay it.

Thanks for the help!
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