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Messages - random_guy

#1
Quote from: lipaoklipa on Thu 14/06/2007 07:34:18
Yes,sorry.I was in a rush.My internet broke down so i had to use the one in my school.The thing is...
I have made the intro of the gm.Now al of the characters  have scatered around the house.And i have place the interact(talk)on some of them.I wondered how can i change what they say in the interact later in the game.

You can create a graphical variable, named "intro" or whatever, which is set at 0 at the start. Then once the intro's over, as the last command set "intro" to 1. Now add a new command under the talk interaction, and select "conditional: if a variable is set to a certain value". Choose value 1. Now add a child action under the conditional and choose "display message", then type your new message. Just make sure you add a "stop running more commands" command at the end of the conditional, or the game will display messages meant for the intro.

This may not be the most efficient way to do it as I'm a beginner myself, but it's probably the easiest, as it can be done from the GUI.
#2
I did search for a solution, couldn't find anything. And I don't know if this counts as a beginner's question, but here goes. I'd like to design a maze-type area where, unless you have a specific item, if you move in any direction but down, it just loads one of, say, four random screens, and if you move down you end up right back at the start of the maze.

Then, if the player does have the specific item, either

a) you go straight to the end of the maze,

or

b) (preferably) you end up at the end of the maze only if you follow the instructions you are given as a result of obtaining the item.

Any hints?
#3
Quote from: Fee on Thu 14/06/2007 07:10:15
I love the music, suits the style of game perfectly :D Is it Original?

Im a fan of LSL too, so ill definetly give this one a shot :D

Yes, I wrote it ages ago with Fruity Loops. Thanks for the kind words.
#4
Drunken Debauchery!

Demo: http://rapidshare.com/files/36672104/drunken_debauchery__demo.rar.html gah, I already found something I missed. Use this link instead http://rapidshare.com/files/36680939/drunken_debauchery__demo.rar.html

This is my first serious attempt at making a game with AGS. I've been a big fan of the Leisure Suit Larry series as long as I can remember. I also thought it'd be funny to create a really risque game in 320x240 resolution. Warning: not for the easily offended.

Story (in spoilers because you find the following information out in the demo):
Spoiler


Rick is a drunken hedonistic porn-addict. One day his life gets turned upside down when he wins a free trip to the Muffler Hotel, a very exclusive resort. But is everything as it seems, or is this situation too good to be true? 
[close]








Progress:

Story:75%
Art:20%
Puzzles:25%
Music:15%

Be gentle with your criticism, I'm very new at all of this. And I know the art and animation sucks, but I quite like the style now.
#5
I got it to work, and then discovered you need a hi-colour game to get transparencies to work, and mine is 256 colours. Oh well, back to the drawing board.
#6
Thanks, guys. That'll help a lot.
edit: I keep getting an error message in the code I'm trying to write. What am I doing wrong?

Code: ags
#sectionstart on_event  // DO NOT EDIT OR REMOVE THIS LINE
function on_event(EventType event, int data) {
  if (event==eEventEnterRoomBeforeFadein) {
    if (GetGlobalInt('is it dark?') == 1) {
      object[3].Visible=true;
      object[3].Transparency=50;
      object[3].Clickable=false;
      object[3].Baseline=Room.Height;
    }
    else
      object[3].Visible=false;
  }
}
  


edit2: Am I wrong in thinking that a global integer is the same as a variable? If so, how do I call a variable in place of the global integer?
#7
I'm going pretty well designing my game, even though as soon as I so much as see scripting code written down my eyes glaze over. But now I want to program something so when the player performs a certain action the power goes off in all five rooms created so far. When this happens, I want every room to be dark, but bright enough you can still see. I know how to set up the switch using variables, and have got that set up, but my solution for creating darkness of creating a checkerboard pattern with dark colours is less than ideal, because it doesn't look that great and the object interferes with the cursor.

What's the best way to perform what I'm trying to do? Keep in mind my aversion to scripting code - if it's doable via the GUI menus, that'd be great!
#8
I'm using a Sierra-style interface for my game, pretty much the default. But I want to add a function to the inventory that lets players manipulate things within the inventory window as well as selecting the inventory items.

I've tried working it out myself, but it's beyond me. I have searched the manual and tutorials and whatnot for how to do this, but can't find anything, possibly because I don't know the right terms to search for. Can someone walk me through what to do?
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