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Messages - TheJBurger

#601
Hints & Tips / Re: Duty and Beyond
Sat 15/07/2006 23:19:36
Has anybody been able to get a full score? I only could get 343/355. This was my second playthrough but I think I might've rushed it.

Spoiler
I got all the gems (4), I looked at all the blue cups (4), I got the tickets, I did some side-quest (such as removing the octopus from the submarine parascope), and I got the ending where you arrive first and you and bess become a couple.
[close]

I might've skipped some dialogue choices, but is there anything else I missed?
#602
Congrats on finishing it, it's awesomeÃ,  :=

I totally love the music and the graphics.

I also found the invisible ladder bug, and I found another:

Spoiler
In the room with the sockets in the attic, I noticed a hotspot saying "door" to the left of the sockets even though nothing was there. I didn't put any of the gems in the sockets up to that point. I could interact with the invisible door and it sent me to a room where there was a ticket on the ground and an ocean. All I did there was take the ticket and leave.
[close]

One more thing, is there really a secret ending if you get all the points?
#603
Done. It works perfectly.

Thanks everyone for your help.
#604
I copied your code and replaced it with my old code and now I get a new error message. yay.

---------------------------
Compile Error
---------------------------
There was an error compiling your script. The problem was:

In: 'Global script'



Error (line 258): end of input reached in middle of expression



Do you want to fix the script now? (Your game has not been saved).
---------------------------
YesÃ,  Ã, NoÃ,  Ã, 
---------------------------

Line 258 is :
Code: ags

if ((KeyHeld) && (IsKeyPressed(KeyHeld)) return;
#605
Ok, I added it but now I get an error message.

---------------------------
Adventure Game Studio
---------------------------
An error has occured. Please contact the game author for support, as this
is likely to be a scripting error and not a bug in AGS.
(ACI version 2.71.894)

in Global script (line 257)
from Global script (line 264)

Error: A blocking function was called from within repeatedly_execute_always

---------------------------
OKÃ,  Ã, 
---------------------------
#606
This is the code I added to my global script:

Code: ags

function repeatedly_execute_always() {
Ã,  Ã,  // Pause game with spacebar
Ã,  Ã,  if (IsKeyPressed(32) == 1 && IsGamePaused() == 0) { // spacebar - pause the game
Ã,  Ã,  PauseGame();
Ã,  Ã,  gPaused.Visible=true;
Ã,  Ã,  }
Ã,  else if (IsKeyPressed(32) == 1 && IsGamePaused() == 1) { // spacebar - UNPAUSE the game
Ã,  Ã,  UnPauseGame();
Ã,  Ã,  gPaused.Visible=false;
}
Ã,  }


It works during blocking sequences but I still have a problem with it.

When I press the spacebar, it pauses my game, and unpauses, and then pauses, unpauses, and repeats over and over.

Even when I barely tap the space bar it does this at least a couple times. So I need the spacebar to only pause the game ONE TIME when I press it. Right now it's pausing/unpausing over and over and over when I press it.
#607
Is there any way to get "on_key_press" to work while the game is blocking?

I set spacebar to pause the game (it works fine and well) but I'd also like it to work during cutscenes and blocking sequences.

Is this possible?
#608
Ok, I'll try that, thanks.
#609
It works, except that certain characters (such as 1 and 3) take up different amounts of space. So if I name my savegame "1"  the date will be placed differently than "3." But other than that it works great.
#610
Thank you for your reply, I managed to put the date into the save game name.

However, I was wondering about something else.

Code: ags

Ã,  Ã,  GetTextBoxText(6,0,text);Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, // Get the typed text
Ã,  Ã,  string buffer;
Ã,  Ã,  DateTime *dt = DateTime.Now;
Ã,  Ã,  StrFormat (buffer, "%s %02d/%02d/%04d %02d:%02d", text, dt.DayOfMonth, dt.Month, dt.Year, dt.Hour, dt.Minute);
Ã,  Ã,  Ã,  Ã,  Ã,  Ã, 


From my code, the date and time will always be one space after the "text" they typed. Is there any way to align the date and time to always be at 20 spaces or so? Because right now it looks kind of messy having the date and time constantly shifted. For instance, one save game is only four letters long, and the next is ten letters, and then the time is shifted all over.
#611
I'm having some trouble trying to implement date and time into my save game GUI.
Basically, I want the date and time of the save game displayed on a label in my save GUI.

I know about the date and time functions, but I still haven't been able to figure it out.

#612
Loved the game, great job.

Graphics were superb and I thought the story was quite interesting with all the futuristic elements and stuff.

