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Topics - barefoot

#81
Hi

after my character walks on a region talking starts if he has correct inventory items. When talking is over the character continues.

my problem is i don't want it repeated every time he steps on the region, but if i disable the region it affects the light level, although only a few pixels its annoying.. How can I incorporate a Do Only One so talking is not repeated?

This i s what I have at the moment:

Code: ags

function region2_WalksOnto()
{
     if (player.HasInventory(ikey1) && player.HasInventory(ikey2))
  {
     cSlocombe.FaceLocation(188, 270);
     cFrankj.FaceCharacter(cSlocombe);
     cSlocombe.Say( "Hey uncle. I've found 2 Key pieces!!");
     cFrankj.Say("That's absolutely splendid my dear boy!");
     cSlocombe.Say("And I've fixed the water");
     cFrankj.Say("You're a marvel Morgan");
     cSlocombe.Say("Oh, and the electrics are working now");
     cFrankj.Say("Jolly good");
     cFrankj.Say("Let me know when you have found more Key pieces. I'm really tired today!");
     cFrankj.Say("I'm going back to bed");
     cSlocombe.Say("Ok uncle");
     cFrankj.Walk(532, 140, eBlock);
     cFrankj.Transparency=100;
     cSlocombe.Say("Well, guess I should look around in the house some more");
  
     region[2].Enabled = false;
     region[3].Enabled = true;
     } 
}


cheers for any help

barefoot





#82
Hi

I'm in the middle of doing some scripting and I've come across this:

What would be a script for ' if player has NOT got an inventory item..'

I have other conditions set off by a region as well so it will need to fit in with other bits in the script..

I have used another way but maybe you have a better way?


cheers

barefoot
.




#83
Hi

Im trying to script a piece so that if a GUI has been opened (visible) and closed (invisible) the next thing happens..I can do this ok through a button on a GUI except it would be different for each room so not much good.

Summery:

There are 6 GUI's in total. Each one is a page of a diary and has links to the next page and back. On the last page you have a close link which closes the GUI and returns to gameplay.

My character is in bed and does not move but can talk. So when the diary is closed i need to check it is and for a display to show and the character to changrooms.

At the moment my char has a room_Timed RepExec for the char to talk which stops when the diary GUI is opened from a button.

Something like if a gui has been visible do this etc  something along that line.

What about if player has been in previous/certain  room?

Hope i've put this clearly enough

cheers

barefoot


#84
What is is the Secret of Garbh Eileach?

You travel to Garbh Eileach, a remote Scottish island after receiving a call from your . Uncle McHoodle explains about a secret society that your grandfather Hamish McHoodle was involved with. Uncle McHoodle has a diary he was left in Hamish McHoodle's will that tells of a secret chamber that Hamish McHoodle built to store French aristocracy's money they retrieved from them before they were guillotined!

He has told them in his diary that he has left a box for uncle McHoodle and you should you ever find the chamber!!!

Is it a practical joke, or is it for real!!??

The more you read the diary and discover things the more you believe the diary could be true!

* This story is in early days so much more to do.








barefoot



#85
Due to having lost my gear i need the snow/rain plugin.. the link on the plugin does not seem to work. Can anyone point me to a downloadable version..

someone had a link..

cheers
barefoot
#86
Hi

May I ask for my own personal appreciation:

* If you had to list 3 things that make up a good game what would they be?

* What is it about a game that inspires you?

* What do you consider 'off putting' about a game?

* Your Preference: Lucasarts or Sierra or other?

* Mouse or Keyboard controls?

* Anything else you can think of....

Thank you to all those that answer.

cheers

barefoot



#87
V 1.2 Feb 2011.... some spelling errors fixed

You hear of a competition to win $100,000. To win it you have to mug, steal and pilfer
anything you can.

You play Fanito, a young hoodlum, running with the likes of Balinzo, a rough, tough
mobster. He has you at 2-1 in the competition!

The hoodlum with the biggest amount of dosh at the end of the competition wins the $100,000 prize!

The rules of the competition state:

* You can only visit each place of your home town once, so comb it well.
* Once you visit the Fence you can not add to your booty and you will be judged on what you have obtained throughout the game at that time. Here you will win or lose the competition!

Robbing a Fishmonger, mugging a woman, breaking into a car and nicking a boat are just some things you do to win the competition!

You have a counter to let you know how much money ($) you have collected as you go along.

The Game is controlled by mouse only!

The places you can visit are at the top of the screen (5 in all which include going to the Fence).

This game should be completed within the hour...if you know what you are doing.

Good luck and good mugging ;)







Download Page http://www.adventuregamestudio.co.uk/games.php?category=&action=detail&id=1396&refresh1296759213

barefoot


#88
Hi

i've suddenly had this come up..


Failed to save room room13.crm; details below
_AutoGenerated.ash(81): Error (line 81): Variable ';' is already defined

I tried changing main music..

can you elaborate and help

barefoot
#89
UPDATE:

This seems to work:

Code: ags

  game.score=0;


Typical!  Unless you know better..

-----------------------------------------------------




Hi

I have made this a new entry..

Once my game is finished it goes to a credits screen and if the user decides to play again from a Play button the score remains as it was.. what is the best way to reset the score to o..  All the Rooms have been Reset.

I am using the GiveScore (global)

Have tried:
Code: ags

if (HasPlayerBeenInRoom(5))
  game.score=0;


and then:

Code: ags

if (HasPlayerBeenInRoom(14))
    GiveScore(-38950);


But the score could of been anything! I just need it to return to 0

can anyone assist?

cheers

barefoot




#90
Hi

ide like to know why

Code: ags

hHotspot5.Enabled = false;


sometimes comes up with this:


GlobalScript.asc(1462): Error (line 1462): Undefined token 'hHotspot5'

seems i cant use it if used with activeinventory function???

cheers

barefoot

#91
Hi

I have been looking into Overlaying to keep text on the screen at all times.

