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Messages - WHAM

#2581
Quote from: dkh on Mon 01/02/2010 21:23:24
Code: ags

int array[20];


in the global script, top of file.

Code: ags

export array[20];


in the global script, end of file.

Code: ags

import int array[20];


in the global header.

Ach! Import to header! Thank you all, once again!
#2582
Okay, so I need to declare the array in the global script, then what?

I'm not sure I'm doing everything right, or even doing everyhting I should. What do I need to do to make the arrays available and editable in the rooms?
#2583
But isn't the array a global thingamabob, and shouldn't a value I record there stay even if the state of the room is not saved?
#2584
I have an array that I use to keep track of a set of switches in a series of rooms. The array is created in the header file as follows:
Code: ags
bool switchset[10]


And then, in a certain room file
Code: ags

if (switchset[arrayer] == false) {
switchset[arrayer] = true;
testscore++;
}


However, whenever I enter the room, testscore goes up by one, which means that the value of the switchset has been somehow reset to "false". Any ideas on what could cause this behavior? The arrayer does not change, I've tested it.

EDIT: Just realized, the room this happens in is room number 500. Does this have an effect on the result?
#2585
Quote from: Ryan Timothy on Sun 24/01/2010 22:17:14
Edit: Actually it would be even better if you did this:
Code: ags

  if (Label1.Text==oCar.Name) Label1.Text="Wreck";


Of course! Why must I be so blind!? Thank you Timothy, for helping me find the little things I should've realized myself in the first place! =)
#2586
Is there no way to change an object's name in-game?

When I try to do something like:
Code: ags

oCar.Name = "wreck";


I get an error saying that the object's name is a read only value. Puh-leeeeze tell me there is a way around this!
#2587
General Discussion / Re: blurry sprites?
Sat 23/01/2010 20:14:33
Thank you Calin! You have made my day!  ;D
#2588
General Discussion / Re: Power DVD.
Tue 19/01/2010 09:14:36
Power DVD is a very poorly made software, that causes more problems that it's worth. (compatibility issues, crashong, freezing etc.)

VLC media player is, in my opinion, the best free DVD and video playing software available.
#2589
The developement of the combat system for Infection 2 is finally nearing completion! Though the graphics are still lacking, much has already been achieved.

Now looking for beta testers for the combat system. If you are interested, send me an email to wham@whamgames.com and state your interest in the combat system beta test.

#2590
Thanks to you all! I think I get this now.  ;D
#2591
Oh, drat! It works now, I just had a typo in the line!

Now that I have this:

Code: ags

function Shooty (Character*chartobeshot) {


How do I bring, say, another boolean variable into the the same function?
Or if I need to bring several different variables from the execute command to the function? (Like: target character, target ammo and a few others)
#2592
Solution 2 gives me a "Cannot declare pointer to non-managed type" error.
#2593
It's me again!

I want to do something like the following:

Code: ags

// This code is in the global script file

function Shootcharacter (string charname) {
  charname.FaceCharacter(cEgo); 
  // What I want AGS to see in this example is: "cStrangeman.FaceCharacter(cEgo);"
  // What AGS sees, is a string variable being ordered to FaceCharacter, which is just impossible.
  charname.Say("No, don't shoot me!");
  cEgo.Animate(8, 3, eNoBlock);
  charname.Animate(8, 3, eBlock);
}


Code: ags

// This code can be called on any character in the game
Shootcharacter(cStrangeman);


However: I cannot use the value of the string as the character's script name when running the script and get the error "Animate is not a public member of string". How do I convert the string so that the script recognizes it? Or can I just bring the character's name into the function somehow?

Thanks in advance!
#2594
Quote from: LPomelo on Sat 16/01/2010 18:02:39
Hey man! I cant kill the first "dude" when i use the elevator. He's so quick! It's a bug? >:(

This was already asked and answered in this very thread (page 4).
Spoiler
If the dude is not knocked out before you use the elevators, he will be smart enought to ambush you when you return. The best way to avoid this is to find and shoot the dude before using any elevators. After you shoot him, he stays down for a short while, and will not be able to follow or ambush you.
[close]
#2595
Quote from: red runner on Sat 16/01/2010 15:44:22
I liked the implementation of the "!!" scenes. I know most people don't like quick time events, but it's better than most alternatives. It's not like you don't see it coming.

I was thinking an autosave feature might be a good idea.

Good of you to point that out! The game will be playable in two modes: "Easy" and "HARD".

On easy mode there is no autosave, but you can manually save on as many slots as you want. Also, there are less enemies and less chances to get brutally murdered.

On HARD mode the game autosaves every time you load a new room, pick up an item or take any story-related action, deleting all your previous saves. In this mode the game is menacingly hard, and if you die, its ALL the way to the beginning, but this way will also be more rewarding in many areas.
#2596
Quote from: Darth Mandarb on Fri 15/01/2010 18:47:56
I've only briefly skimmed over this thread ... but I wanted to drop in and offer my $.02 :)

First, if you make the game so there are only doors on one side of the corridor I doubt you'd have players questioning it.  While in the real world it doesn't make sense, in a game environment most players would never even consider it odd.  However, I'm with you.  I try to keep things very "real" like that too.

My suggestion would be to make it so that there are no "objects" floating inside the doors you open.  It's okay to have the doors on both sides of the corridors (and I really dig your game's style by the way) but having doors open only to reveal an object seems odd to me.  Make it so they must enter the room.  If you do it in this way you could use the transparent door idea (which I'm a fan of).

