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Re: AGLL Guide -- Make your own AGL games
Posted By: Stephen, on host 204.216.241.77
Date: Monday, December 14, 1998, at 11:32:31
In Reply To: Re: AGLL Guide -- Make your own AGL games posted by Sam on Monday, December 14, 1998, at 10:25:08:

> There is, however, a way to accomplish what you suggest by not using *either* the "win" or "lose" commands. At each ending, jump to a new location called "ending" (or whatever), which is not a physical location, per se, but a point in the game which will handle all possible endings. Set a global variable before you jump to "ending" so the code in "ending" can determine what ending to supply, and use "ending"'s state variable to count how many endings you've seen so far. (Actually maybe you need a separate global for each ending so you can ensure that the player doesn't see one ending twice and get gipped of another.) When the "ending" code determines that the player has seen all possible endings, just provide the single choice "Finish" which, upon being triggered, executes a "w" command. (I don't think it'll work if you put a "w" or "l" command outside of an option command, but there's a slight chance I'm wrong.)
>
> Let me know if this is not clear, and I'll provide an example with AGLL code.

Eh, could you? I think I understand what you're getting at, but as I see it, there are some problems. When you say that the "ending" location handles all endings, just what do you mean? That it will figure out which ending to display and then show appropriate text? This means when it displays the ending, you still have options that are availible from the start (it might be weird being able to look at a map after the ending). I'd just like to see exactly what you had in mind...

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