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Messages - TheVolumeRemote

#61
AGS Games in Production / Re: Future Flashback
Sat 17/07/2021 04:25:18
Love your style mate, been excited for this one for a while!
#62
Looks like fun!!
#63
AGS Games in Production / Re: Goblin's Quest
Sat 17/07/2021 04:22:29
I really like the art style!! Looks like a lot of fun, great work as always mate :)
#64
AGS Games in Production / Re: The Witch House
Sat 17/07/2021 04:21:28
This looks absolutely magnificent!! Love the atmosphere and character design!! Really excited for this, great work mate!
#65
Looking really good! Just wishlisted it!
#66
AGS Games in Production / Re: Kola Queen
Sat 17/07/2021 04:19:30
I am really excited for this, I adore your art style and palettes!Keep up the great work mate!
#67
Sp happy to hear you've taken this on! SQ3 is tied (with many) for my absolute favorite game and it's been a bit of a bummer to see the other remakes fall through (albeit I do understand!). Good luck with the project, you're doing an absolutely incredible job with it, sincerely, it looks breath taking!  :)
#68
For closure or if you're here from searching the forums with a similar question:

1) Use the code Crimson Wizard kindly provided me, for the reason Khris suggested regarding Integers and Bools

2) My code in the OP would indeed work (as messy if not convoluted as it is), however in addition to what Khris pointed out, that line 49 in that code needs to be "else if", I simply overlooked an error on line 37, like, several hundred times. It should have said

Code: ags
fourthEnter = false;
and not
Code: ags
thirdEnter = false;


Thank you both again for your time and help, g'night everybody!

#69
Thank you so much mate. Seriously, I would have never gotten as far as I am without your and Khris' help, whether it was directed at me or just from searching other's posts. Thank you.

Also, you both should have a Patreon or Ko-Fi or something, I owe you both several coffee's or pints or whatever  ;)
#70
Could you tell me where I can learn how to use Display() to check bools? In the manual under string formatting, I see plenty of examples but none for bools

https://adventuregamestudio.github.io/ags-manual/StringFormats.html
#71
Thank you mate. I did that thing again where I hyper focused on an int-specific solution and somehow forgot what I already knew...

I was literally over here googling integer counters when I've used != and >= (etc) dozens of times in my game. I'm not mad at myself, just disappointed  (wrong)
#72
Hi Khris and thank you so much. I definitely need to learn to be less shy about using integers and examples like the one you gave me help my understanding of them so I sincerely appreciate you taking the time to explain it  :)

I didn't use Display() to check the state of the bool's and I honestly planned to post this question and dig into the manual again to see how to check on them, but alas, yourself and Crimson Wizard were immediately on the case so I didn't get to it. That said, and I don't want to get greedy but since you're here, how would I go about using Display to check on the bools? I imagine I could have saved myself possibly entire days if I had begun to do this 8 months ago. That said, I rechecked my original code making moveGirl an Else If (and then again but omitting it from that function and putting just the moveGirl check in room_Load) but it didn't work. Even though Crimson's int solution works a treat, id like the closure of knowing where the bool attempt failed.

And one more question on the int solution- is there a way to tell it

    if (timesEntered == X OR MORE TIMES)

So that it happens not specially on the X time but anytime from X onwards?

regardless, thank you so much again for your time and help :)
#73
Thank you so much again mate! I think you and Khris need a special thanks in the credits of my game, for real.

Looking at your clean and simple solution compared to the giant mess of my swing and miss, even I can tell I was more a Sierra player than LucasArts because of how bloody convoluted I was trying to make it  (roll)

(Disclaimer, I absolutely adore both companies and play/played both)
#74
Hey mates, once again my ambition outweighs my skills. The goal is to track how many times a player has been in a room because if they have a certain inventory item and have entered said room enough times, I'd like to give them a hint, by sending a character in that room to talk to.

