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Topics - bolfar

#1
I did this one room game, where you roll a ball around. When you exit the room at top, you apear at bootom, same for left - right.
The thing is: the ball leaves a trace as you roll. So, when "changing rooms" the trace should be as it was in that "room" when you left.

Now it is done by saving background to dynamic sprite, then .pcx to disk, then delete dynamic sprite - before you change room. Before fadein the apropriate background is loaded from disk if exists, else it is default empty screen.
Screens are named by relative coordinates to room 0. (NNN.pcx - 3 times north; NNEEE - 2 north, 3 east; SW - south and west ... and so on)

Is it wise to just keep screens as dynamic sprites? I can't really predict how much of them will player create with his/hers path. If you keep close to room 0, then they are rewriten eact time you visit, but if you go in straight line, there is allways a new one.

How much dynamic sprites of 320àâ€"240 can I create before I get in trouble?

And I am not sure how to asign variable names to dynamic sprites, since I don't get the room name until I visit. In theory, there can be infinite number of rooms.

So what wil crash first - disc or memory?

The game thread with download is here.
#2
AGS Games in Production / No Love for Meatball
Fri 05/10/2007 16:34:07
I made this and I called it "No Love for Meatball".
So here it is for you to enjoy.

Story: Catastrophe, end of the world and such ... now, can you find love?
The in-depth pre-story is in the game itself.



No_Love_for_Meatball.rar

Mouse is useless in this game.
Use arrow keys to move and "T" to talk. You can only talk if there is another meatball in the room.
F5, F7, F9, F12 and Ctrl+Q work as usual, and that is about it.

Use Enter to save all the visited screens to disk.

Ending is there, you will know when you reach it.

I might still work on "dialogues", so it is not completely finished yet.
#3
Hi.

In script for *Look at hotspot* I need to get a random variable from a string array.

Now I declare the array and set all the values each time Look at action takes place, and it works fine, but is there a way to declare the array only once, not every time I click on a hotspot?

In *Look at hotspot* script I only want:

int ran = Random[59];
Display("%s", my_array[ran]);

but ...

String my_array[60];
my_array[0] = "value 1";
my_array[1] = "value 1";
my_array[2] = "value 1";
...

... I want to put somewhere else, just to be declared once and then left alone.

I tried *global script / game_start*, but I can't import a string array (manual also says: You cannot currently import string variables.) I can't use Game.GlobalStrings, because it only provides 50 variables, and I need them elsewhere. And I only need this array in one room.

I tried *First time player enters room* and *Player enters room (before fadein)*, but I get an error "undefined symbol my_array".

So, is there a way to declare the array anywhere else than in *Look a hotspot*?

Thanks
#4
Hi, there.
This is my first post in this forum, since now the help file and forum search did the trick ...

Is there a way to display a variable, lets say Game.GlobalStrings[0]  as part of a dialog topic name?

For example, option name to be:
- Have you seen my *Game.GlobalStrings[0]*?

I can do it in a dialog using run-script command, but can't find a way to do it as a option name.

Thanks
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