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Messages - funnyboy044

#61
Here's my vote(not counting my entry of course):

Concept: Nixxon: This entry reminds of the ending to Space Quest IV and the screen in it makes it look like one of those fun minigames within a game. Also, the art is really impressive and almost wacky.
Playability: lorenzo: There's a lot of interesting things to use in this room, like the lever, the mummy, THE HUGE SNAKE PIT, etc.
Artistic Execution: Misj':This entry reminds me of a Dr. Seuss illustration(especially in the trees and shrubs).
#63
Here's my entry into the contest.

I tried to give my entry a Indiana Jones-y type of vibe.
Special Thanks to Tycho Magnetic Anomaly for some help.
#64
Where do I have to click to change that?
#65
I'm considering joining the contest and I'm curious. How big the picture have to be?
#66
For a while now, I've had this issue in my inventory items in the inventory box where to select an item, I have to click on the top-left corner of the inventory image instead of the middle or at any point of the image like in other adventure games. I've tried setting the cursor hotspot in the inventory image to the middle of it, but I still have to click about on the top-left corner. How do you solve this issue?
#67
Allow me to explain a little more. The player character is cJoe and I would like the code to recognize the symbols "GrassBoozed" and "FenceEgged". Also,I might want to know other things about putting if and elses into dialogs if they are helpful.
Code: ags

cJoe: Did you know you're being pranked right now?
cLord: What!? Pish-posh! Balderdash! Epizootics of the blowhole!
cLord: You're lying!
cJoe: No! Your fence is being egged and your backyard is getting fucked up!
cJoe: Go check if you don't believe me!
cLord: All right then, I well.
 cLord.Walk(1, 473,eBlock);
 cLord.ChangeRoom(3, 260, 445,eDirectionLeft);
 Wait(50);
  if(GrassBoozed && FenceEgged){
    cLord.Say("AHHHHHHHHHHHH!");
    cJoe.Say("Oooh.");
  }
    else{
      cLord.ChangeRoom(4, 1, 473,eDirectionRight);
      cLord.Walk(551,473,eBlock);
      cLord.LockViewFrame(9,0,0);
    }
cLord: You liar! You caused me to be alarmed for such a minor offense. 
cJoe: Hmmm, silly me.
cLord: Don't fuck with me again!


Also, should I put brackets around the entire if/else situation?
#68
I want to set up an if and else thing in one of my dialogs, I would like to know how to set up one.
Here's what I've got:
Code: ags

cJoe: Did you know you're being pranked right now?
cLord: What!? Pish-posh! Balderdash! Epizootics of the blowhole!
cLord: You're lying!
cJoe: No! Your fence is being egged and your backyard is getting fucked up!
cJoe: Go check if you don't believe me!
cLord: All right then, I well.
 cLord.Walk(1, 473,eBlock);
 cLord.ChangeRoom(3, 260, 445,eDirectionLeft);
 Wait(50);
  if(GrassBoozed && FenceEgged){
    cLord.Say("AHHHHHHHHHHHH!");
    cJoe.Say("Oooh.");
    else{
      cLord.ChangeRoom(4, 1, 473,eDirectionRight);
      cLord.Walk(551,473,eBlock);
      cLord.LockViewFrame(9,0,0);
cLord: You liar! You caused me to be alarmed for such a minor offense. 
cJoe: Hmmm, silly me.
cLord: Don't fuck with me again!
#69
I should've known it'd be that simple.:sad:

Thanks anyway.:)
#70
I want to do this thing where I need to move a character to a room that isn't his starting room(this isn't about the playable character) and I would like to make move around in a cut scene, then stay in that room in that place.

Here's sort of an example of what I want to do:

Code: ags

cLord.Say("Hold on, ladies and genetlemen! I'll go figure out what's the problem, everyone stay here.");
Display("You here the door quickly open and shut. It must be Lord Stickington!");
INSERT ACTION HERE THAT MOVES cLord TO THE ROOM, INCLUDING STARTING POINT(950,528)
cLord.Walk(436, 528, eBlock);
cLord.Say("I can't see a thing in here!");


In case you're wondering, he's moving from room 4 to room 6.
#72
I'm making my very first game on AGS and I would like to use two inventory items on a flowerbed to trigger a change in the hotspot where the flowerbed grows flowers. I'm trying to use what I learned on the internet but when I try using the two items on the hotspot, the display below won't play. Keep in mind that the Display below isn't all of what I'm going to put there, it's just going to be there until the flowerbed_useinv action fully works.

Code: ags

function cFlowerbed_UseInv()
{
if ((player.ActiveInventory==iSeeds) &&     
      (player.ActiveInventory==iWATERingcan) ) 
      {
    Display ("Suddenly, three small, beautiful flowers rise from the soil!");
}
else if(player.ActiveInventory==iSeeds){
player.Walk(465, 465, eBlock);
Display("You throw all the seeds into the soil.");
player.LoseInventory(iSeeds);
}
else if(player.ActiveInventory==iWATERingcan){
player.Walk(465, 465, eBlock);
Display("You pour the water onto the soil.");
player.LoseInventory(iWATERingcan);
}
else{
Display("You don't feel like putting that into the soil.");
}
}


Also, I'm thinking about causing the flowers to grow by making the flowerbed a character and making each change in the flowerbed it's own separate view(there will be 3 changes/views)(cFlowerbed.changeview). I'll do that unless there is a way I can put all the flowerbed changes into one whole view and having the flowerbed change frames at scheduled times.  Is the changeview option recommended and is there a way to do the frame changing trick I mentioned?
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