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Messages - tzachs

#1241
Quoting from the maual:

The function doesn't get called immediately; instead, the engine will run it in due course, probably during the next game loop, so you can't use any values set by it immediately.
Once the on_call function has executed (or not if there isn't one), the game.roomscript_finished variable will be set to 1, so you can check for that in your repeatedly_execute script if you need to do something afterwards.
#1242
Two problems here:
1. No semicolon inside a condition check.
2. A condition check should be with a '==' and not a '='.
Here's the code:

Code: ags

function camera_UseInv()
{
  if(cEgo.ActiveInventory == iblend)
  {
     Display("Yes, it blends!");
  }
}
#1243
Have you read the manual of the character control module (which Mr Matti suggested)?
What you're trying to do can be done relatively easily with this module, just do something like:

Code: ags

CharacterControl.CreateChain(1, "ROOM:1,0,50; WALK:50,50; WALK:70,70, SAY:|I'll just stay here for a while|;  ANIMATE:4,1,0,20; WALK:0,0, ROOM:2,0,50; WAIT:200; GOTO:1");

CharacterControl.StartExecuting(cMustard, 1);


This will make colonel mustard change to room 1, walk a little, speak, animate something, walk out of the room, change to room 2 and wait... and then the chain will start all over again...
#1244
Ok, I like all of them but I need to choose, so...


Bronze medal goes to fedx for his groovy ninja turtle. You would probably have won first place if you had chosen a purple ribbon, since Donatello rulez  ;D


Silver medal goes to Xenophon for his beautifully stylized "roman" guy...


And the gold medal goes to Bulbapuck for raising awareness to the "babies eating starfishes" phenomenon...
Oh, and because it was damn funny   :D

Thanks everybody...
#1245
I don't have the manual next to me, but if I remember correctly it should be
Text = Text.Append(...);
#1246
No worries, you phrased it better...
#1247
Really, officer, it was combined of two completely different things!
How did it look?
Well, for some unknown reason, all I can remember now is this:



Oh, and there's a chance it was rotated or scaled...
#1248
Yay, I won, thx!  :)

Coming soon, in a forum near you,

the next competition...
#1249
Ahhh, that old problem... here's how you do it:
Spoiler

First attach the sock to the stick. Use the extension cord on the cat to drive him away, then quickly close the gate so it doesn't return. Then you can put the sock in the neighbor's backyard with the stick (if the cat was there it would have taken it).
Now go to another place (say, the local bar, you can use the anvil there if you want but that's for another puzzle so I won't get into it) and return, the neighbor will be there, trying to figure out the source of the smell, and then you can talk to him...

About the toolbox, in order to open the toolbox you'll need the pliers...

Oh wait a minute, the pliers are in the toolbox? Something is not right here, probably a bug, you should try to restart...
[close]
#1250
Quote from: Mr Flibble on Tue 11/08/2009 17:18:44
Rapidshare has the dreaded limit of only allowing a file to be downloaded 10 times (unless you have a "Collector's Account" and I have no idea how to get one.)

In order to get a collector's account (and I was stumped at the beginning also, it's like a badly designed puzzle), you have to first upload a file. When the upload is finished there will be a page with a link in the bottom to create a collector's account...
#1251
Create 4 global variables, all of them boolean and with default values false. Name them appropriately, for instance: FirstTalkToNPC, SecondTalkToNPC, FirstItemOnNPC, SecondItemOnNPC.

In the character talk script write:
Code: ags

if (!FirstTalkToNPC)
{
   //First talk to character here
   FirstTalkToNPC = true;
}
else if (!SecondTalkToNPC)
{
   //Second talk to character here
  SecondTalkToNPC = true;
}
else
{
  //Third talk and beyond here
}


In the interact item on character script write:
Code: ags

if (player.ActiveInventory == iFirstItem)
{
   //First item interaction here
   FirstItemOnNPC = true;
}
else if (player.ActiveInventory == iSecondItem)
{
  //Second item interaction here
  SecondItemOnNPC = true;
}


and in the part of the code that the player should change the room write:
Code: ags

if (FirstTalkToNPC && SecondTalkToNPC && FirstItemOnNPC && SecondItemOnNPC)
{
  player.ChangeRoom(x);
}
else
{
  player.Say("I can't leave the room yet...");
}
#1252
A very rare creature, there are only two of its kind in the world (near the coasts of New Zealand, if you were wondering...)


Susan- the right tailed sea turtle

Isn't she lovely?
#1253
Here is something to start with, put in globalscript.asc:

Code: ags

function SayLetterByLetter(this Character*, String sentence)
{  
  String builder = "";
  int i=0;
  while (i < sentence.Length)  
  {
    builder = builder.AppendChar(sentence.Chars[i]);
    this.SayBackground(String.Format("%s", builder));    
    Wait(5);
    i++;
  }
  Wait(40);  
}


and in globalscript.ash:
Code: ags

import function SayLetterByLetter(this Character*, String sentence);


and you can use it from the rooms script;
Code: ags

cEgo.SayLetterByLetter("This is the first sentence");
#1254
Hints & Tips / Re: Minor Minion (MAGS game)
Sat 26/09/2009 23:20:48
After I've been stuck for hours, I read Leon's walkthrough and realized there is probably a bug:

Spoiler
I talk with the princess about one of the stones, she tells me she wants a doll. Only after I give her the doll, I try to talk to her about the other stones but all she says is "It's boring", and then I can't continue further...  :(
[close]
#1255
General Discussion / Re: Must-have-tried games
Sat 26/09/2009 16:59:10
I second K.G.B, brilliant game...

I also like to add the "Fedora Spade" game series into the mixture. Pure detective adventure games, old style, but incredibly fun to solve and also have good stories.
#1256
Finished the demo, it was funny and enjoyable, and I must say, quite large for a demo...
I'm waiting for the game, it ought to be interesting  ;)

A tiny suggestion:
Spoiler
maybe some smartass comment if I try to scare the carriers away with the stalin poster...
[close]
#1257
There's a property for the character: UseAreaLighting (you can find it in the designer, double click on the character).
Is it set to true?
#1258
The reason I came up with the entry points on the edges in the first place, is so that I won't have to worry about moving the edges inwards and creating a bug in the process because a character will now enter the room in the wrong side of the edge.
I guess it's not a good enough reason to justify a feature, if ags will have the walk-to points it will probably be enough.

Thanks for your comments.
#1259
This game was originally created for the MAGS August 09 entry (about writing a game which is also a first episode of a series). I just wanted to fix some bugs and add some hints and other improvements before releasing it.

The Story
------------

This series is based on a book I am writing, where each game will be based on a single chapter of the book.
This game is based on the first chapter, and you will be able to read the chapter after completing the game.

Without revealing too much about the book itself, the story begins when we learn about a group of people who are being kept captive and forced to complete challenges that require wisdom, stamina, agility, strength and a variety of other skills.

You may ask, why? They ask this question every day. The answer will be revealed, although not in this chapter...

Screenshots
----------------





Download
-------------

You can download the game here (120MB).
#1260
Hints & Tips / Re: The Colourless Sylph
Thu 17/09/2009 13:30:26
Spoiler

You need to do two things so that the sylph will go away.
Basically, the sleeping sylph is a female. Therefore, she probably cares about how she looks. So you need to:
a. Make sure she doesn't look good (makeup).
b. Make sure that she will see her reflection when she wakes up (water fountain).
[close]
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