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Messages - reismahnic

#21
Ok, it definitely seems like I may need to rethink my approach a bit.
Thank you!
#22
Can I ask a second question?
Since I want to be able to jump between the perspectives of these two locations, I was hoping to do so by changing the player character (it is two characters making different decisions).
I was hoping to do this by changing between characters, but it seems like that doesn't work too well if I use it in the middle of a dialog script.
For example, here is how I typed it in the script.
Code: ags

 Mayfield.SayAnywhere("Yeah?");
West: Is this Andrew Mayfield?
 Mayfield.SayAnywhere("Yeah, you the cop outside?");
West: I'm Sheriff West. I want to help resolve this situation, Andrew. How are you feeling?
 Mayfield.SetAsPlayer();
West: Mayfield?
return
@1
Mayfield: I'm panicked.
@2
Mayfield: I'm calm.


How this winds up playing out:
The scene plays as normal, but when it hits the player change line, West just says 'Mayfield?'
THEN, the scene jumps to the 2nd room, and the dialog choices don't even happen.

Is this method of changing player characters mid- dialog just a dead end way of doing this?
#23
Sorry it took so long to get back.
Seems to be working great.
Thank you so much for your help, Scavenger. Really appreciate it.
#24
I'm sorry, definitely showing my coding noob here, but... I'm assuming I would put that set of lines in the global script?
How would I call it when I'm in the dialog forms?
Thanks. I know this is a noob question. I really appreciate you taking time to help figure this out.
#25
I guess I could create a bool state that makes that happen so I only have to type one line of code instead of multiple... it's just that I'm going to be doing this hundreds and hundreds of times, so I was hoping to cut down the number of times it's required.
#26
I've considered that option, but unfortunately the WHOLE game is jumping between these two rooms, and the amount of extra scripting that would go into that would be... well, I would prefer to find a better way.
If there really isn't one, though, that may be what I have to do. :cry:
#27
Oh, this sounds wonderful!
So all I have to do is let you guys know I would like to go, and you'll cover all my expenses, right?...

No?...
That's not how this works?... :wink:

Well, have fun. I think its so cool that this community meets up in person.
You're all awesome.
#28
Hi, I apologize if this is mentioned somewhere, but I couldn't find anything on it in the manual.
If I have a character speak (say, in a dialog) but they are in a different room, they don't get a character portrait (I have speech set to Sierra with Background), as opposed to everyone else in the room, who does.
The text for their speech does appear, though.
How can I fix this?
Thank you very much for your time.
#30
Thanks Monsieur, I really do appreciate the advice.
Mandle, thank you! I love it when people play a game I make, but I EXTRA love it when people explore its dialogue paths! (laugh)
I may revisit the scenario someday, but to be honest, I'm just as likely to do something completely different. I just have too many stories I want to tell!
#31
Loved it. Left a small review on your Ludum Dare page.
Wonderful job. I love the story's moral!
#32
Great work! Left a small review on your Ludum Dare page. :)
Your art in particular is astonishingly good.
#33
Unfortunately in the past I've had trouble with posting screenshots; I have had issues regarding the image size.
My knowledge of HTML is... nonexistent, and I've not really known how to respond to that as a result.
I've added screenshots, regardless. Obviously excluding them was a bad call. :)
Thank you SO much for playing this everyone. It means a lot to me, as does voting for it on the Ludum Dare site.
Regarding the Chicago/New York thing, I'll be honest, it was a complete brain fart that happened while working in the middle of the night. I'll be patching it. ;)
Actually fun fact, the game's setting IS supposed to be Chicago, but the train's visual design is based on an older New York subway train design, so that's why the confusion happened in the writing.
#34
Hello, I made a game called Shifters for Ludum Dare's 48 hour Compo challenge.
It is a solo project; I had under 48 hours to make the entire thing.

It is a story driven visual novel in which a paranoid scientist with a flair for the dramatic teaches a seminar on the existence of Shape Shifters who live among us.

The game's page is located here: http://www.adventuregamestudio.co.uk/site/games/game/2039/
I would also love it if you checked out my website, which has my other work, located here: http://www.reismahnic.com/





Thank you so much, and I hope you enjoy it!

* Mods resized screenshots
#35
In the context of my specific project, I will need timers that are expiring upwards to 40 minutes after activation.
This was an example in the context of a short amount of time.
But you're right, IF that was all I wanted to do, a blocking sequence would be preferred.
#36
Works perfectly. Thanks so much.
#37
Hi, I am making a game in which the wait command will be active for minutes at a time.
However, I want certain timers to be able to go off DURING the wait command.
Obviously I understand that Wait puts everything on hold, so what I wanted to do was slot the effects of the timer between TWO wait commands if that's possible.
Here's what I tried (I'm typing this on my phone as I'm not in a place with internet, apologies).


Code: ags

function room_AfterFadeIn()
{
SetBackgroundFrame(0);
player.Say("Hello. This is gonna time out.");
SetTimer(1, 600);
Wait(601);
Player.Say("Huh?");
Wait(600);
}

function room_RepExec()
{
if (IsTimerExpired(1)==1)
{
SetBackgroundFrame(1);
}
}



Basically, what I WANT is for the character to speak, then the first wait happens, then the character speaks again and the background CHANGES, then another wait.
What I'm getting instead is that, but the background doesnt change until after the very end of the script, the final wait.

Thank you so much.
#38
This is exciting! I had no idea that the AGS community did this.
I made Interstellar Borders, Throw Me in the River and An Anxious Awakening last year, and would love it if you played them.
Interstellar Borders is a campy sci fi story, Throw Me in the River is a drama that reflects on regret in life and familial conflict, and An Anxious Awakening is a drama that studies anxiety and the mourning process.
All three games are between 8 and 15 minutes long, and are more narrative driven.

Thank you so much, and I appreciate seeing my games on the nominees list!
#39
Greetings!
Last week I worked with a team on the Global Game Jam (48 hours!) on an AGS game in Portland, Oregon.
We would love for you to play it.
It's about 5 to 7 minutes long.

Thanks a ton, and if you enjoy this feel free to check out the other three games I've made in AGS this year.

Here is the link to the game's page: http://www.adventuregamestudio.co.uk/site/games/game/2015/





#40
Hi Khris, sorry for being vague.

Currently I have the 'AR Vision', as it's currently called, set as an inventory item. I'm only using two backgrounds for this current example (to simplify things).
I have it set so that when you use the inventory item, it calls a global bool called ARIsOn, and that determines the background change.

Here's the code in the Global Script:
Code: ags

function iARVision_Interact()
{
if(ARisOn==true)
{
ARisOn=false;
player.ChangeView(4);
SetBackgroundFrame(0);

}
else
{
ARisOn=true;
player.ChangeView(5);
SetBackgroundFrame(1);
}
}

Currently, the 'SetBackgroundFrame' command doesn't in fact do anything. Changing the player's view, of course, does work.


I'm afraid I'm not sure where the on_event function is located? Where do I access this?
Thank you so much for replying. :)
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