The code below is the idea I've been trying to get to work- mark firstEnter = true; at room first load and start a cascade of bool's with emphasis on ELSE if so that each time they enter, a new bool is marked true and the prior is marked false. I'm sure those who know better than me will not be surprised it doesn't work but I am out of knowledge to know why not.

Code: ags

//Top of Room script
bool firstEnter = false;
bool secondEnter = false;
bool thirdEnter = false;
bool fourthEnter = false;
bool fifthEnter = false;
bool sixthEnter = false;

function room_AfterFadeIn()
{ 
  if (firstEnter == true)
  {
    secondEnter = true;
    firstEnter = false;
  }
  else if (secondEnter == true)
  {
    thirdEnter = true;
    secondEnter = false;
  }
  else if (thirdEnter == true)
  {
    fourthEnter = true;
    thirdEnter = false;
  }
  else if (fourthEnter == true)
  {
    fifthEnter = true;
    thirdEnter = false;
  }
  else if (fifthEnter == true)
  {
    sixthEnter = true;
    fifthEnter = false;
  }
  else if (sixthEnter == true)
  {
    moveGirl = true;
    sixthEnter = false;
  }
  if (moveGirl == true && player.HasInventory(iKey))
  {
    cGirl.ChangeRoom(63, 160, 176, eDirectionLeft);
  }
}

function room_FirstLoad()
{
  firstEnter = true;
}


I also suspect an int might be a cleaner way to do this but alas, my brain seems to prefer bool's. Regardless any help as to how to track how many times a player has entered a room so that I can call something at X amount of times, would be greatly appreciated :)
#75
Apologies, it is working. I had a rogue setgamespeed in the room script that I didnt see and forgot about. I feel shame.

Thanks for the help though!
#76
Hey mates, hope you all are well!

What I'm trying to do is get the players current game speed, store it as a variable and use it to return the game to the speed the player had previously selected, after an animation- because- I'm slowing the game down to default (40) before most animations.

What I tried that isn't working is this

Code: ags
//created global variable "PrevSpeed" (int)
//In room script under interact function for animation

PrevSpeed = GetGameSpeed();
SetGameSpeed(40);
oObject.Animate(0, 0, eOnce, eBlock, eForwards);
SetGameSpeed(PrevSpeed);


I had used something similar to return the player to the previous room and location (if they cancel out of using the map by pressing Return) and it worked so I thought this would but alas.
Thanks for any tips  :)

EDIT: the above example works, I had another setgamespeed set in the room script that I had missed (whoopsie). If you searched your way here for help, using the above example will work :)
#77
While I’m tempted to delete this in cowardice, in case it helps anyone else, just change the mouse mode in the same line you add/lose the inventory items you’re combining.

Once again I keep looking for overly specific solutions and missing the obvious. Getting there though! Maybe!

Cheers :)

Code: ags
 function iClothes_UseInv()
{
    if (player.ActiveInventory == iHat)
  {
    player.LoseInventory(iHat);
    player.LoseInventory(iClothes);
    player.AddInventory(iBoth);
    mouse.Mode = eModeInteract;
  }
#78
And I’m just gonna put this here instead of making a topic (I already feel annoying enough lol)

Is there a way to disable skipping text/dialog with the arrow keys? Some testers are telling me they use the arrows to walk and sometimes that causes them to accidentally skip dialog. :)
#79
Hey mates, sorry to ask a second question in a week but I’ve spent a couple of hours searching and trying things I’ve found with no luck.

Long short, after combining inventory items the cursor returns to Walk To. I have a puzzle where you must combine many items so this becomes frustrating for the player. How can I set it so after combining inventory items, the mouse mode returns to
Code: ags
mouse.Mode = eModePointer;
instead of Walk To (while gInventory is still open)?

Thank you! :)
#80
Thank you so much Khris and Morgan! I really appreciate the help and the teach a man to fish explanation so I know what to do correctly going forward.

I hope you’re both having a lovely day and thank you again for taking time out of your day to help me, you mates are legends! :)
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