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Messages - lilinuyasha

#61
i'm fully aware you're probably upset that i'm posting this, but i'm not exactly sure how to turn options off. can you insert them straight in the dialog script or does it have to go in some global script? the wording is not exactly crystal clear to me and i need an example to fully understand. with the game i'm planning to release, i'll make the question worth your while.
#62
well i guess the "one hit wonder" will come later. i'm currently working on something with an actual story line, yes, and going to take my time on it. i agree, it was terrible, it was more of a test than anything. but i'm glad it was the good kind of bad. so terrible, you can't help but laugh at it.
#63
it didn't work, did it?
#64
Finally, the wait is over!!!

SuperDrug Adventure 2011.zip - 4.37MB

#65
i appreciate squeezing e3very last ounce of your patience with me. i believe i have it.
#66
well PCX doesn't work on my computer either. otherwise, i'd save and convert.

Thank you, I'll be sure to check that out.
#67
well i believe i finished the game, but how do i go about uploading?
#68
how would i make the game into a zip folder where everyone can play and download it?
#69
so i make all of them walk eNoBlock?
#70
i can't seem to get the inventory packs i downloaded to get to work. is it just a format issue? PCX doesn't work. is there some other sort of inventory pack/sprite pack that are available?
#71
how would i make multiple onscreen characters walk to a specific location at once? is this possible?
#72
yeah, that's what i meant. not exactly sure how to end it without making it go to a nonexistant room, causing an aborting "nonexistant room" error. but quitGame sounds like what i need. i might actually have the character stay in a room and have the ability to go trhough all the dialogues in the game.
#73
 ;D happy to help. but...don't be offended if i wind up eating the trophy.
#74
did you check the dialogue script? does it say "stop" instead of "return"?
#75
the only other thing i could guess is your dialogue properties. is the name of your dialogue, "dialogue" or is it something else? you might need to specify a dialogue.

but for all you're trying to do with it, you might as well run the dialogue, and then have a separate function in either the room script, or the dialogue script, to give you the key. if the dialogue is not conditional on your choice of accepting the key or not, you might as well take the easy way out with this.
#76
take out the semicolon in your first line of code.
#77
how would i create a cutscene where the wife of my main character will appear at the door after a message is displayed, go through a dialogue, and then disappear, with the hero following suit? i'm sure i can figure the rest out, i just don't know how to make NPC's appear in a room they didn't start in.

i figured it out. don't bother replying
#78
Code: ags
 function dialog_request(int dr); {
          dDialog1.Start()
          if (dr==5) {
          cCoop.AddInventory(iBridgeKey);
          StopDialog();   
          }  



right after the last brace. add one more after your final brace and see if that fixes it. your first brace, "(int dr); {" at this point, should connect to the brace at the end of "StopDialogue();". however, that last brace connects to "(dr==5)". just add another one. trust me.
#79
Maybe you just clipped off part of the code but it looks like you are, indeed, forgetting a brace. i only count 3, you need one more.
#80
not exactly sure how to make a "professional" ending. do things just end? or is there some sort of special way to ask the player if they'd like to quit or just try again?
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