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Messages - barefoot

#181
Hi OBKINSKI

I have discontinued The Hamresanden Chronicles I: The Rising.... for the time being..

I have The Hamresanden Chronicles II: The Black Prism being tested and tweaked at the moment and should be ready to download by 21st May

barefoot
#182
Hi

I think the idea of room test/debug is rather a must have..  Like if you make a new lable, gui etc then you should be able to test it without having to play through lots of other rooms first or restarting player in that room... Definitely a must..

Possibly an updated cursor when adding/taking away walkable/region/hotspot as it's sometimes almost impossible to see cursor (crosshair) without zooming right in..

:=

barefoot
#183
Playing in the band Qikfire June 2009.... Lock up your daughters  :=





barefoot  ;)





#184
Hi Khris

I think it was not quite what i thought it was at first read.. It was a custom save and load so not sure if it does what i was thinking of..

Obviously if the player saves during the game it goes into a saved slot.. if he quits the game he can go back to it later via a saved slot.

Of course that's a great option to have, to continue game that it. I know you can delete them yourself within the game and that's all well and good.

What about if you had a button which says "Delete all saved games'? That way the player would need to begin from the beginning or if someone else was going to play it after them? That would make sense, wouldn't it?

An option to do this within the script is something that would be advantageous.

Something like:
Code: ags

DeleteAllSaveSlot (1);


It's not really a big issue I know, but an added thought..

barefoot


#185
Hi

I searching for the best method to delete all saved slots. Giving the player that option.

I understand someone had made a custom one but i'm a bit dubious about it.

I know about DeleteSaveSlot but does that not do just 1 saved slot?

cheers

barefoot
#186
Hi

UPDATE: It appears to have been a GUI stopping it.. Sorted

------------------------------------------------------------------------
something's happened and I don't know why. I am right at the end of my game so its even more annoying.

The mouse cursor is ok on the splash screen but then when the game plays the mouse cursor will not change, ie from eye or hand..

Why this has decided to happen I do not know..

If you have any ideas please let me know..

cheers

barefoot

#187
Hi Khris

I'll give that a try.. it's less to add..

Thanks

barefoot
#188
Hi

This may be off-hand but it works and now shows many items in inventory window:

Code: ags

         invCustomInv.ScrollUp();
	invCustomInv.ScrollUp();
	invCustomInv.ScrollUp();
	invCustomInv.ScrollUp();
	invCustomInv.ScrollUp();
        invCustomInv.ScrollUp();


barefoot



#189
Hi

Thanks for your post Gudforby

invCustomInv.ScrollUp(); works but as the manual states:

Quote
   will scroll the invMain inv window up one row.

I have vertical inventory window with 1 item per row so I need something to make it show more items (I have 7 inv items but obviously only so many in window due to height and width. maybe 5?)

barefoot
#190
Hi

My player changes room and has his inventory lost and new ones replaced for that room.

I have done all the losing inventory and adding the new one's and they are indeed there.

Problem: only the last inventory item shows in inventory window. You need to scroll UP (north) inventory window to see other inventory items.

All Inventory items are given their ID when adding.

Obviously i want the inventory items to fill the Inv window replacing the previous once.

I can't seem to solve this issue at the moment. Can you help?

cheers

barefoot

#191
Hi Khris

Yes, I can see what you mean, well put..  I had already stipulated if character is scaled... i did not need to add the bool..

If 2 conditions required I could have used: If Char Scaled && Char View

It's becoming much clearer.

Thanks Khris

barefoot


#192
Hi Khris

its complicated.. sort of..  the player can walk onto a particular region under different guises like invisibility, morphing, levitating etc etc (can also be mixed) and only if the character has scaled down will that region's events happen.. he has to go through a rat hole... hence the scaling.

I think I still need to add a bit because I don't want events happening if he is also a  yeti!! (that's player scaled down and turned also into a yeti!") - I have now got this bit sewn up.

