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Messages - alexhans

#21
Thanks for the help, Ill see if its suitable for my game and work upon it to try and produce the effect I want.

#22
Hi!Ã,  Its me again... now Im looking for THE SIMPLEST way possible to create, lets say:

Instead of Making the Specie Random(4) in wich every option has 20 % probability, give priority to some of them so I could have something like this for example:

50 % aproximately Men over the total population
20 % aproximately Aliens over the total population
15 % aproximately Khudans over the total population
10 % aproximately Ewoks over the total population
5Ã,  Ã, % aproximately Chewys over the total population

I have tried some ideas but they are complicated and I have to take into consideration that I cannot repeat species to get the Odds I want because if I do I Will not be able to count them properly later.

Thanks For the help.
#23
Thank you very much... It worked perfectly.Ã,  I just had some trouble when I tried to call the RaceCount as if it was a String (Yes, I can be very dumb) but when I discovered it was, obviously, an int everything went fine.
Ã,  The only concept I don't exactly understand is the "ii" and "tmp" ints that you've created INSIDE? a function.Ã,  Are they normal ints? or something else that I don't know of?

Anyway...

Thanks again for the help
#24
Hello again!Ã,  Thanks again for the help.Ã,  The Random Generator worked perfectly with the Arrays and now Im much more familiar with arrays and structs (wich I didnt know how to use cause Ive been using AGS 2.7 and couldnt find help in the manual).Ã,  The AGS explained me quickly the "[20] [19]" error so dont worry about it.Ã,  The structs and Arrays have become crucial in my scripting (and the modules too) and Im completely in love with them.Ã,  Oh! and I also worship the new glorious type of String (With capital S)
   Now im wondering if there is a way to count how many of the strings have the same Array number (Its hard to explain so Ill give you an example code):

Code: ags

/// Script header of a module ///////////////////////////////

String Species[5];
String member[11];

Species[0] = "Men";
Species[1] = "Aliens";
Species[2] = "Khudans";
Species[3] = "Ewoks";
Species[4] = "Chewys";


function whatever () {Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, // I run it at gamestart or if I use a reset button
member[0] = Species[Random(4)];
member[1] = Species[Random(4)];
member[2] = Species[Random(4)];
member[3] = Species[Random(4)];
member[4] = Species[Random(4)];
member[5] = Species[Random(4)];
member[6] = Species[Random(4)];
member[7] = Species[Random(4)];
member[8] = Species[Random(4)];
member[9] = Species[Random(4)];
member[10] = Species[Random(4)];
}


Now, Id like to be able to know the amount of men members, alien members, khudans, etc.Ã,  Is there a more or less simple way of achieving this.Ã, Ã, 
I want to have an int that returns me the value of the amount of each race.
Thank you for your help.

PD:Ã,  Dont believe for a second that this names have anything to do with my game (It would hurt my feelings ;)
#25
Thank you very much!!! Im just not really familiar with [] but Im learning over the time.  Ill try it and let you know.


once again: THANK YOU VERY MUCH (for the fast reply)
#26
Hi, some days ago I started making a very tiny test game to see if I could achieve a couple of things and I tried to make a random name generator but couldnt do anything about it without scrypting Thousands of lines (wich I didnt, of course).  The generator should get a Name and a Surname from a two lists and put them together in a string that will remain like that for the rest of the game.

I'd appreciate any help or ideas you could give me.  Thank you very much.

By the way, im working with AGS 2.71
#27
Well, That finally made it out...

I had another problem:Ã,  I couldnt enable the Textbox1 (for example) by clicking on it because it is not a button so I finally placed a button at the side of it.

- It is possible to do what I said? or are buttons the only clickable things in the GUIs (except the sliding bars and the GUIs themselves)?
-Ã,  Is it possible to place a button in the exact place of the textbox? like this?:

Code: ags

// I have txtbox1 and Button1 and this goes on Button1 activate function
Button1.Visible = false;
Button1.Enabled= false;Ã,  Ã, // I dont remember if I have to do this or not.
txtbox1.Enabled = true;
// Or maybe making the txtbox1 visible AFTER clicking the Button1
txtbox1.Visible = true;


Then I would close the textbox in the interface click section, hold the information in aÃ,  string and Disable again the textbox and its visibility.Ã,  Ã, Then make the button functional again.

