having said that, if enough people request a certain topic then i'll look at doing one.
having said that, if enough people request a certain topic then i'll look at doing one.
Great work Delta, I thought I was doing ok but looking at the tuts I have been doing things the hard way at times
cracking job {dizzy}:cool:
Thank you! and don't worry, you're not the only one that's done things the hard way! It took me two weeks to get the blocking to work properly when doing my first game - i *almost* gave up completely!
and on the first video, you may have noticed i didn't explain what the 'brush rects' box was for in the options menu. that's because i didn't actually know! i'd never used it before. I got down to it and thought 'shit, what does THIS one do?!?' I do know now though, and demonstrated it a few times later on. :teethy:Maybe we will see a game from quiggie now! {yolkfolk}:delight:
and loads more eggcellent games!
[/quote]thats a maybe in caps, bold, italic and underlined!!!
seriously though i have downloaded dizzyage and been looking at JDs fantastic tutorials and my head is swimming with words i don't even know the meaning of!!!!! but gonna keep going till i'm so dizzy i gotta stop {yolkfolk}:scratch: {yolkfolk}:scratch: {yolkfolk}:scratch:[quote data-userid="23" data-postid="64823"]
If anyone has any questions, or would like me to make a short tutorial about an aspect i may not have covered, then please let me know.
[/quote]
Can you please do an example to show the code for when you say get to part of the map (a barrier for example) that you just want to show dialogue or a message first which maybe like a hint to the correct item you can use there after.
Just need an example of the code. Thanks.Can you please do an example to show the code for when you say get to part of the map (a barrier for example) that you just want to show dialogue or a message first which maybe like a hint to the correct item you can use there after.
Just need an example of the code. Thanks.
[/quote]do you mean showing some text when you press enter on the invisible 'trigger', before it opens the inventory?
if so, just use the same code (with different IDs obviously) that is used in the denzil puzzle example.
the ActionObject part of the 'door' code in the tutorial is this:
func ActionObject_2000()
{
idx = OpenDialogInventory();
if(idx!=-1) UseObject(idx);
}
as shown in the 'coding objects' tutorial, this can be copied and used for objects and characters too, and then expanded with status checks (using IF statements) to show a message first, as with the denzil code:
func ActionObject_2002()
{
idx = ObjFind(2002);
if(ObjGet(idx,O_STATUS)==0)
{
Message1(5,4,""HELLO DENZIL,nHOW ARE YOU?"");
Message2(6,5,""HI DUDE, I'M HUNGRY!"");
MessagePop();
ObjSet(idx,O_STATUS,1);
return;
}
if(ObjGet(idx,O_STATUS)==1)
{
idx = OpenDialogInventory();
if(idx!=-1) UseObject(idx);
}
}
what you can ALSO do, is then take that same expanded code, copy it and use it in the 'door' code, and it will do the same thing. (obviously change the messages and the IDs used)
The 'coding objects' tutorial shows how the above code (with two IF statements) is merely an expanded version of the original 'door' code. The only real significant difference between the door code and the denzil code is what happens in the relevant 'UseObject' function when you use the correct object. In the case of the door, a static brush is hidden. In the case of denzil, an item object is enabled. The 'ActionObject' code is pretty much interchangable (as long as you change the IDs) as it follows the same kind of structure.
I hope this helps! let me know if that wasn't what you meant, or if i've not explained it clearly enough.
(you've also given me an idea for another video!)
I hope this helps! let me know if that wasn’t what you meant, or if i’ve not explained it clearly enough.
(you’ve also given me an idea for another video!)
[/quote]
Yes thats what I was wanting, the example in the tutorial showed how to use a trigger with the correct item straight off, but on occcasions you may want to use dialogue first on the first point off reaching a particular puzzle before finding & using the correct item on it. Dunno if thats part of giving you the idea for another tutorial or not but I think would complete the 3 main combinations...ie item used straight off, item exchanged with character & item used after initial dialogue has been shown (which may be a message, prompt or clue etc).
I will have to have a go at seeing if I can get it to work now. Thanks.
but on occcasions you may want to use dialogue first on the first point off reaching a particular puzzle before finding & using the correct item on it.
[/quote]yeah i didn't do that on the door puzzle because you'd do it the exact same way as i showed on the Denzil puzzle.
yeah i didn’t do that on the door puzzle because you’d do it the exact same way as i showed on the Denzil puzzle.
[/quote]Yes I follow, differance is you may need a trigger, so its a combination of using parts of both examples, ive managed to get it to work now after many tries.
Can you do a tutorial on how to use some different music for a game too instead of the original whenever you may have chance {yolkfolk}:delight:
Yes I follow, differance is you may need a trigger, so its a combination of using parts of both examples, ive managed to get it to work now after many tries.
Can you do a tutorial on how to use some different music for a game too instead of the original whenever you may have chance {yolkfolk}:delight:
[/quote]i may actually do a basic one on how to change the default music and add a few more. it won't be until next weekend at the earliest tho.
i may actually do a basic one on how to change the default music and add a few more. it won’t be until next weekend at the earliest tho.
[/quote]That will be just fine :tup: