GAC Question
There is probably a really simple way of doing this but its driving me up the wall.
In GAC is there a way of ending the game ( you get killed ) if you stay in the room for over three moves OR, preferalby, after twenty seconds or so pass?
Sort of, your in a room and if you stay there to long the roof caves in and kills you
Any help greatly recieved.
I think I read about a routine like this in some help page somewhere but I can't find it or am looking right through it :(
Cheers
In GAC is there a way of ending the game ( you get killed ) if you stay in the room for over three moves OR, preferalby, after twenty seconds or so pass?
Sort of, your in a room and if you stay there to long the roof caves in and kills you
Any help greatly recieved.
I think I read about a routine like this in some help page somewhere but I can't find it or am looking right through it :(
Cheers
Post edited by ZX Beccy on
Comments
Use PAW instead. :)
I'm not too familiar with GAC, but i have this feature in my PAW game.
for time spent in a room
i used a timeout command in the main process, but instead of just giving you a player command like 'hurry up' i sent it to another process table, where it would check if i was in the correct location (death room) then remove a point from the 'character health flag' (you'd have to set a specific flag at the very start of the adventure, when you set all the other flags.) then it would look again through the main process when you tried to do something like examine or leave, but in the main process there would be a command to check the health flag, if it was healthy (eg a number 2) you'd carry on as normal, but if it was dead (number 1) it would print 'you died' then end the game.
---or you could put the same timeout command in the main process, after it succeds, send it to another process, and if you are at that location (death room) simply end the game there. of course you'd have to get no player imput for that to work, the player could spend house examining things and not die, which why i would use the bit at the bottom too, and you might as well have a flag then.
if you want to do it on moves, you'd set the health flag to say 3, then once in the room, you'd remove one point from the health flag everytime the main process table is called. (which would happen on player imput)
I can give you the code, but i don't have it here.
If GAC doesn't use flags like this, then i think you are stuck, you'd have to have it as an instant death room. it prolly has the timeout command for the 'hurry up' message, but you really need the flag to tell the game the state of your player.
hope that helps.
edit - if you want to see this in action, check out my little demo in my sig, walk into a room with a zombie, wait a minute or two, then try to do something, your character will die.
no i mean use PAW, as writting a game for the speccy on a program from back in the day is far more satisfying to a fan of the speccy. :-D
Maybe PAW is the way to go, I'll be honest I've sort of stuck with GAC coz its a bit of a babies toy.... Time to learn me a new tool.. :D
yeah i think it is, i had a a look at the GAC instructions and they seemed a bit basic.
PAW is dead easy to get to grips with though. and you get a better graphics editor to use your drawing skillz on.
However, playing a PAWed game when you're used to modern parsers is frustrating at best. Colin Woodcock has done some really great PAW games, but by modern standards they are unplayable. What good is a parser that can't even handle 'oops'?
i didn't think anyone played them after the speccy. ;-)
Why would anyone want to type oops?
-if the counter is less than 3, increase it.
-if it is 3, game over man!
In fact, using PAWS you would do some similar maneouvre just with a different sintaxis.
On the other subject, 8 bit text adventures are as unplayable by today standards as 8 bit arcade, sports, puzzle, strategy, etc... games.
Luckily, We don't care at all :-)
--
Rubbish. The classics of the other genres still hold up thanks to excellent gameplay. About the only Spectrum adventures that still stand up today are the Magnetic Scrolls ones, and they ran under 68000 emulation.
Oooh, well, I'd say that y'need to put some more practice in, 'n' stop being spoonfed by this ere new-fangled 'interactive fiction' malarkey. Toss it is, yes, toss. :S Get to grips with a REAL text adventure, laddie. ZX Spectrum Twin Kingdom Valley has never been beaten on any modern format. (Facto-mondo!) Play it now and be everso enthralled, then marvel at all of Zenobi's treasure.
Anyhows, while this nice lil dispute is all well and good, our good pal Beccy should be well underway in producing a PAW masterpiece! Hows it going gal?
I recently bought the zenobi collection, thats what got my interest sparked into writing an adventure game ( last one I did was over 20 years ago! ) and that was on GAC. Forgotten everything. Can set rooms up but thats about all.
Planning... planning......
What I really need is someone who can work out the code for me while I do the graphics and the text :)
Well, I'm waiting on feedback from my adventure, and I've asked someone if I can convert an Amstrad game for Speccy, but if both those ideas fall through, then I'd be happy to help you if I can. Yes, write it all down anyway. That's a very good idea.
Oh, the hours I spent on Darkest road! The Zenobi games are great aren't they!
This is what happened to me with Sinclair BASIC, VB, C++, and every other prog language I've tried my hand at :D
I am going to set aside some time in the future like I've said a million times before and relearn it, even though I'll probably never use it for anything, but I imagine once I start bashing away at the keyboard I'll start to remember snippets of it.
Still be a long time in the future though.
Thought if I ever got round to writing Advanced WHSmith Nightshift Simulator I'd try and author it with Quill. Always liked the way Quilled adventures work for some reason, loaded it up a few years back had a play around got bored told everyone about my idea beforehand though, wish I'd kept my bloody mouth shut!
I kinda feel the same about another Milestone I'm working on at the min :D
i can help with the code, prolly make me finish my paw game. i got all the code, but got bored with writting the text. there was only so many ways to describe a dark corridor. :-D