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>look up

Posted: Mon Mar 27, 2006 10:04 pm
by Ice Cream Jonsey
Has anyone implemented >look up so that it refers to an object and not the direction up?

Right now I get the response, "Which do you mean, above or the sky?" when I do that. Just curious if anyone's solved it for their own purposes.

Posted: Tue Mar 28, 2006 7:03 am
by Merk
Here's what I do in Distress, to trap for "Look Up". There are actually several elseif's in the real code, to trap for "Look Down" and "Look East" and so forth. I snipped that, to make it more applicable to what you're doing.

Basically, in the line "self = u_obj" you could redirect it to whatever you want. Hopefully this is what you're after.

Code: Select all

!---------------------------------------------------------------
!Mainly adding this to give a new response to look "up"
!
replace NewOMessages (obj, num, a, b)
{
    local retval = false
    select obj
    case direction
    {
        select num
        case 1 {
            if (self = u_obj) {
                run sky.long_desc
                retval = true
            }
        }
    }
    return (retval)
}
If you add this code as-is to a .HUG file in your project, it will default to showing sky.long_desc whenever the player looks up. NewOMessages is a stub in the library files, intended to be replaced whenever you want to customize whichever messages the real OMessages services. Return (true) on conditions you handle, and (false) so that the default OMessage prints for everything else.

Posted: Tue Mar 28, 2006 12:12 pm
by Ice Cream Jonsey
Thanks, Merk. That worked perfectly!

I'm going to be right up against the deadline. I really wish it wasn't March 31st, what with that day being a Friday and all... would be nice to have the weekend to finish up our stuff.

Posted: Tue Mar 28, 2006 12:50 pm
by Merk
Well, if you're worrying about "Look Up" now, you've probably got the meat of the game finished. That's something. I've completely restarted on my "possible" LoTech Comp entry -- going to make it browser-based instead of Hugo (it will just make more sense for this particular game, I think).

Posted: Tue Mar 28, 2006 7:34 pm
by Merk
Something else that just occurred to me -- if it's just a matter of disambiguation, you might could have added this to the sky object:

parse_rank 2

Not sure -- if it will work when the other object is a library object, but maybe.

Posted: Thu Mar 30, 2006 3:54 am
by Ice Cream Jonsey
Hahah, you're absolutely right, Merk. That probably would have worked for my purposes with this thing. Geez. But you know how you get when you come close to releasing one of these things. The brain gets all screwy, heh.

(I think I am going to make the deadline. But it's a really short game. If there's anyone interested in taking a look, just fire me off a note at beaver@zombieworld.com. My earlier games were way too buggy and I should really sit on this one if the bugs are too numerous close to the deadline. )

Posted: Fri Mar 31, 2006 12:41 pm
by Merk
Congrats on finishing in time -- and good luck!!

Posted: Sun Apr 09, 2006 6:12 pm
by Ice Cream Jonsey
(Thanks, by the way. I don't want to violate any rules by saying I got about 6 hours of sleep in the last 48 hours of the game's production, but I did want to express my appreciation at your remark!)

Posted: Sun Apr 09, 2006 6:33 pm
by Merk
Ice Cream Jonsey wrote:(Thanks, by the way. I don't want to violate any rules by saying I got about 6 hours of sleep in the last 48 hours of the game's production, but I did want to express my appreciation at your remark!)
I haven't played any of them yet, but I intend to before the deadline. And I know last-minute crunch-time all too well. :)

Posted: Tue Apr 11, 2006 6:59 pm
by Merk
I haven't written the review of Pantomime yet, but I've played it and one other now. Let me know if you want me to send transcripts.