Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - poc301

#81
I have been working for 20 minuts on this INCREDIBLY simple code snippet that isn't working...Ã,  Any help would be appreciated :(

CODE:

// script for room: First time player enters screen

string class;

GetGlobalString(17,class) ;Ã,  /This should be the word Warrior

if (class == "Warrior")

{
display ("IT WORKED!");


}

Display("It didn't work... %s", class);


---------------------

Now, the thing doesn't work, as it skips right on through to the bottom line "It didn't work... %s", class line.

When that bottom line is run, it reads :

It didn't work... Warrior

So I know the Global string is being pulled out properly, but for some reason my IF statement isn't working.. ARGH!

I would greatly appreciate any help.

Thanks,

Bill Garrett
Ã, 
#82
Hello all.Ã,  I added a few new strings to my repeately_execute function for my RPG's status screen (which all worked great until I added the last 2-3 strings), and now when I run the game, I get the following error as soon as it loads :

Error: run_text_script1: error -6(Error(line58): stack overflow) running function 'repeatedly_execute'

I have moved the variables around in the list to make sure it wasn't something I did by naming a string the name I gave it, but it didn't matter.Ã,  No matter what string is being listed on line 58 it crashes.Ã,  Is there a limit on what I can have/use in repeatedly_execute?

Code posted below :


--------------------------------------------------------------------------------------


#sectionstart repeatedly_executeÃ,  // DO NOT EDIT OR REMOVE THIS LINE

function repeatedly_execute() {

string LVL;
string HP;
string MANA;
string STAMINA;
string STR;
string AGI;
string INT;
string VIT;
string LUC;
string MAG;
string WEA;
string PAR;
string DOD;
string STE;
string PIC;
string THR;
string CLI;
string NAM;
string CLASS;
string EXP;Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  // <==== THIS IS LINE 58 IN MY CODE
string EXPNEEDED;
StrFormat(HP,"%d", GetGlobalInt(14));Ã,  Ã, 
SetLabelText(4,1,HP);Ã,  Ã, 
StrFormat(MANA,"%d", GetGlobalInt(16));Ã, 
SetLabelText(4,0,MANA);
StrFormat(STAMINA,"%d", GetGlobalInt(15));
SetLabelText(4,2,STAMINA);Ã, 
StrFormat(STR,"%d", GetGlobalInt(1));Ã,  Ã, 
SetLabelText(4,3,STR);Ã, 
StrFormat(INT,"%d", GetGlobalInt(2));
SetLabelText(4,4,INT);Ã, 
StrFormat(AGI,"%d", GetGlobalInt(3));Ã, 
SetLabelText(4,5,AGI);Ã, 
StrFormat(VIT,"%d", GetGlobalInt(4));
SetLabelText(4,6,VIT);Ã, 
StrFormat(LUC,"%d", GetGlobalInt(5));
SetLabelText(4,7,LUC);
StrFormat(MAG,"%d", GetGlobalInt(6));
SetLabelText(4,8,MAG);Ã, 
StrFormat(WEA,"%d", GetGlobalInt(7));
SetLabelText(4,9,WEA);Ã, 
StrFormat(PAR,"%d", GetGlobalInt(8));
SetLabelText(4,10,PAR);Ã, 
StrFormat(DOD,"%d", GetGlobalInt(9));Ã, 
SetLabelText(4,11,DOD);
StrFormat(STE,"%d", GetGlobalInt(10));
SetLabelText(4,12,STE);Ã, 
StrFormat(PIC,"%d", GetGlobalInt(11));Ã,  Ã, 
SetLabelText(4,13,PIC);Ã, 
StrFormat(THR,"%d", GetGlobalInt(12));Ã,  Ã, 
SetLabelText(4,14,THR);Ã, 
StrFormat(CLI,"%d", GetGlobalInt(13));Ã, 
SetLabelText(4,15,CLI);
GetGlobalString(20, NAM);Ã, 
SetLabelText(4,16,NAM);Ã, 
GetGlobalString(17, CLASS);
SetLabelText(4,17,CLASS);
StrFormat(EXP,"%d", GetGlobalInt(18));Ã, 
SetLabelText(4,19,EXP);Ã,  Ã, //18 is the exit button
StrFormat(LVL,"%d", GetGlobalInt(19));Ã, 
SetLabelText(4,20,LVL);
StrFormat(EXPNEEDED,"%d", GetGlobalInt(21));Ã, 
SetLabelText(4,21,EXPNEEDED);

