|Moss||I just stumbled on a website for Pharaoh Quest (which I hadn't heard of before) and noticed that some of the screen-shots for the game had a maximum score of 2000. I was wondering which AGI hack needs to be used to do this. Also I was wondering if any version of Pharaoh Quest has been made available for download and|
In my game "Harry Soupsmith" I did this as well. |
Basically, I had to use two variables. One variable had to contain the two least significant digits, and the other has to contain the zero-to-three most significant digits. Thus you can have a maximum score of 25599 :).
But to be able to use this "hack" you have to stop using the AGI-provided
"Score: x of xxx Sound: On"
scorebar/status bar/whatever it's called and write logic which makes a "fake" score bar for you! You have to make sure the score bar is updated and re-drawn, but also make sure that it doesn't get updated every cycle, only when it's drawn over or if the score (or sound?) changes. Then you should have an option to turn the fake score bar on and off (sigh...).
Besides, you should probably have a separate variable to add the score to, and then check if this variable is > 0 for each cycle. Then if it is > 0, you have to add this to the "least significant digit" variable. Then you must check if this variable is > 99, and then decrease this variable with as many hundreds as it takes to make it <= 99, and then add one equally many times to the variable containing the most significant digits. When the score bar is drawn, you need code to check whether the variable containing most significant digits is 0. If this is the case, print only the least-significant-digit variable as the score, and if not, print first the most-significant-digit variable value, followed by the least-significant-digit variable value which _has_ to have two digits! At last you have to reset the "add score" variable to 0, of course.
All this is a pain to get right, and you probably shouldn't bother if you don't like that challenge (which I did at the time I wrote the code ;)
However, if you want the source to the (now abandoned) game I made, just say so! If I recall correctly, I also did this in a Hangman test game at one point, and I even adapted the AGI Studio tutorial game to have the new score bar in it, but I think I deleted it :(.
Oh, and by the way, I haven't looked at Pharaohs (sp?) Quest, so I don't know how it's done there.
Sorry for being late - I didn't notice that this thread had been replied to.
Anyway, I've put up a ZIP file containing the source code & compiled code to Harry Soupsmith. You can download it at http://home.online.no/~makris/temp/hss_latest.zip . There you can see how I implemented the new score bar and how I use it. A tip: look at logic 96, and when and where this logic is called.
There are a few pitfalls when using this new score bar, and this is probably especially true if you're going to implement my code in your own game, without knowing exactly what it does at all times... BTW, I can mention that you use a separate variable to add to the score (v49 in Soupsmith) and a flag to turn the score bar on and off (the score bar will then be updated at the next cycle - if that's not acceptable, you have to force update it by using the call() method to call the score bar logic (ie. logic 96 in Soupsmith) ).
Also, you can have a look at a smaller game I tried to make once, a strange HangMan "proof of concept" game (or whatever I should call it - I made it to see if it would be possible to make it in AGI ;) ). I used the new score bar in one of the "editions" of this HangMan games - download it at http://home.online.no/~makris/temp/hang2.zip . This code may be a bit "rusty", though...
Hope this can be of help. It's been so long since I wrote that code that I hardly remember anything about it, I must admit... Good luck :).
Magnus (digging up old junk ;) ).
I'll give it a try