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Camdog




Joined: 08 Aug 2003
Posts: 606

PostPosted: Fri Sep 25, 2009 9:01 am    Post subject: Reply with quote

What's the mini-game? Maybe we could help you work it out.
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Deadmanintheocean
Not Quite.




Joined: 22 Aug 2009
Posts: 26
Location: Nowhere

PostPosted: Fri Sep 25, 2009 6:21 pm    Post subject: Reply with quote

The minigame should be simple. It's a minigame where you press a button to dodge arrows.

I have it set so that the script that causes character B to shoot the arrows at character A also sets an 'on keypress script' so that you can dodge.

It uses a global variable that sets to one if you are dodging and to zero if you aren't. Then, if that variable is set to one when it reaches character A, then it increments a dodge count (local variable) and at the end, if the dodge count variable "==" 5 then it shows a scene where you win and another scene where you don't if the variable <5.

The problem is that I can't get them to work at the same time. Like when the arrow shoots, it's busy with that script, so the dodge script doesn't work. And sometimes the arrow shooting script doesn't even start till you press the button to dodge.

If anyone can read this and see where I went wrong, that'd be just great.
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Baconlabs
PURPLE IS MANLY




Joined: 15 Mar 2009
Posts: 335
Location: Tennessee

PostPosted: Fri Sep 25, 2009 10:53 pm    Post subject: Reply with quote

No more than one script can run at one moment in time, such is the law of the OHRRPGCE.

To solve this you could combine them into one script or, preferably, make the 2 scripts activate at distinctly different time periods, i.e. do not allow the dodge script to trigger until after the arrow script is finished.

Granted, this will get tricky if there's lots of arrows to worry about, and I'll leave that for an actual coder to answer.
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Deadmanintheocean
Not Quite.




Joined: 22 Aug 2009
Posts: 26
Location: Nowhere

PostPosted: Tue Sep 29, 2009 2:33 pm    Post subject: Demo version 1 Reply with quote

The demo is available now. Keep in mind that it might be glitchy, that and the fact that it's 11mb without the .zip compression.

If you want to download it anyway, the link from the first page should work. If not, here it is again.
http://www.castleparadox.com/gamelist-display.php?game=968

The next demo will have chapter 2 in it, along with more subquests.
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Deadmanintheocean
Not Quite.




Joined: 22 Aug 2009
Posts: 26
Location: Nowhere

PostPosted: Fri Oct 23, 2009 1:18 pm    Post subject: Reply with quote

I can't believe it's been almost a month now and I've hardly got anything to show...

Well here are screenshots from chapter 2:

Spooky lights! They teleport you away!

Take cover from the lights using wierd metal pillars.

The elemental mages, Torith and Sonia, have joined the party and attack a golem!

Ever so ominous, the metal (or recoloured) Golem attacks!

Feel free to comment on 1 of 3 things:
-these screenshots
-the demo I released so long ago
-how lazy I am

Edit: (I'm starting to think I have the ability to kill any thread I post in...)
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8bit
Clutcher of toes.




Joined: 01 Jul 2008
Posts: 110
Location: In the thoughts and dreams of all the world's children.

PostPosted: Mon Nov 09, 2009 5:16 pm    Post subject: Reply with quote

Why is the file size so big? I thought this was MIDI music.

EDIT: I am writing a review for HamsterSpeak. Already played the game.
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