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Messages - abibliophobe

#21
Hmm, I probably shouldn't have said anything, because now you're probably expecting something that isn't there. I meant (mainly) the message you get if you try to roll the die again or move your piece without rolling. Nothing special, but basically all of the humour in the game (very little, I assure you) is in those two messages.  :P
#22
Hehe, I know exactly what you mean.Ã,  ;D

I was thinking about it earlier and tried changing the palette, but it didn't change the file size anyway (totally against what I was expecting). And the top GUI turned grey at the end of the game for some reason.

Everyone else take note of that comment! And remember, you were warned.

Lol. If you have any ideas on how to make it smaller in filesize without redoing all of the graphics let me know!
#23
One is a very, very short non-adventure game I made with AGS in a couple of hours. I tried to make it look as professional as I could - kind of to emphasise the fact that it had no storyline (being non-adventure) or really anything else except graphics... though I guess a lot of games are like that :P.

I'm not going to give a screenshot because there is only one room in the game, which can be downloaded from:

http://www.increator.pri.ee/ags/one.zip

I'm going to warn you: you'll probably be like "What?! Was that it?!"
Okay, really I just said that because now you're not expecting anything amazing and hopefully won't be disappointed. Please, remember the emphasis on short! It will probably take you less than a minute (unless you really like the music - I had it running for about five minutes earlier). Once you have played through once, it's probably worth trying to do things differently if you know what I mean... there are no Easter eggs, but it will only take a few seconds and you'll be greatly satisfied that you've finished the game fully.Ã,  ;D

Maybe.

Hope you like it, anyway.
#24
It looks really good! I can't wait for Winter 2006!
#25
I downloaded the first one this morning, and that was so good, I'm getting the next two now!
I look forward to the fourth one!  ;D
#26
Looks really good! Downloading now...
#27
You mean there's a skateboard in the tree?
I was trying to use the vacuum cleaner because I figured you would need something with wheels.

I also noticed the New Zealand/kangaroo thing!

All in all, excellent game! I want a sequel!
#28
No, no, no!  ;D There are seven of each, but the cards go from one to seven, and the characters go from zero to six (the seventh character is the player). So there are seven of each.
And I got it working anyway, I just had to change a couple of numbers.
So, problem solved! Thanks!
#29
Actually 1-7  ;)
I'll try it again and see if it works.
#30
Thanks!
I was aware of how to show speech in script, but I didn't think of that! I'll show you what I ended up doing.
Code: ags

GUIOff(2); // that's the inventory
DisplaySpeech(EGO, "Message.");
GUIOn(2);


Well, problem solved!
#31
Thanks, that works so much better!
BUT (lol) it seems to be giving out inventory item 0, which does not exist (and therefore the character does not get a card).
#32
Actually I had just decided that my changes must be the problem! I'll post the whole thing so farÃ,  ;D
Code: ags

int charIndex2 = 0;
while (charIndex2 < 8)
{
Ã,  int cardIndex2 = 0;
Ã,  while (cardIndex2 < 8)
Ã,  {
Ã,  Ã,  LoseInventoryFromCharacter(charIndex2, cardIndex2);
Ã,  Ã,  cardIndex2++;
Ã,  }
Ã,  charIndex2++;
}

// make a list
int cardList[28];
int card = 1;
while (card < 28)
{
Ã,  cardList[card] = 0 + card;Ã,  // inv 0-7
Ã,  card++;
}



// shuffle it
int shuffleSteps = 50;
while (shuffleSteps > 0)
{
Ã,  // swap two random cards
Ã,  int firstCardIndex = Random(27);
Ã,  int secondCardIndex = Random(27);
Ã,  int temp = cardList[firstCardIndex];
Ã,  cardList[firstCardIndex] = cardList[secondCardIndex];
Ã,  cardList[secondCardIndex] = temp;
Ã,  shuffleSteps--;
}

// now deal out to characters
int charIndex = 0;
int cardIndex = 1;
while (charIndex < 8)
{
Ã,  int cardCount = 0;
Ã,  while (cardCount < 4)
Ã,  {
Ã,  Ã,  AddInventoryToCharacter(charIndex, cardIndex);
Ã,  Ã,  cardIndex++;
Ã,  Ã,  cardCount++;
Ã,  Ã,  charIndex++;
Ã,  }

}}

I changed some of the numbers to zero so that the player is also included (being character number 0)
#33
That works, but there is no option for "text will go away without anyone clicking or pressing a key"  ;D ...
What is happening is that the text (if the player clicks to look at an inventory item) won't go away UNLESS you click or press a key. I want it so that the text will go away by itself. (And while we're at it, although it is set so that all text is shown as speech, the character's talking animation does not play while the text from looking at an inventory item is being said.)
It's like once the text has come up, nothing will happen until you click or press a button, including the character's animation.
#34
That didn't help.

Maybe I should tell you what I've done. I have put it in the interactions thingy for when the player enters the screen  (before fadein). Every time the room reloads it removes all the inventory items everyone has and then re-gives them out (and supposedly this should be different every time). However, it is not!  :)
(oh, and is there a simple way of removing everyone's inventory items without listing them all (ie. LoseInventoryFromCharacter(ONE, 1) etc. all the way through - it does nothing if they don't have the item luckilly!)?)
#35
How do I change the value of it? (the manual doesn't really explain as far as I can see)
#36
Don't worry, I fixed that by changing a number somewhere (I'd made it zero from the original ten rather than changing it to one).
However, now the characters seem to get the same cards everytime I play...
(that's a problem  ;) )
#37
Is there any way to stop any of the characters from getting inventory item 0 - since there is not such item, but it can come up by using Random(x)?
(Was this already fixed and I just stuffed it up by "editing" the script?)
#38
Well, since there are only seven cards, they are items one through to seven (inclusive) but I will try to figure out what you've done and fix it... I hope...  ;D

Thanks!
#39
 ??? I have tried several different approaches to do this, and I can't get the scripting to work the way I want it to!
I am trying to give seven different characters inventory items (I was quite surprised to discover NPCs have inventories) randomly (oh, and the items are the cards mentioned in the title). I imagine it would be simple to give them specific items, but I don't want any of these randomly given items to be given to more than one character...

Does anyone know of an easy way of doing this? Or if it is even possible? Help please!
#40
When the player looks at an inventory item, the resulting message does not go away by itself. (I have it set so that all text is displayed as speech, and you can press mouse or key to clear speech.) Of course, it would be much better if the text did go away by itself.

Please, help!
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