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Messages - jamesreg

#41
Quote from: Khris on Tue 29/01/2019 08:44:14
It looks like the first column is upside down?
And what path is used here? Does the player move horizontally and vertically only or in a straight line to the target?

Yeah the grid was just concept art I numbered it wrong.

You will be able to go anywhere at anytime on the map as long as you have enough fuel.

The way it will work is you click on your navigation star map menu and this grid will pop up of star sectors
You will click on any one of them you want and if you have enough fuel it will take you there.
It will calculate where you are from where you are going and figure out the amount of time and fuel it will take to get there.
No room change or anything like that will happen. It will merely deduct fuel, have a timer, change label on other gui about current location and set like a star system flag so other events will happen. Main thing i'm trying to figure out now is the deducting fuel and timer for various distances and ideally I would like it to work with 8 different travel speeds.

I figured I would need at least 4 Int for this
1) Current_Position
2) Destination
3) Fuel
4) Distance

I am trying to figure out from there what to do  plus do i need a code to tell it the absolute value if its a negative
#42
I have never worked with floats just Int and bools so far so ill have to read up on them in the manual.
I will not need to see anything moving the player will click on that grid and then switch back to adventure game format
where there will have a icon of the energy resource and a timer counting down the distance then when arrived it set your
new location and ill do other actions.

You have me researching how floats work now im not the best programmer in the world but im forcing myself to learn what I must to do this.

I was thinking an int is what I need to determine distance from current position and so on but was confused how ags handled negative numbers like if I am at position 20 and want to go back to position five it would be -5 im horrible at when I have to do math stuff in script
#43


In the picture above you will see a grid system with numbers donating 001-049
The grid is a star map the squares and numbers are Star Systems or Sectors.

They player will start at grid 001 in the start of the game but it will be open ended and they can choose any grid in any order to travel to along
the way.

I will have an energy source that is consumed when the player is traveling between grids.
I want the energy source consumed based on how far the grid you are at vs the grid you are traveling to.
If you do not have enough energy to make it you will get a message telling you so.

I also want the distance traveled to also have a timer to it to the further your traveling the longer the timer before you reach your destination.

To make things even more complicated I would like to have different speeds in which you could travel (8) Speeds in total and based on how fast your traveling it will deduct energy at a greater amount and shorten the timer to get there. This last part if it is to complicated about speed I can sacrifice and leave out if I have to but it be great if i can figure it out.

Anyway one want to help me get started figuring out what I need to do to make this work the way I want.



#44
I wanted to say thanks for the help on this.

I have not had a chance to work on it pesky life things get in the way of fun. I have not had a chance try it out yet. But I am about to be on vacation from work so plan to do a lot of work on my game during that time. But I wanted to say thanks and not have got such great help and let it seem I was unappreciative of it.

#45
Here is what I am trying to do I am having a journal/Log Entry system in my game in which at various times a journal entry or log will be made and I want to be able to access this though in an interactive dynamic gui interface. The problem lies is the game will have nearly 500 of these log/journal entries and the game is open ended allowing the player to play any level in any order they want. Each level will have its own journal/log entry. So it is not as simple as level one text is journal entry 1 and so on.

I will have something like this 65.00.00 when the player gets a log/journal message it will change the number to 65.00.01 Imagine this as a date system 65 is years the year number.  The first set of 00 is months it will go to 12. the second set of 00 is days it will go to 30   So 65.00.01 will be the first log entry and it could be one of 500 text that I will need displayed depending on what order the player played the game levels. The player will then access a gui which allows him to click between all the various dates and review the log entries . I need to know how I can store what number I am at and apply the needed text for that number as needed.

Can someone help me figure out or how to do this or get me on the right direction.
#46
Ok that is more updated then what I was reading I got the info from this post
https://www.adventuregamestudio.co.uk/wiki/Engine_limits

So as for as global variables and such there is no limit
and only thing that limits dialogs is options in a dialog topic to 30 but you can have unlimited dialog Topics so thats not an issue.

Thank you very much.

#47
Hello,

I have some questions on a couple of the Engine Limits I have seen posted.
I am asking here because I know some of the limits have changed, Increased or been done away with over the years.
So I am wanting to make sure I understand fully if my info is current or not.

First

500  script GlobalInts (not including your own variables)
  50  script GlobalStrings (not including your own variables)

Is this the same as the Global Variables which you declare in the Global Variable Panel? I read one post which said there was not a limit to how many you could create in that panel but then I seen the above limits listed on the Engine Limits page. Can someone explain this further.

also

500  dialog topics
3000  dialog-script messages

Is Dialog topics meaning the dialog you create in the dialog panel meaning you can only have 500 with 30 Topics in each one?
3000 Dialog Script messages is this everytime I do say cego.say  commands? Does this count for each line spoken or one line if bunched in a dialog topic?