}
#sectionend repeatedly_executeÃ,  // DO NOT EDIT OR REMOVE THIS LINE


Any help greatly appreciated.
#83
My RPG has experience based levels in it (IE : 2nd level gained at 100exp, 3rd level gained at 200exp, etc, etc, etc)

If you were playing this type of game, would you like to see a section on the character screen letting you know how much more experience you need intil the next level?  Or just level and experience total?

I am leaning toward the Exp Needed also, but figured I'd poll the masses.

Thanks,

Bill Garrett
#84
Good day to everyone.

I am making an RPG and have multiple classes able to be chosen in the game.Ã,  I have done up a separate graphic bunch for each class in the game.Ã,  The figher looks different from the mage, from the thief, etc, etc.Ã, 

The main character (EGO) is set to use default view 1.Ã,  I just realized this is the Fighter view, so even if I choose to use a Thief, he looks like the fighter.Ã,  Is there a way to change this to make it dependent?Ã,  I don't want to have to have to code everything once for each class...Ã, 

So to summarize : Is there a way to have one character as the playable character, but have his view differ based on character class chosen at the game's beginning?

Thanks,

Bill Garrett
#85
Good day to everyone.  I am making a Quest for Glory fangame, and have been working on it a few days thus far.  I finished hashing out the storyline/plot, and the game is going to be HUGE.  I would like some input from adventure gamers, RPGers, and fans of the previous Quest for Glory works.  Keep in mind that my game takes place 30 years after the end of Quest for Glory 5, and the main character is the son of the original hero from the Sierra games.  I don't really want it to be a direct takeoff of the original games, so here are my questions :

1) Should I keep the original 3 classes (Fighter, Thief, Mage)?  Or should I expand to others as well.

2) Should the stats be taken care of in the manner of the original QFG games (no levels, just increased stats as you use their respective skill)?  Or would it be better to use the level-based system with stat points to distribute once you level up?

3) Should I include cheat codes and so forth?  I figure it might make the game more enjoyable for those who can't quite cut it  ;)

4) Would you, as a gamer, like to be able to see a difference in the player character model depending on the type of armor you are wearing?  Or would you prefer the standard Quest For Glory formula where you look the same regardless?

5) Any other suggestions for RPG or adventure gaming that you would like to see in the Quest For Glory world? (The game takes place in Silmaria, Mordavia, Tarna, Shapier, Spielburg, and one new place I invented/designed/rendered).

Thanks in advance for the advice!

Bill Garrett
#86
I am using the standard GUI bar for interaction.  I have a custom inventory set up using a hi-res background and buttons.  I have it set so that the (INV) tag is on the inventory button, so it displays the currently selected inventory item in the taskbar.  However, no matter what item I select, TWO of them show up in that bar.  I don't understand why...  I've checked the code and it seems to be okay.  The images are usually distorted a little, but there are always 2 of them.

Ideas or suggestions welcome. 

Thanks,
#87
Hello everyone.  I'm a newbie to posting here.  I've been tinkering with AGS for a few months, and finally got the hang of scripting fairly well.  Anyways, I am an enormous fan of the old Quest for Glory series, and am less than thrilled at the two fangames I've seen (QFG 4 1/2 and Quest for Orgy), so I wanted to make my own. 

Would I have any problems with taking the classic QFG music and background images from the original games?  I will be pretty heavily modifying the images to reflect my setting of 30 years later, but I didn't know if this was a no-no or anything like that.  I don't want to step on any toes with whomever owns those rights to the images/music.

BTW: If anyone is curious, the storyline is immense, and centers on the son of the hero from the original series of games.

Thanks in advance.

Bill Garrett
SMF spam blocked by CleanTalk