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Messages - barefoot

#401
No line 81 in room script and just normal ) in asc line 81
#402
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
#403
UPDATE:

This seems to work:

Code: ags

  game.score=0;


Typical!  Unless you know better..

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

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! the 38950 was what the player has to have to win. I just need it to return to 0 whatever the players score is..

can anyone assist?

cheers

barefoot
#404
have you tried afterfadin?

barefoot
#405
Hi

I'm looking for a beta tester for my new game..  11/12 rooms...  

if you can spare the time to go over it that would be great..

please pm me

cheers

barefoot
#406
That makes sense

cheers Khris

barefooy
#407
Hi Khris

Not a second thread, but a slightly different issue..

I used script as it was which included game.score and game.total_score

Also i do not want to display 'collected $%d of a total of $%d'.. which can be useful for other uses.

I just wanted to check what the player has accumulated ($) and then do an if/else function depending on how much he had accumulated.

what I have:

Code: ags
    cfence.Say("I estimate your Grand Total to be: $%d", game.score, game.total_score);


It seems to work ok and of course the possibilities are endless.

thank you for your comments... and i will be looking further into this..

barefoot


#408
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




#409
Hi

i have both at the moment but using Givescore is the main one.. I just need a function to  then give conditions if its over a certain score..

Once its adopted throughout the game i will dispense with the button version..

cheers

barefoot
#410
Cheers Khris

yes, i understand now... i am now using an object instead and that works ok..

cheers Khris

barefoot
#411
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

#412
Hi  Akatosh

just did this and it seems to work ok:

Code: ags

           GiveScore (400);
            SetGlobalInt (1, 100);


Beginning GUI shot:


is this along the lines you mean Akatosh?

It's just that i think seeing a score is better then having to click a button..

cheers

barefoot

#413
Hi

i've got a button on a gui that display total results..

I was hoping to have it as text display..

UPDATE
I have created a textlabel with @SCORE@ which works with game.score=***

How can I have it so i can 'add' to the score individually???

cheers

barefoot
#414
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


#415
Another screenshot:

Opening screen



barefoot
#416
This seems to do the trick (unless you know better):


(Have used fake total for this exercise)

Code: ags

function room_AfterFadeIn()
{
   Display("You arrive at Lazlo's dirty, dingy room!");
   cfence.Say("Hiya Fanito, long time no see!");
   cPaul.Say("Hi Lazlo. How's business?");
   cfence.Say("So so. What you got?");
   Display("He looks at what you've got");
   Total = (Total + 10000);
   Display("Total: $%d", Total);
    
{ 
    if (Total>12000)
    
 Display("well done Fanito");
    
    
    else  Display("Bad luck Fanito");
  {

}  
} 
}


barefoot

#417
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









#418
Another screenshot:

Can you get passed the bouncer?



barefoot








#419
cheers

barefoot
#420
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
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