If I am mistaken or confused please clarigy to me what the above limits mean exactly.

Also does displayat commands and such count toward Dialog messages and such?

Plus if someone thinks they could reach these limits any suggestions on tricks to go beyound those limits with other script commands or things.

Thank you.

#48
So much simpler then I was thinking extra work creating the animations but much less complicated and complex script wise.
We sometimes make it to complicated on ourselves lol.

I think I am going to do it this way.

Sprites of my boat and character standing on it and use that view as I am moving the boat around.
then when the player stops and selects fishing from a menu changed to another room that has boat as the background and character that is now free to walk on boat as it can use the walkable areas.

then all my fishing stuff can be contained in that one room.
#49
Ok,

I am wanting to use a Character as a Boat and be able to move the boat around a body of water.
I want to have another character appear to be on the boat as it is moving. (This character does not move)
Then when the boat stops I need to be able to do fishing animations with the character on the boat, access his inventory etc.

How complicated would it be to achieve this?
#50
Thanks for the added comments on this subject as this is going to be a repeated action on multiple characters this gives me a better look at how to handle it before getting to deep into it and realizing I could have done it differently or saved code, time and headaches later.
#51
Well actually this could come in handy as their will be multiple characters ill be doing this with a really large amount actually.
What I used the above code for was a cow. The player used a milk bucket on it and walked over it the cow and milked it.

I have a large scrolling screen with many such farm animals roaming around on it and the player will need to basically walk around and do various farming actions like this on the animals.

So any kinda code that simplifies the process is welcomed thanks. 
#52
This worked perfect thank you so much.

I have many interactions where this will be needed this was perfect.
#53
I am trying to figure out how to use an inventory Item on a NPC Character but have the player character have to first walk to the location of the NPC before interaction is completed.

I know how to use an inventory Item on a character just confused on how to get it to walk to the character before that part.
#54
That was to easy lol. Thanks

I figured out how to get it to list multiple entries but how would I go about getting it to now take a selected entry in the listbox and add that text to the text parser box.
#55
I am working on a sci-fi game and am using the text parser to add a computer database to the game.
So far this is the way it works. I have it set up if you search a name like say John Smith you can type john, or smith or john Smith etc.
It will pop up a picture and profile of that character the way I want. But say I have a John Williams also and the player typed in John.
Is there anyway to have it show a list of multiple entries matching "John" Then allow you to select which one you want.?
If I could make this work it would add a whole new level to what I am doing.
#56
Thanks for the replies guys,

I am having a minor surgery soon. It will be forcing me to be off work and not to mobile for about 6 to 8 weeks.
So I thought I would dust off my copy of AGS and revisit some unfinished projects I had played around with in the past.
I been away from AGS for quite some time never was an expert programmer to begin with but rusty on the little I did learn.
So you might see me in the forums a bit and might be some pretty basic questions but bare with me and help me get back into
the groove of things.

I'm trying to go back and revisit projects I did before and learn from the mistakes I made or go back and fix shortcuts I took
when I did not understand the more professional way to do some things and clean things up and improve my skills some.

I'll test out all your ideas this weekend thank you for the replies.
#57
I am needing to do something similar to built in score system but a little different in nature.
What I am needing to do is take a numnber 6500.00 and add to it at different points in the game.

I need it to work like this once the two numbers at the end the .00 reaches 30 I need it to reset those numbers to .00 and add one number to the 6500 set of numbers do that it is like this. 6500.30 instead of rolling over to 6500.31 it would become 6501.00. I would need this to max out at 7000.00.

Right now I had two labels one for the 6500 series of numbers and one for the .00 series of numbers but am confused on how to do the scripting.
I want to make it as easy as the score system where all I have to do is be like givescore +1 or something some simple command like that to call it up in script.

Thank you for any help anyone can give.
#58
I downloaded this and tried it but when I tried to add more then 5 backgrounds (Says it is now unlimited) it only allowed me to add 5.
Also when creating rooms (says save state room limit is 999 now) It says in the menu only 300 are save state able still.
Did I do something wrong is there a more current version or special version with most the limits removed other then this one?
#59
Does this still work?
Will this allow me to allow a player to create a playlist in game?
Say have a list of songs they can select and as they select them it will add them to a playlist?
#60
Are those Ultima 7 tiles?
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