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Messages - SpookyBurger

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No guarantee that this will work but try putting the "get item x from list" in a "anything as text wrapper."

I gave it a quick try and no luck, thanks though, worth a shot.

As far as I recall, that was a bug, and I think it is fixed in 3.0. Have to confirm though.

Not having "load game" as a block not work in your engine seems really loose on their end and incredibly frustrating for a noob like myself :(  Hopefully they did fix it, maybe ill throw money at em

Whenever using a GA list, do NOT rely on initial values stored in the game to work (the ones you can set when first making the list or via the "Settings" button). Leave those blank.

Instead, you need to initialize them in the first scene before loading the game. For example, it the title menu of your game, use the following:

When Created
  Set Save List to [create new list]
  Add [The patients are rioting] to Save List
  Add [I've been attacked] to Save List
  Load Saved Game

This way will initialize the values correctly and then the load game will overwrite those saves with the new values if the user has already played through once. Also, since you have been doing it the other way, you may need to run your game without the "load" block once (but still with a "save" block later on) so that it resets your values.

Would using values from the title screen behavior list work?  I could have the title screen hold the values I want.  Is it just Game Attribute Lists that are sketchy when being loaded from the "load game" block?

Quick bump!

Hi.  I've been having problems with a few of my lists becoming filled with "object Object" after I use the Load Save File behavior.  It's kinda weird since I haven't noticed anything wrong with any other game attributes besides my Book ones.  The length of the contents in the Book Text list is rather long, perhaps that might be a problem?

Below I attached screenshots of the Load behavior, the blocks that are drawing the list contents out, and the display before and after load game is being used.

I tested saving the game, killing the player, and going for new game and that keeps the Book Name and Book Text lists safe.  So it's something wrong with the load game behavior.  Thanks in advance for any help.

Ask a Question / Re: Having Problems with a Game Attribute
« on: November 15, 2013, 08:45:50 am »
Unfortunately the way I set up my inventory "system" I need to be able to search for a number in a game attribute list (this is really annoying since I was able to search for values in a behavior list just fine)

Sorry what's a hash?

Ask a Question / Having Problems with a Game Attribute
« on: November 14, 2013, 09:54:12 pm »
Hi!  I'm having a very weird problem with a game attribute.  For some reason I'm not able to access what's in the list.  I made a simple test block, where Y should equal 60, but it only prints out as 40.  I tested it before and after the "If Item Position In List contains 1.0".  I've even tried deleting the game attribute, remaking it, and re plugging it into the test behaviors.  Is there something really obvious I'm missing here?  Thanks in advance for any help!

Thanks, that worked like a charm.  I was going to start deleting the variables and start creating new ones with the same names and then import the lists.  But this works too.  I'm still kind of sad there isn't a easy way to do this.

bump, hoping for a confirmation

Wow that's . . . yikes!  Hopefully I hear some better news in the next posts.

I'm wondering how I can clear a Game Attribute List manually from the settings -> attributes menu.  So far when I select all the "items" in the list and press delete nothing happens, and when I press the - button it only deletes one.  Thanks in advanced.

Resolved Questions / Re: FIXED Background Music Runs out
« on: October 07, 2013, 04:35:26 pm »
Thanks for the help!  I kinda feel like a tard now :P

Resolved Questions / FIXED Background Music Runs out
« on: September 26, 2013, 10:31:08 pm »
Hi!  I have a background theme that starts when the player first enters the game, but doesn't restart when a player transitions from different scenes. 

The only problem I've had is after 2:30 (track length) is the music stops and I can't find a loop block.  I don't want to start the track over at the beginning of each scene since most of the rooms are relatively short and it'd be very obnoxious.

I've been thinking about making a game attribute number variable and add one to it every second, after it reaches 150 have the scene behavior start the track again.  Is there a more elegant solution I'm missing?  Thanks in advance.

Solved!  Worked like a charm.  Just had to the method you outline or add the _ to the attribute names.  Thanks a lot!  :)

Hi.  The 2 Behaviors I'm working with are

SpawnableItem  Actor Behavior
    22 and 23.png are the screen caps for this behavior
ItemSpawner  Scene behavior  (super original I know :P )
    20 and 21.png are the screencaps for this behavior

The idea is that
- the scene will spawn say 3 items from the lists
- send SpawnableItem info it needs to "change" itself to what it's supposed to be and too track it's list index. in this case a FirstAidKit
- when the item is picked up, send back the info to the Scene behavior
- scene behavior removes the entry off the list from the info it gets

Right now the behavior is creating the actors fine, but all my trigger event blocks aren't working.  The animation is not changing and the items are not being removed from the list.  What am I doing wrong?  Thanks in advance for any help.

Resolved Questions / Re: Trying to make a non recurring item pick up
« on: July 15, 2013, 10:14:50 pm »
Okie dokie thanks.  I was hoping I'd be able to accomplish something similar to how RPG Maker does it with self switches.  I'll just make a scene behavior that spawns these actors according to what's in it's list, and then when a item is picked up it'll remove it's entry from the scene's list.  Thanks!

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