Something like this (forgive the change of style and resizing of the character):



The door itself could be an easily reusable object that animates open and then you can enter the room.  This might create many more rooms (if you have planned many of these doors with objects inside them) but you could always create one generic room and just change the little details of it as needed to make many rooms from one template.

This was just my thought and please forgive me if I completely misunderstood your intentions :)

I try to avoid objects appearing behind the doors, but as I have NPC's that move around and MIGHT end up behind such doors AND must be interacted with in order to survive the game, I can see more than one issue with this.

At the moment I'm re-designing the map so that I can explain the doors only appearing on one side of the corridors. The transparent doors idea will definitely go into use in some project, but I think it will end up causing too much interference in the current game.
#2597
Quote from: Ryan Timothy on Thu 14/01/2010 22:14:24
And another thing that makes the time limit worse, is the messenger.  He doesn't grab it when he starts off in the room, but (I actually checked this) all you have to do is cross into the next room, and come back to the start room and the phone is beeping.  Without any interactions between going back and forth.

True, I also think it would've been much more clear if the messenger had been available immediately and not after walking to and back for a few steps. It sort of breaks the immersion, if you first check that screen, and then do as I did on my first play, just waited for the ship to arrive at its destination, oblivious to the danger as I had not received the warning message. Then I died.

Now it just feels like the "walk around, THEN get the message" is just a cheap trick to make me click around more, and to make the game feel more complex than it is or should be.

EDIT: To clarify: I think that having a time limit (as long as there is a logical explanation for it storywise) is always a good thing, as long as the puzzles involved are not overtly complex (which, in this case, they are not). They give the game a sense of urgency and realism, as the game world seems to flow forward even if you, the player, go to the kitchen to have some pie.
#2598
I'm disappointed, exhilarated and can't stop laughing at the fact that this thread is already 5 pages long and still hasn't been locked away!  ;D

In any case: If you create a game and put it up on the internet (and especially if you ask money for it at any time) you must be well prepared to stand for any criticism that gets thrown your way. For this game, the creator originally asked for money, which means that the game will be reviewed on an ever-tougher scale compared to free games. If (as I understand) the previous games were free and this one is not, I can very easily see why this game would be expected to be much more advanced, fun to play and all-in-all interesting!

No matter who writes the reviews, they are always just personal opinions and should be regarded as such. The number of cups a game gets does not directly translate to it being good or bad, its just a score given to it by a person or a group of people!

This game got a review the creator felt unsatisfied with, and in response he tears his creations off the website it was "slandered" on and acts like a 5 year old about the matter. That is NOT how gaming-critique, or any critique works in the real world. If you don't want to hear negative critique, don't post your creation on the internet, but rather show it to your grandmother. She won't get it, but at least she will tell you its "Very nice, dear." Then she will ask you to have another piece of pie.

As a personal review (I downloaded the third game now that it's free and tried it out a bit), I can say the following:
- The story in its own seems like nothing very inspiring or interesting. Also the names seem a bit outlandish, but that is an artistic decision and I will not comment about that any further. The main character doesn't seem to have much personality, at least about 15 minutes into the game (he hardly speaks, or makes any really interesting remarks about his surroundings).
- The animation is of very good quality and has been done with precision, though personally I dislike using 3D models and then squeezing them into 2D sprites.
- I liked how one of the first puzzles in the game is time-related. This is something many games overlook completely, and you deserve to be commended on noticing this.
- Overall the backgrounds seem quite bland and the textures seem to be of quite low quality compared to the level of character-detail. After I landed on the planet the game takes place on, I could hardly stand the ground textures, as they were a reak eyesore. However, the low-quality rock textures DO hide the little fingerprint scanner so that it is just pure luck to find it, unless you know what you are looking for.
- The way the main character speaks is very unnatural. If you simply read out loud what he says, you will find that most of his lines are extremely awkward and... well... bland. Spell-checking never killed anyone. You should get someone to proof-read your game and properly test it for you, while pointing out words and phrases that might not strike you as odd (especially if english is not your main language) but are actually very alien to a proper english-speaker (the crowbar seems to be "bended" on both ends, whatever that means.)
- Overall you seem to have put a good deal of effort on sound effects (the background noises in the ship, the wind on the planet etc), but GOD that little noise that tells me I got a point for doing something right is immensely annoying!
- The barrel with a crowbar on top of it DOES stand out as being there for no obvious reason. If there were more barrels, you could at least say that they are waiting to be shipped and the rock I landed on is used as a landing site anyway.

EDIT: Also, it seems that about 5 posts were added to the thread while I was writing this. ;D That's got to be a record!
2:nd EDIT: My god! I just realized that there ARE two barrels, though one of them is well hidden behind a rock, perhaps to hide the fact that it's crowbar was missing! This is a breakthrough, gentlemen! The barrel now has justification! I guess...

-WHAM
#2599
Quote from: ddq on Thu 14/01/2010 18:05:09
Have you played Hitler's game? It actually has some pretty solid design. Nice retro graphics and catchy music too. Unfortunately, the story's a bit cliche, it's all up to Adolf to collect the parts for his doom machine and even though you're the fuhrer, your officers still won't give you the gearshift until you fetch their kitty litter. The dialog is hit and miss, though it features some genuinely classic humor. I'd check it out if I were you.

I'm sorry, I just had to laugh my arse off! And to think that I could just watch and snicker at the thread for so long, and then suddenly someone stuck nazis here, and it all just got somehow...

Better!  ;D
#2600
Great tutorial! Very detailed, and since I use similiar techniques, I got a hell-of-an-inspiration to beef up my old backgrounds with the tips you point out here. (I have a LOT of empty wall space in mine)
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