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Messages - Thanyx

#81
Hello,

I am sorry, for this trivial script question, but I am really lost.

I have a hotspot (Locker) and if player interacts with the Locker, he will acquire an item (Pills).

My question is:
How do I code that if the player ever clicked on the hotspot, he will not be able to take pills twice.
Because I tried to code classic "DoOnceOnly" script so if player HasInventory(iPill), then he will say "I already took them".

The problem is, that if player ever gets rid of the Pills, suddenly, player is able to take the Pills from the Locker again.

Any ideas?

#82
Dear colleagues,

I would love to create classic text parser game similar to Sierra's "Quests" series.
I wrote a simple comedy/detective story about a boy, who lost his adventure game floppy disc, and now, he tries to retrieve it back. The game is mainly about references of Sierra classics.
However I would like to also create other, more serious games as well.

Unfortunately my coding skills are not high enough to create high quality game like this.
Is there any programmer, who would be interested? :)

Best regards,
Thanyx
#83
Dear AGS colleagues,

I am sorry for this newbie question, but I am not able to find an answer to this anywhere.

I'm creating classic text parser sierra like game (KQ, SQ, PQ, etc.).
I cannot find how to code situation, when player has to type exact text parser on exact hotspot. For example, you cannot just write "Take apple", when you stand on the other side of the room, right.
So, how do I code that when player stands near hotspot/object, you are able to write "take apple", and if he/she stands far from it, game will give you "you are too far".

And with this question comes another: How to write these codes not in global script, but in room script. I've seen an article about "CallRoomScript", but I somehow did not understand.

Thank you very much for any help given,

Best regards,
Thanyx
#84
Thank you, Cassiebsg. I had wrong links. It is ok now.
#85
Hello colleagues,

We are two-men-team, consisting of a writer and an art designer. We are currently working on a thriller/mystery/horror game, which is in about 60% processed.
A few locations are painted and the story and puzzles are completed, so now we are working on dialogs, artistic features (and obviously will be working on coding).

A brief description of the story:

Newly elected and well loved Mayor of the city is murdered. His son (YOU) talented artist Richard Elmstead, suspects his father's nemesis for doing so, because he was not able to win the elections.
After three months, the murderer is arrested, and he doesn't seem to be connected to father's nemesis at all, but Richard still doesn't believe, it was the right person. Then he starts investigation on his own. After some time he reveals there is someone much more powerful and mysterious behind this murder, and he must find out who that is for all cost.

The feeling and mood of the game is partly inpired by first Gabriel Knight game, and also includes some conspiration theory elements. Since we want to avoid spoilers, you may receive more detailes after contacting us.

Here are few locations and the face of our main character:


#86
Thank you, Mandle, for your response and review. Much appreciate any opinion given.

Have a nice day.
#87
Darum is a VERY short game, consisted of minipuzzles, and rather nice longer dialogs.

Depressive atmosphere and sound, creates immersive experience. Try it out, have a good time!



Link to the game: http://www.adventuregamestudio.co.uk/site/games/game/2029/

Friendly advice: PAY ATTENTION TO THE DIALOGS, they are important for the progress.
#88
Recruitment / Re: Conspiracy: Below zero
Thu 17/03/2016 09:33:49
Hello,

I might help with dialogs and story, if you like.

regards,

Thanatos
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