Even using this code it does disappear. I'de like it to keep on screen until turned off.

Code: ags


Overlay* myOverlay = Overlay.CreateTextual(520,40,120, Game.SpeechFont, 15,""Total: $%d");


Is there a way to tweek this or another option?

Do gui's block it?

UPDATE: Just seen there is wait function for it.. which is no good.!!

cheers

barefoot


#92
Hi

Main Player collects points ($) by obtaining cash and goods.. so far so good...

I have been looking for the answer to this:

I need another character to check the main player's total points and display text and do things according to how much the main player has.

eg

if Main Player has say over 15000 points then display and do this..

else do this..

So its really just knowing how to script it in.

Hope ive explained ok. cheers for any help you can give

barefoot









#93
Beginners' Technical Questions / 3.2 download
Wed 26/01/2011 15:39:39
Hi

my computers got the widows scan virus.. im using another computer..

can someone direct me to 3.2 download asap before i have to shutdown..

cheers

barefoot
#94
Hi

I am desperately trying to find a way to resolve a game problem I am having.

I've looked at various ways within my knowledge but not to much avail at the moment.

I still need a way to determine what inventory items the player has and then give the player a total price for what he has... This is done in the Fence Room...

Whatever items the player has the fence will say what he has and give a total price.

Its an 'add up' and a message solution i'm looking for.

Example if the players has Wallet, Credit cards, CD player then the fence may say (after checking what you have) "You have Wallet, Credit cards, CD player" "I'll give you $300"


Could the be done through a points system with each item having  a points value then in the fence room the fence will say something depending on your points total?

Hope you understand and can help me with a solution that is easy to integrate.

cheers for any help

barefoot







 
#95
Hi

I am currently in production of: Boy in da hood: Give me the money! Give me the money!

About a young, tough kid setting out to win a $100,000 prize in a grifters contest.

Steal, con and mug your way around town locations to win the prize... But you only have 2 hours!!

** This game is timed!

Can you win?

Grifters contest


Looking to con, steal and mug along Maple Avenue (scroll scene)


Release Expected: April


barefoot

#96
Hi

I have been looking at Khris's reply to my last post.. but a bit unsure..

I'm using (may not be quite right, not sure):

Code: ags

 String message1 = Room.Messages[1];
 Display("Found $50", message1);


and

Code: ags

 String message2 = Room.Messages[1];
  Display("Credit Cards", message2);


both display a message of item found, one per item.

I really need a way to 'add' to the message as items are added to inventory..

if you got:
Credit cards
Necklace
Wallet

When you get the last one (can be in any order) the message may then read:

Credit cards $100.  Necklace $1000. Wallet $100

etc etc

Also if you can check which message you have at  the end of the game and have it displayed..

Cheers if you can help me with this.

barefoot


#97
Hi

I'm crosseyed this morning and i cant get the ELSE to work.. Rest ok..

Sorry to be a pain  ???

Code: ags

function cClaudia_Interact()
{
  
  if (player.HasInventory (iKey))
  {
  
  
  
   if ((cClaudia.x - cPaul.x <=90 && cClaudia.x >= cPaul.x) || (cPaul.x - cClaudia.x < 90 && cPaul.x > cClaudia.x))
    {
  
   cClaudia.FaceLocation(996, 249);
   cPaul.FaceCharacter(cClaudia);
   cPaul.Say("This place is desolate. I could mug her!!");
   Display("With an almighty punch you land a left hook on her chin and she falls down like a sack of spuds!");
   cClaudia.ChangeView(15);
   if (cClaudia.x > 299) 
{
  cClaudia.StopMoving();
}


   cPaul.Say("I'de better get her out of sight!");
   Display("You drag her down a small alley");
   cPaul.Say("Mm, Credit cards, a pearl necklace and a wad of cash. That should help me a bit!!");
   Display("You leave the woman in the alley and look for more cash and stuff");
   cClaudia.Transparency=100;
   
   
   }
 

}

else
  {
    
    Display("She's too far away!!");
  }
}



All eagle eyed replies welcomed

cheers

barefoot


#98
Hi

I am trying to determine the best way of doing the following:

Player gets various inventory items from various places within the game and in no certain order.

You can go to see a fence at any time who will offer you money for the items you have, whatever they may be. Naturally you lose the inventory items and gain the cash..

You do this until you have all the money you need.

Obviously this can be too much for HasInventory I thinks..

Items include:

credit card
jewellery
designer clothes
TV
CD Player
Antiques


----------------------------------------------------------------

I'm wondering if Booleans are a way to go rather than HasInventory etc etc

Could someone assist me in going about it the right way and possible give an example.

Cheers guys

barefoot





#99
Hi

SOLVED: CHANGED Iconbar to alwaysoff..



This is the image of my GUI's

I have reset Iconbar to 100 and z order=0

My problerm is that spacebar fails to skip and cursor remains the same..



Has anybody any ideas how to correct this?

I will try again myself until i get an answer.

cheers

barefoot






#100
Hi

I have not found a suitable answer to my query about int options:

It works but would like more that just 1 Say command.

Code: ags


function room_RepExec()
{


  if (IsTimerExpired(1) == 1) {
   int ran=Random(2);
    if (ran == 0)
    cdiablo2.Say("You've got the wrong man!"); 
   
   // Something here like another char speaks
    
      else if (ran == 1)cdiablo2.Say("I'm innocent!");

 // Something here like another char speaks

       else if (ran == 2) cdiablo2.Say("I'm missing my break time!") ;

 // Something here like another char speaks

        SetTimer(1, 160); 

}
}


Grateful for any assistance

barefoot






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