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Messages - markbilly

#41
I am having to use character.Think instead of character.Say in order to display the text on some kind of background.

This, unfortunately, throws up some issues:

1) Because I am using a custom GUI for Thinking Bubble, the text does not display in the character's speech font colour, which I'd like it to.

2) The character's ThinkingView only loops once when using character.Think. It need to loop continuously, like it would under character.Say.

Any ideas, people?

Many thanks,
Mark
#42
I really like the idea of 3D characters. Especially the low(ish) poly, bold designs you are using - very nice! :)
#43
ced just keeps saying the RandomString() until an error*, because the opp_hp and gov_hp variables are only changed in the dialog.

Tried adding "player: hello" in @S, to no avail.

*RunDialog: Cannot queue action, post-script queue full
#44
It definitely runs all of the commands in the while loop up until the Dialog.Start, I've done every check I can think of.

I reckon, because AGS is starting a dialog, it wants to wait to start it until the loop is over.
#45
I can't see how that could be the problem, I've tried it both ways. Besides, it runs everything else in the loop, up until the dialog and it just skips back to the top of the loop at that point...
#46
That's not the error, apparently.

I'm really confused by this. I can get it to enter an invalid dialog option number, which causes the game to error, so it is obviously updating the dialog options. It seems it just won't start the dialog going.

I've found the problem: IT'S THE WHILE-LOOP. When I take that out it works, which is annoying because I need it there.
#47
Sorry, I was too hasty. I found a better way using ordinary arrays in the end. It makes the whole thing more flexible.

Thanks for the help. I'm sure I'll get stuck again... ;)

EDIT: I got stuck again, on a separate issue but it may be related:

Code: ags

while (gov_hp && opp_hp != 0)
{
  
  //ask question
  ced.Say(GetRandomString());

  //update dialog with replies
  danswer.SetOptionState(current_question+1, eOptionOn); //correct response
  danswer.SetOptionState(Random(29), eOptionOn); //other random option
  
  //reply
  danswer.Start();
}


The dialog won't start. It just loops round ignoring it. I tried taking the loop out and it still ignores it.

Thanks again.
#48
Hope I don't get pounced on from posting here again but there is no point starting a new thread...

Anyway having done the struct, I have set up a list of questions using:

Code: ags

category[3].option[5] = "Whatever";


But I get a parse error saying "unexpected 'category'" I'm a little confused.

Also, this line:
Code: ags

cHost.Say(category[cat].option[opt]);


Produces error: "category is not an array"
#49
I'm all out of money at the moment, so this demo is all I have to keep me going... It better be good! ;)
#51
Khris, your solution sounds very simple! I'll have a go at doing that. One quick question, though: the program needs to know what category and question it is that is chosen at random. The game basically scores you on how well you match your answers, so how can I access the value of the two elements of the chosen question?

P.S. Don't worry, Calin, I learned a lot from your examples! :)
#52
Basically, I have a list of questions of the which a character will say one of them at random.

I was thinking of setting up a load of strings at the beginning of the script, which are obviously the possible questions and naming them so:

Qnm - where n is the category number and m the question number within that category.

i.e.
Code: ags

String Q00 = "How are you?";
String Q01 = "Do you like the weather outside?";
...
String Q21 = "What are your hobbies?";


The problem starts with getting that into the .Say() function. I could have:
Code: ags

n = Random(5); //There are 6 categories
m = Random(2); //There are 3 questions in each category


How do I then get the n and m I have defined to relate to the Strings?

I'm a lousy coder, I hope someone can help!
Thanks :)


EDIT:

I found this online:
Code: ags

#include <stdio.h>
#include <conio.h>
void main() {
  clrscr();
  char arr[3][12]= { "Rose", "India", "technologies" };
  printf("Array of String is = %s,%s,%s\n", arr[0], arr[1], arr[2]);
  getch();
}


It is some direction for setting up an array of Strings, which I didn't think you could do. So, I suppose the question now is: How do I implement this in AGS, or is there an better alternative?

Thanks again.
#53
General Discussion / I did a Tumblr.
Tue 22/02/2011 12:46:51
Anyone interested in UK politics as well as pixel art may want to take a look here.

Let me know what you think. Hopefully I'll be updating it a few times a week.
#54
Hi everyone,

I have set this little survey up to help me with a game project I have going on...

It's only four questions and will probably make no sense unless you live in the UK or you are VERY interested in British politics.

Anyway, take a look: http://www.surveymonkey.com/s/TY8FBJN

Thanks :)
#55
I think it looks brilliant! Stick with it :)
#56
Critics' Lounge / Re: Background critics
Tue 01/02/2011 09:13:54
Just draw the ends of the objects/walls, but darken them quite a lot. Then the effect is still there but the eyes aren't drawn so much.

You could even draw the ends like cross-sections and add wires and inner workings to the walls - ala Star Trek: Newton
#57
I play everything windowed, then the pixels still look proper.

This looks fantastic by the way, Colin Lampshade! :)
#59
That looks excellent. And bear in mind, Igor, that's a small indoor room. I'm sure Scavenger can bring in some crazy colours for the larger exterior scenes, with neons lights and things... :)
#60
AGS Games in Production / Re: Primordia
Fri 14/01/2011 10:35:19
2011 is going to be such a great year for AGS games! :D
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