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Messages - PEd1

#1
Does anyone have a link to this module?
The dropbox link at the top seems to be dead now...

Or is there some kind of newer version available?
#2
Quote from: abstauber on Fri 29/09/2023 09:40:15So I'd say, the fix is safe to use - please do use

Awesome, thanks!
And thanks for making this amazing template!
#3
Quote from: eri0o on Thu 28/09/2023 18:04:40just check if I haven't misinterpreted and it's indeed the same issue.

Yeah, that's the same issue.
I replaced the block in VerbGui.asc that abstauber mentioned and that fixes it...

Though he also adds, "This might also affect other bits of the template, so I won't push the update just yet."

...so I'm not sure if I should use it?
I don't want it to fix this one issue and then break something else...

I was hoping there would be some little one-off fix I could add to the specific character or room code to work around it.
#4
So there's a little problem I'm finding that's in my game, but can also be seen in the actual Tumbleweed demo game too...

When you go into the second room with the Hologram character, if you're not near him and you "Give" any item to the Hologram, the player character walks over to him to the correct spot, but then nothing else happens, it doesn't do the player saying his line and the Hologram responding.
It then works fine if you try it again, now that you're already nearer the character, he'll respond.

In my game, the same thing happens in any rooms that have a larger scrolling background. For all rooms that aren't scrolling, the "Give" works fine first time and runs perfectly from any distance.

Any way to fix this in the scrolling rooms?
I've tried putting a specific x, y place for the player to walk to, but that doesn't help, he still only walks over and then does nothing.
#5
Thanks!

The variables should help me with this other puzzle I have...

The player puts a coin in a drinks machine (I then remove the coin from the inventory).
The main character then says the coin got stuck.
The player has to "push" the machine to get the drink out.


So I assume for this I'd set a bool in the room, as it all takes place in one room...

bool CoininMachine = false;

And then in the function for when the coin is used on the machine I'd put -

CoininMachine = true;

And then when "push" is used on the machine I'd have -

if (CoininMachine == true) {
// player says the coin has been dislodged
// player gets drink added to their inventory
}
else if (CoininMachine == false) {
// player says nothing happened
}

I guess I'd then have to set CoininMachine back to false somewhere afterwards? So that the player can't repeatedly push the machine and get the drink added again.
#6
Quote from: Khris on Mon 21/08/2023 19:48:00if you want to store other information to look up later, you will need a variable (or many of them). It's never too early to learn this concept.

Thanks - is there a tutorial somewhere for this, or a specific phrase I should search for on the forums to find out more?
#7
Thanks!

Ah, ok, so something I did not realize is that NPCs have their own inventories that AGS keeps track of?

So far, when I give an NPC an item in exchange for another I only refer to the player's inventory -

player.LoseInventory(iItem);
player.AddInventory(iNewitem);

So I guess for cases where I need the the NPC to actually have the item I should also have the following -

cNPCname.AddInventory(iItem);

To add it to their inventory?
#8
Hi!

I'm making a game using the Tumbleweed template...

I've got most of it working and I know how to give an NPC a specific item and have them respond and give me a different item in return.
However, I am now stuck, as I don't know how to do this next bit -

I want an NPC to give the player an item but only once they've received four specific items from the player, and the player can give them the items in any order.

So, for example, the player has to give the NPC a cup, a fish, a plate, and a fork, and the NPC will take each of these items one by one, but will only give them an item in return, a key, after they've received all four items.
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