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Messages - barefoot

#461
Hi

I've scored with this using the old &&:

Code: ags

function room_RepExec()
{


  if (IsTimerExpired(1) == 1) {
   int ran=Random(2);
    if (ran == 0)cdiablo2.Say("You've got the wrong man!")&& cleech.Say("Poppycock!");
     else if (ran == 1)cdiablo2.Say("I'm innocent!") &&  cleech.Say("You're as guilty as Manson!");
      else if (ran == 2) cdiablo2.Say("I'm missing my break time!")&& cleech.Say("That's such a pity!"); 
       SetTimer(1, 120); 

}
}


Just seen your reply thanks Calin

barefoot

#462
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






#463
Hi everyone

I must confess that my background art leaves a bit to be desired and would like to vastly improve my skills

I would like to improve my artwork and have since brought a tablet to help me with the finer points.

Can you share a top tip as to the best way to build a room?

My main concern is shape and lines of a room..

Could also know a bit more about layering.

I am pretty well versed with PSP.

I generally go for 64x480 16 mill colours.

Thanks to all who answer.

barefoot




#464
Hi Theo

yes, one always misses stuff... I do have someone going over it, no doubt will find a thing or two..   Why is it that after you've done something you think of a better way to have done it!  such is life I suppose...

Are you into beta testing?

Viva la AGS

barefoot
#465
Hi

i note that the link to book no longer availabe...

barefoot
#466
Hi Khris

have tried your idleidle.scm and its a great idea  :=

barefoot
#467
STORY: 100%
ROOMS: 100%
MUSIC: 100%
BETA TEST: BEING DONE
RELEASE DATE:

Jan 10th


#468
Hi

thank you both  :=

barefoot
#469
Hi

I have an issue regarding Reset Rooms... My Play button is set to Reset the starting room (1) and go to that Room, this works fine.

But, on the game ending the player is given the opportunity to play the game again.

The problem is the inventory is still there in Room 1...

What would be the best way to have no inventory if playing the game again?

So far I did this, though it seems there must be an easier way:

Code: ags

   cleech.LoseInventory(iPoster);
      cleech.LoseInventory(iknife);
         cleech.LoseInventory(idoc);
            cleech.LoseInventory(ihair);
               cleech.LoseInventory(icsibag);
                  cleech.LoseInventory(iprint);
                     cleech.LoseInventory(ibrush);
                        cleech.LoseInventory(iscalpel);
                           cleech.LoseInventory(ispray);
                              cleech.LoseInventory(ineedle);
                                 cleech.LoseInventory(idna);
                                     cleech.LoseInventory(iphoto);
                                         cleech.LoseInventory(idisk);
                                              cleech.LoseInventory(iid);
                                                 cleech.LoseInventory(icsibag1);
                                                    cleech.LoseInventory(idisguise);
                                                       cleech.LoseInventory(icordainates);
                                                          cleech.LoseInventory(idis);
                                                             cleech.LoseInventory(inote2);
                                                                cleech.LoseInventory(ikey2);
                                                                   cleech.LoseInventory(ilocation);


cheers for all advice

barefoot

#470
Hi Saluk

Thanks for your comments...

Most  PNC Games expect the user to Look and Interact with objects and stuff...  find things etc... I mean, should it be over obvious? I have played games where it really is a pixel hunt and I find them frustrating!

Not quite sure about the:
Quote
Some of the items you pick up are seemingly invisible too...
Unless you are referring to the log stick?

Regarding the first room, maybe you have a good point... but the idea is to walk around the room. after all, you know there must be other rooms.. but point taken...

Graphical style... I did'nt think there was a whole lot of difference but again, point take..

The outside view was a great idea, too late now though...

It was meant to be like a spoof horror with comic overtones..

All in all Saluk, thanks for pointing stuff out and I will endeavour to keep all this in mind...for future games... Each game is a learning curve, perfection comes with time, practice and advice.

I am almost ready with my next Game:-  CSI: Ginger and Leech.

Thanks again Saluk

barefoot







#471
That sounds logical Matti.. guess  im going senile..  :=

just trying to get this bit right at the end:

Code: ags

}
    else {
 gnotepad1.Visible=true;

}
}


barefoot

#472
Hi

Ive started to have a few problems with the following GUI.. particularly with the button GUI that opens them up.

Could someone please check below code and see where i may have errored...

At the moment a gui comes up when no clue is found... ie the else statement..

Code: ags

function Button7_OnClick(GUIControl *control, MouseButton button)
{
 
  
   if (player.HasInventory(ihair)) {
    ghair.Visible=true;
     gdocs.Visible=false;
}
  if (player.HasInventory(idoc)) {
    gdocs.Visible=true;
     ghair.Visible=false;
    
}
 
 
  if(player.HasInventory(ihair)&& player.HasInventory(idoc)){
    ghair.Visible=false;
     gdocs.Visible=false;
      ghairdoc.Visible=true;
  
}
 
 
 
    if(player.HasInventory(iphoto)){
      gprofile.Visible=true;

  
  
  
    }
 
     if(player.HasInventory(idisguise)){
        gdablodis.Visible=true;
   
  
   }
 
     if(player.HasInventory(icordainates)){
        gcords.Visible=true;
   
  }
  
  
   if(player.HasInventory(idisguise)&& player.HasInventory(icordainates)){
    gcorddisguise.Visible=true;
    
    
    
    }
  
  
   if(player.HasInventory(iphoto)){
    gcorddisguise.Visible=true;
    
    
       }
  
  
   if(player.HasInventory(idis)){
    gbossdiss.Visible=true;
    
    
      }
  
  
   if(player.HasInventory(iprint)){
    gprints.Visible=true;
  
  
  
    }
  
  
   if(player.HasInventory(inote2)){
    gprofnote.Visible=true;
  
  
  
}

  else { gnotepad.Visible=true;

}

}


Cheers if someone could check for me..

barefoot



#473
Cheers monkey   :=

barefoot
#475
Hi

Link still broke  :-[

barefoot
#476
Hi

Your Link is broken...

in my CSI game you have to find the clues that will lead you to suspects and you have to arrest the right man...  :=

cheers

barefoot

#477
Cheers Dualnames...  

easy when you remember  :=

Unfortunately i had to reformat my computer and did not save my file of codes... devastated i can tell you!

barefoot
#478
Hi

I have a number of characters in one scene that you can click on... any character you click on will change room..  any npc you click on will go to the same room.

So far so good....

Now my problem is: I need a function to determine which npc is in the room.

Like when you talk to him you need the right npc to respond...

Sort of like

Code: ags

 if character_cChris

Do this

 if character_cFrankm

Do this



This type of thing..

I was thinking along the lines of after picking any npc have him transparent 100% and have an object of the npc in its place in the next room.. for all npc...  if possible..

cheers for any help/suggestions

barefoot



#479
Hi

I have been looking for an answer to this:

I know that you can select keypresses to pause and unpause a game, but i want to pause game when a gui button is used to bring up the main gui window.. then with a close gui on the main gui it closes the main gui and the game continues...

The button gui is: gnotepad and when clicked it brings up the main gui: gnotepad1 which pauses the game and has a button: Button9 which closes the main gui and unpauses game.

I know the game pauses when cusor in over control custom buttons.

any thoughts?

cheers

barefoot

#480
Quote from: CaptainD on Wed 29/12/2010 18:18:53
That mining boss sure looks guilty about something!  ;D

Maybe he should be...   Is he hiding something?

Still much to do and tweak..

barefoot
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