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Messages - Cloudee1

Pages: 1 [2] 3 4 ... 83
16
Mega Tokyo SCI Archive / Re:Is Sci Studio capable of doing multiplayer
« on: August 23, 2004, 05:25:45 AM »
Eigen made a simple two player fighting game. (multi players  ;) )

17
Mega Tokyo AGI Archive / Re:Hank's Quest - SENSORS
« on: August 20, 2004, 04:17:16 AM »
It's one thing to PLAY a game and get stuck, it's entirely another to WATCH a game as you read every word of a walk thru simultaneously.

It makes no implications as to your intelligence, I wouldn't presume to know, but rather to your game playing ethics, and a persons differing ethics can be hard to . . . Approach.


18
Mega Tokyo AGI Archive / Re:Hank's Quest - SENSORS
« on: August 19, 2004, 03:09:53 PM »
I haven't played hank's quest yet, no time.

but I couldn't help reading through your post that. . .hmm, hard to put this without sounding harsh. . . well I was wondering . . . In what way. . .Have you ever. . . Has the satisfaction. . . Oh well never mind,

I guess you never PLAYED hank's quest either.  ::)


19
Mega Tokyo SCI Archive / Re:Amazing
« on: August 16, 2004, 06:18:58 AM »
You won't have as many problems.

20
Mega Tokyo SCI Archive / Re:errors galore and frustration high
« on: July 23, 2004, 03:47:30 AM »
For the most part it only crashes when you are using either the pic or view editors right?

... well since it seems you have some sort of unnatural love for win98 and don't seem keen on switching back so really all you can do is try to limit the amount of time which you would need to use these tools.

for views you can directly import bmp's so you can use paint shop to create these, also use paint shop to design your rooms and then import the image to trace it (and do so quickly.)  
 

21
Mega Tokyo SCI Archive / Re:playing sounds
« on: July 18, 2004, 07:01:14 AM »
1. you said you saved it as sound004 I assume that also means that you saved it as number 004 as well.

2. use soundbox to make sure that the sound file is set up for the internal speaker.

3. change configuration file to support your soundcard

4. you said before that the code used to work, make sure you didn't misplace anything while changing stuff.

5. play using vdmsound just to be sure the sounds aren't working

In that order.

22
Mega Tokyo SCI Archive / Re:playing sounds
« on: July 17, 2004, 04:09:59 AM »
 ;)
Code: [Select]
(send gTheMusic:
  prevSignal(0)
  stop()
  number(900)  // the sound resource #
  loop(1)       //  how many times you want it to play
  play()
)

23
Mega Tokyo SCI Archive / Re:Vocab.000
« on: June 24, 2004, 02:54:18 AM »
I'm thinking here, but I'm not really sure what is going on.

ok I started a new game from template, did NOT change any vocab resources and coded this:
Code: [Select]
(if(Said('call/man'))Print("calling"))Call= noun, imperative verb
Man= noun
 
and it seems to work!

Uhm, ok I did what I told you to do:
 first trying imerative verb - and it works
 then indicative verb- and it works,

1. Are you saving the vocab  resource before you test your code?
2. Are you rebuilding after your changes before you run?
3. Did you change man's definitions at all?
4. Are you scripting alot of if's and else's?

24
Mega Tokyo SCI Archive / Re:Vocab.000
« on: June 24, 2004, 02:02:46 AM »
I checked in my games vocab and "call" is listed with phone and telephone as either a noun or IMPERATIVE verb. Try putting call in it's own category and if as indicative verb it still doesn't work change it to an imperative verb, vocabs seem to work best when they don't have more than one designation.


25
Mega Tokyo SCI Archive / Re:Dying
« on: June 24, 2004, 01:42:32 AM »
here you go:
Code: [Select]
(instance RoomScript of Script(properties)
  (method(doit)      // constantly checks
  (var dyingScript)  // add variable
  (super:doit())
    (if(<(send gEgo:distanceTo(badMan))20) //if closer than 20
    (send gEgo:view(822)setCycle(Fwd))      //an ego dying view
    = dyingScript ScriptID(DYING_SCRIPT)
    (send dyingScript:caller(832)
    register("You would do better to avoid that bad man! "))
    (send gGame:setScript(dyingScript))
    ) // ends if
  )  // ends method
)   // ends instance
;)

26
Mega Tokyo SCI Archive / Re:Dying
« on: June 23, 2004, 08:30:24 PM »
Follow the tutorial and instead of putting the dying stuff in the handleevent method, put it under the doit method and then to activate it add something to check the distance to the other actor, similar to talking to them.

If this doesn't help, let me know and I'll post some code to illustrate what I mean.  ;)

27
Mega Tokyo AGI Archive / Re:contest
« on: June 23, 2004, 12:30:45 AM »
Alright Joey here is a propostion for you:

I am working solely with sci and haven't ever touched agi programming, I would not be taking part as a contestant in your programming adventure sooo. if you want to take part in this contest as well, there is no reason why you couldn't if I took over as judge for you.

28
Mega Tokyo AGI Archive / Re:Star Commander I help
« on: June 23, 2004, 12:23:29 AM »
I haven't played it but a pink thing a girl has dropped...hmm.. is it a ribbon, for her hair.

like I said I haven't played it so I don't know.

29
Mega Tokyo SCI Archive / Re:States
« on: June 22, 2004, 11:01:51 PM »
Hey Andy,

It seems that the main roomcript changestate will work in that way, But other instances do not.

you can also look here:
 http://www.mega-tokyo.com/forum/index.php?board=5;action=display;threadid=5675
or here, this one takes a while to get going, but may help:
http://www.mega-tokyo.com/forum/index.php?board=5;action=display;threadid=4832

If you figure it out, let us know.  ;)

30
Uhm I'm not sure what you are saying here.

If the charactar is changing screens by transport couldn't you just init the ego in room three at any arbitrary point why does it need to be in the same position.

oldx, oldY, ohp wait I think I understand now, the problem is that the transporter animated view doesn't know where to position.

Try something like this instead:

Code: [Select]
(if(Said('use/communicator'))
 (if(send gEgo:has(INV_COMM))
 programControl()
 (send gEgo:view(008)loop(1)cycleSpeed(1)setCycle(End))
 Print("Beam me up Scotty!")
 Wait(180) // does wait work?
 (send gRoom:newRoom(3))
 )
 (else
 Print("You don't have a communicator.")
 ) // ends INV check
)  // ends Use Com


I'm not sure if the wait command will work here, but otherwise since you are hiding the ego, instead you can just change the view.

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