I also think I found a walking dead,
Spoiler
When you have Jack pick up the matches, he cant give them to Clark. So then you always have to get Jack to use the fire alarm, and I couldn't win this way. But I loaded it and had Clark pick up the matches and got the 2nd keycard afterwards. Is this a bug or did I do something stupid?
[close]

Anyways, great game, I enjoyed it alot.
#613
Thank you for the quick reply, it helped alot.
#614
I'm having a problem in a game I'm making.

The game is in top view of a building with numerous rooms. Each room is marked by a different region. There are two characters, EGO and BLUE. EGO is you of course, and BLUE is the enemy.

I want it so that every time EGO is on the same region as BLUE, BLUE starts following EGO. The problem is, I don't know how to check if BLUE is on the same region as EGO.

Any help is appreciated.
#615
It sounds like you might be importing your sprites as characters (a totally different thing)...

If you try to import your sprites directly as a "Import character" it won't work. That function is for saving a character's idle views, talk views, walking views, etc. and then exporting them for future use to import again.

What you should be doing is importing your sprites into the sprite folders and then assigning views for your character.

I think this is your problem but I could be wrong too.Ã,  :)


#616
Here's a way to cause timed events to work (I'm sure there are many ways and this is one that I use).

In your repeadetely execute room script add a section like this:

timer++; // continually add time.

if (timer == 40) { // 40 is = 1 real time second, so after 1 second
  MoveCharacter(EGO, 123, 123); // move ego somewhere after 1 second.
  }
if (timer == 120) { // After 2 more seconds...
  AnimateCharacter(EGO, 1, 2, 3); // make EGO do a dance
  }
if (timer == 200) { // After 2 more seconds... or a total of 5 seconds since the start
  NewRoomNPC(BAD, 5, 123, 123);
  }
-----

Then add a line at the top of your room script defining the variable by doing this:
-----
int timer=0; // Define the variable.
-----

So esentially you can change the script's "if (timer == 120)" to any number (just remember 40=1 second and 80=2 seconds etc.), it just depends how much time you want to elapse before the next command. You can also change all what happens in that section to whatever you want.

There are other ways to cause these time events as you said with SetTimer and such, but this might be easier if you want multiple events to happen in one timer.
#617
"Innocent until Caught" was the first game in the series, where you had to run from the "Space IRS" or something like that. The game had completely illogical puzzles where
Spoiler
you had to use a fly on a mushroom to blow up the bank wall to steal something.
[close]

"Innocent until Caught 2: Guilty" or just "Guilty" was the sequel, where you get to play with a choice of 2 characters which was fun until the ending areas where the puzzles were the exact same on either character. The sequel was much better in my opinion.

QuoteAh yes, the game that ends just a bit after it tells you that you're halfway through.

lol, yes I remember that, it would say you were 60% done, then suddenly you're 95% done with the game and then it ended.
#618
Hmm... sorry for any confusion I caused before.

I think I see your problem right here, it's that you're replacing the wrong items with "talk."

Replace the first INT and VALUE with talk (or any other variable word). So your code should look like this.

function dialog_request (int word) {
if (word == 1)
// rest of code
#619
Here's your problem.

Where it says :
---------------
function dialog_request (int 1) {
---------------
The 1 should be a variable word such as, talk. So change the code to this.

function dialog_request (int talk) {
if (talk == 1)
   
// Takes the reporters away.
    MoveCharacter(BBC,0,0);
    MoveCharacter(BBCTWO,0,0);
  }

You can put any other word for the variable, talk is just an example.

#620
Hi, I think I can help with your problem.

First go to your GUI tab and on every button in the "Left click" do a run-script action(This might be default ON but I'm not sure), and then click on edit script at the bottm of your screen.

In the script add a line similiar to this.
------
if (interface == * && button == ^^) { // Where *=The GUI Number and ^^=The button number
Ã,  NewRoomNPC(TVGUYONE, **); // NewRoomNPC is only supported in 2.62, where **=the room number and TVGUY is the character on the TV
Ã,  NewRoomNPC(OTHERTVGUY, -1); // This makes all the other characters disappear on the TV, that could've been on the screen. Duplicate this line for every other character.
Ã,  character[TVGUYONE].x=**; // x coordinates are the base of the TV screen
Ã,  character[TVGUYONE].y=**; // y coordinates are the base of the TV screen
Ã,  }
-------

This way, when you have your remote GUI on, and when you click on a certain button, then the TV character appears at the TV screen coordinates in your room.
You can duplicate the code and change it as many times as you want for the other buttons.

:)
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