Well, I dont take more of your time.Ã,  Thanks.
#28
Thanks, thats what I need (I think)

Ill try it out and let you know how it went (with a better explanation too)
#29
Testing with AGS Ive found myself in a strange situation, I wanted to implement the possibility of having two text boxes enabled and the option to write in one of them but always wrote in both.

Is it possible in any way to could click in the one you wish to write leaving the other still visible...?  and then normally ending the first one you would be able to choose the second one and write over it having the two text boxes displayed?

Or... I thought about other possibilities but they seem far too complicated. (Yes! even more)

Ill tell you how this came in to my mind:

I wanted to make a World Cup Fixture with the possibility to enter your own scores as to guess its possible outcomes (Im experimenting in order to undestand more capabilities of AGS) and I discovered you cannot use textboxes like in Microsoft's Excel (With wich, by the way, I made a fixture with its functions).  I could make the player write one result in one GUI, hide it, pop up the other, make the player write the second score, and then display a third GUI with labels but It would be endless scripting (there are more than 80 matches) boring and linear.

So... you guys that are old (in AGS usage of course) to know better, tell me what do you think (even if its for curiosity`s sake)   ::)

Alexhans

#30
Having played and enjoyed Cirque de Zale I would have guessed your making a quality RPG but this is impressive.  If this is real (it seems like a dream) youve managed to script a high Quality RPG in a snes way (i believe many people had this idea in mind but didnt dare to do it for it is a heavy task).

So... Here I send you my encouragement to continue on making this wonderfull games that many people enjoy.

Alexhans
#31
You're right, its an OLD version of AGS, wich one did you use?

thanks for the hint but I didn't expressed well my problem, I cant make two players move at the same time with a system in wich the player stops when finish pressing the key.

Any ideas about that? (I think you did it in your FIFA 2004 that's why I wanted the code)

Alexhans
#32
Hey! I found your game really fun (And I couldnt find the opportunity to play with someone yet).  Im experimenting in a game using a hotseat mode like you but I dont know how to use diagonal move like you did.  Can iskeypressed recognize tu keys at the same  time?

I would love to have your source but the link is broken
#33
Yes, Im sorry.Ã,  I knew how to do it from the manual but _I didnt remember it.Ã,  I dont know why did I ask such thing, I promise Ill research a lot before posting something.

Alexhans




By the way... How do you erase a topic that isnt really needed (like this one)
#34
Hi! I don`t know if this has been posted earlier but I haven`t found it in the forums.  I would like to know how to animate a character, or change a globalin, or bring up a GUI if there player says  a specific line in a dialog.
My dilemma starts when I notice that the dialog script is in a different script than the one I will use for the functions

Thanks

Alexhans

Im currently practicing scripting with a multiple choice and variables game but these could prove usefull.


#35
Excuse me if it is a silly question but Ive been trying to run a certain function after a dialog and I havent succeded.  I go to the dialog script editor and write what they say for example:

ROBIN: "Can you shoot me?"
GRANPA: "Yes I can"

And I want to have Grandpa animated (with the animation I already created and looks good) and shoot his grandson.  I dont know how to link the dialog script to the room script.  If someone can tell me the way to do it I will be forever thankfull

Alexhans
#36
Hi Im Alex From Argentina.  I love Adventure games such as Monkey Island or Leisure Suit Larry.  Ive played inumerable quantities of adventure games and won completely just 14 original games (not very good huh?) but now I want to try to fullfill my dream of making my own adventure.

Im gonna practice a lot and then Im gonna risk doing a Serious game

Maybe youll hear from me in a year or so

If there are any new (good) games I would like to know.


Thanks                              Alexhans
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