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Messages - abstauber

#81
The Rumpus Room / Re: Name the Game
Fri 03/06/2022 22:12:41
At first glance I only had "Intoxicated Bunny" in mind and totally forgot about the game's actual title.

Anyway, here's the next
#82
The Rumpus Room / Re: Name the Game
Fri 03/06/2022 16:06:16
Permanent Daylight
#83
The Rumpus Room / Re: Name the Game
Tue 31/05/2022 20:29:50
Yup that's it.

It also works great with real hardware - just bought it last weekend :)

Volcan, your turn.
#84
The Rumpus Room / Re: Name the Game
Mon 30/05/2022 12:47:36
The dev is called "Pirates of Zanzibar", the publisher is rgcd.co.uk

Now this shouldn't take you too long :)
#85
The Rumpus Room / Re: Name the Game
Sun 29/05/2022 19:58:19
It's pretty new release from 2021 and more like a character mode mortal combat clone, if that makes any sense :)

#86
The Rumpus Room / Re: Name the Game
Thu 26/05/2022 19:14:47
hehe, great guesses :D

Here's the next hint

#87
The Rumpus Room / Re: Name the Game
Mon 23/05/2022 13:04:49
Sorry for the delay:

#88
The Rumpus Room / Re: Name the Game
Sat 21/05/2022 19:53:28
The Incredible Shrinking Man Adventure
#89
The Rumpus Room / Re: Name the Game
Fri 20/05/2022 13:36:48
yup, that's it!
#90
The Rumpus Room / Re: Name the Game
Fri 20/05/2022 10:15:37
#91
Quote from: AndreasBlack on Thu 19/05/2022 23:15:01
If i'm not mistakening i lose the rightclick open/close feature then won't i?
If you use
Code: ags
>e
you don't loose the exit extension. But this one e.g. means
Code: ags
>ed
exit and face downwards. As said, have a look at the manual and see how the extensions work.
#92
Quote from: Dave Gilbert on Thu 19/05/2022 20:42:32
So I should just remove all instances of player.SetLightLevel?
yup, that should do the trick.
#93
I had to publish a new version, because I forgot to remove a debugging fragment. So if you use 1.8.1 please upgrade to 1.9.
I also added the option to set a color for chosen dialog options.

Background on the debugging part:
I tried to see if resetting the scollstate works so I change the player's lightling level

Code: ags

  if (CDG.reset_scrollstate) { 
    player.SetLightLevel(50);
//and so on...

So of course this has to be removed
#94
The Rumpus Room / Re: Name the Game
Thu 19/05/2022 19:45:52
Hey, a c64 game!

The Mask of the sun
#95
Well, I can see it but at least in the demo game it works as expected.

edit: I think I know what's going on: Have a look at the manual
https://adventuregamestudio.github.io/ags-manual/Tumbleweed.html#exit-extensions

Have a look at your hotspot description and change it to >e if needed.


Btw. I've just published the new release.

Maybe you could try the new template and see if your issues are still present in the latest version:
https://github.com/dkrey/ags_tumbleweed/releases/download/1.4/Tumbleweed_demo.1.4.zip

#96
Adding a different color for chosen topics was in fact pretty easy. Resetting the state on the other hand is not - at least not from the module's perspective.
There is no function which would be called after a dialog finishes, so there's no straight forward way to reset everything.
I suggest you reset the state in the stop section of the dialog scripts (or call your own reset function)

Also I wasn't able to get stuck on running with the mentioned options disabled. The movement speed is set back to normal after the sprite reaches the cursor - at least while I was testing it. But hey, since you already found a fix, I wouldn't dig too much further into this issue.

#97
Well, the last bugfix regarding running via doubleclick is from 2018. So I'm sure, if you started using the template afterwards you should be fine.
Nonetheless I see if I can replicate this issue.

Regarding the dialog options, that's actually a cool idea and it seems to be feasible.
https://adventuregamestudio.github.io/ags-manual/Dialog.html#dialoghasoptionbeenchosen

I see if I can find the time to implement this feature.
#98
To be 100% safe, you can also check, if the door has actually been unlocked.
Doors.GetDoorState(door_id) == 0
Code: ags

function hBedroom_Door_AnyClick() {
  // standard behavior
  if (Doors.AnyClickSpecial(10, oBedroom_Door.ID,  41,  116, eDirectionLeft, 1, 200, 145, eDirectionLeft, aDoor_Opened, aDoor_Closed, iBedroom_Key.ID, 0) == 0) Verbs.Unhandled();
  // if key was used, lose it
  if (Verbs.UsedAction(eGA_UseInv) && player.ActiveInventory == iBedroom_Key && Doors.GetDoorState( oBedroom_Door.ID) == 0 ) player.LoseInventory(iBedroom_Key);
}
#99
I haven't tried it, but this should work. In the door script itself you can always check, if an item should be removed or not.

Around line 2265 in verbs.asc:
https://github.com/dkrey/ags_tumbleweed/blob/772b28ef9ac3b7eb7e3b081c3510f4a47404c414/verbgui.asc#L2265

Code: ags
          
        else if (Doors.GetDoorState(door_id) == 2 ) {
          if (verbsData.unlockDoorSound != null) chan = verbsData.unlockDoorSound.Play();
          if (!String.IsNullOrEmpty(verbsData.door_strings[eDoorStringUnlock])) player.Say(verbsData.door_strings[eDoorStringUnlock]);
          
          if (player.ActiveInventory == iFragileKey) player.Loseinventory(iFragileKey);
          
          Doors.SetDoorState(door_id, closevalue);
        } 


But I must admit, from a designers point of view, this solution is subpar. It way cleaner and easier to maintain your code if you leave the template code unchanged und put your game logic in rooms scripts or separate modules.
That way you can safely update the template without loosing all your hacks and customisation.

#100
Ah okay - thanks for pointing me in that direction. At least now I know the reason behind adding 2 px :)
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