You obviously can't go into a rat hole if you're 6' tall...  :=

This is why I decided to use a variable bool...  it works and it was experience in using variables...still much to learn though.

I suppose I could of just used 'if player scaled' or 'else' instead.

Loved your post-it remark.

But its good that you pointed that out.

cheers

barefoot


#193
Hi

Do you have idle views for diagonals as well as up down left right.... if this be the case.

barefoot
#194
Hi

Yes, that does seems logical...
:=

barefoot

#195
Hi

it seems i missed out a bit:

Code: ags


function region6_WalksOnto()
{
 if (cwizard2.Scaling==12)
 {
 hole=true;
 SetTimer(1, 0);
 cwizard2.Transparency=100;
 cwizard2.Walk(842, 98, eBlock, eAnywhere);
  cwizard2.Transparency=0;
 }
  else hole=false;
 }


Now it works, at least it appears to, I will test it some more!

barefoot



#196
Hi

I am just getting into variables and have a bit of a problem implementing this one..

If main character has been manually scaled to12 by an inventory item and he then walks on a region a bool becomes true and events happen. Normally nothing will happen if he has not been Manually scaled.

I have made a variable bool in global pane and set name to hole and have it as false..

When player walks on to region I have this:

Code: ags

function region6_WalksOnto()
{
 if (cwizard2.Scaling==12)
 hole=true;
 SetTimer(1, 0);
 cwizard2.Transparency=100;
 cwizard2.Walk(842, 98, eBlock, eAnywhere);
 cwizard2.Transparency=0;
}


At the moment nothing happens.

If someone could help me out on this i would be grateful and will have learnt some more valuable knowledge.

cheers

barefoot




#197
Hi Khris

Yes, just the one room.

I created Variable in pane and it now works as it should..

I can use this type of variable for a number of things now.

Many many thanks

:=

barefoot

#198
Hi Khris

script error says: Failed to save room room30.crm; details below
room30.asc(148): Error (line 148): undefined symbol 'skeleton_alive'

that line is the collision script rep exec:

if (cskeleton1.IsCollidingWithChar(cwizard2) && skeleton_alive)

Have also declared it in Global as instructed top part and when inv used.

barefoot



#199
Hi Khris

It certainly is in my top ten now....... I already had one in the Global already...

How could I not remember.. I will now...

Thanks so much Khris

:=

barefoot




#200
Hi

I'm trying to work out what would be the most efficient way to stop character's having a collision event.

I already have in rep execute:

Code: ags

if (cskeleton1.IsCollidingWithChar(cwizard2) == 1) 



cskeleton1 changes to an animation and then to view 55 after an inventory (ifireball) is used on it.. and colllisions work fine.   So far so good.

I am trying to then put if colliding make it ==0.  Because at the moment if the main char goes near cskeleton1 the collision events happen when it should not (some text said and score adjusted);

I have this in Rep execute:
Code: ags

{

 if (cskeleton1.IsCollidingWithChar(cwizard2) == 1)

{
	
  cwizard2.Say("Aghhh!!");
	GiveScore (-1);
  SetGlobalInt (1, 100);
	cwizard2.Walk(cwizard2.x + 20, cwizard2.y +0, eBlock, eAnywhere);
{


And this when Inv is used:

Code: ags

function cskeleton1_UseInv()
{
 if (player.ActiveInventory==ifireball){
	 
 player.ActiveInventory=null;
 cskeleton1.ManualScaling=true;
 cskeleton1.Scaling=28;
 cskeleton1.ChangeView(54);
 cskeleton1.Animate(0, 5, 0, eBlock, eBackwards);
 cskeleton1.UnlockView();
 cskeleton1.ChangeView(55);
 cskeleton1.FollowCharacter(null);
 Display("The skeleton is now burnt to a crisp and lifeless!");

  }


Hope this is understandable though I'm certain the solution may well be simple yet been overlooked.

cheers

barefoot








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