Pub Master Quest: Legends - パブのマスタークエスト

Started by Icey, Fri 21/01/2011 02:05:55

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Icey


Scavenger

Quote from: Studio3 on Fri 01/04/2011 20:53:21
I Google translet pub master quest and I get that :P

I believe it should be translated as: Izakaya-kyō no Tsuikyuu : Quest of the Pub Masters.
"居酒屋卿 の 追求" ?

Pub Master Quest, if you wanted to make it said in gratuitous english (and not gratuitous japanese) it would probably be something like:

居酒屋卿 の 追求 : *♥ PUB MASTER QUEST ♥*

Edit: On second thought, that doesn't seem to translate as well as I thought it would.

Icey

I would change the title to that but I have to keep it this way :(

Moresco

Quote from: Scavenger on Fri 01/04/2011 21:18:28
I believe it should be translated as: Izakaya-kyō no Tsuikyuu : Quest of the Pub Masters.

居酒屋卿 の 追求 : *♥ PUB MASTER QUEST ♥*

I kind of like the idea of him using katakana, like Super Robot War on gameboy where they didn't have the ability (the tiles were too cramped) to do kanji so it was all in this kind of awkward kana-only text.

Anyway,  パブマスター, seems to be fairly common in text as well.   But you should say パブマスターのクエスト。

One question though...why a Japanese title?
::: Mastodon :::

Icey

I see. I will start using that because I get a result with it saying pub master quest and not some other way.

I use jap because I lost my Valvidi font which I use for all pub master quest games. if anyone has this font can you please share it with me? :(

Moresco

Quote from: Studio3 on Sat 02/04/2011 06:11:16
I see. I will start using that because I get a result with it saying pub master quest and not some other way.

I use jap because I lost my Valvidi font which I use for all pub master quest games. if anyone has this font can you please share it with me? :(


Was it similar to this?
http://www.fonts101.com/fonts/view/Uncategorized/20921/Vivaldi_ICG.aspx
::: Mastodon :::

Icey

YES! thats my font  :D
I hope it's free to download.

Thanks for finding it.

monkey0506

I realize this isn't exactly on-topic, but if you're serious about DLC for your game, it's not actually as difficult as you might think. There are various methods you can use to do this. Perhaps the simplest route would be to simply have a GUI with a ListBox control on it.

Now I'm going to skip ahead a bit, but just bear with me. The basic idea behind releasing DLC for an AGS game would be that you're going to treat the DLC as a completely separate AGS game. One that the end-user can't launch directly from the OS, but can only be loaded from the original game EXE. You would probably want to copy some Characters and GUIs from the original project into the new project (consider creating a template from the original EXE, stripping out what you don't need, creating a new template from that, and deleting the other template ;)), but each DLC would have its own AGS project.

The reason we want each DLC to have its own project is simply to make it more efficient. There's no reason that every DLC should have to share resources with every other DLC and the original EXE. Having the DLC in separate projects gives you more freedom for future DLC, without restricting yourself.

So with each DLC in its own project, each DLC will have its own EXE. Obviously the idea of DLC isn't having the user exit the game they were playing and launch another EXE! Instead of that, what we're going to do is use the RunAGSGame function to load the DLC, just as if we were loading another room.

Since we don't want the users to launch the DLC from the OS at all, but only load it from within the game, we'll use the DATA parameter of RunAGSGame in order to prevent this. I'll show you how to do this a bit later.

Another important point about using this route for DLC is that RunAGSGame does not require the game it is loading to have a file ending with ".exe". You can create whatever file extension you want, say ".dlc". This would also help in stopping the users from trying to load the DLC from the OS.

Okay, so getting back to the GUI, in the original game project you will need to make the GUI and ListBox control. We'll call the GUI gDLC and the ListBox lstDLC. You should make a function like this to turn the GUI on, so that we can fill the list with the available DLC:

Code: ags
// GlobalScript.ash (original project)

import void ShowDLCMenu(); // so we can call this function in other scripts

// GlobalScript.asc (original project)

void ShowDLCMenu()
{
  lstDLC.Clear(); // clear out any items from the listbox first
  lstDLC.FillDirList("*.dlc"); // fill the list box with any items with our ".dlc" extension
  if (!lstDLC.ItemCount)
  {
    // no DLC was found!
    lstDLC.AddItem("No DLC Found!");
  }
  lstDLC.SelectedIndex = -1; // nothing selected yet
  gDLC.Visible = true;
}


You'll probably want to add a button to the GUI (like "btnLoad") so the user can select to load the DLC they want. You should disable btnLoad if there was no DLC found.

In the button's OnClick function is where you'd actually call RunAGSGame:

Code: ags
function btnLoad_OnClick(GUIControl *control, MouseButton button)
{
  if (lstDLC.SelectedIndex == -1) Display("You have to select something first!");
  else RunAGSGame(lstDLC.Items[lstDLC.SelectedIndex], 0, 1);
}


We now use RunAGSGame to launch the game that the user selected. The second parameter for RunAGSGame is passed as 0 so that the current game will be completely unloaded before the DLC is loaded. The third (and last) parameter to RunAGSGame is passed in as 1, which we'll actually check in the DLC project(s).

So that's the setup that's required in the original EXE. It might seem like a lot, but once you've done it you'll realize that it's not as much as it looks like.

Now, when you've created the DLC project, you'll want to add some code to prevent the user from launching it from the OS:

Code: ags
// GlobalScript.asc (DLC project)

function game_start()
{
  if (game.previous_game_data == 0) AbortGame("Sorry, this downloaded content cannot be launched directly from Windows. Load the original game first to use this content.");
}


Again, all this might seem like a lot, but it's actually extremely trivial to implement.

Something else to keep in mind is that AGS can also load CRM (room) files dynamically (replacing any existing room in the game with the CRM file in the same folder as the EXE). You could potentially make use of that as well if you wanted something smaller that would take advantage of the existing game resources.

Darth Mandarb

monkey - that was extremely generous of you!

icey - if you want to run with what he suggested (or need more help with it) please take it into PMs so as to not [further] clutter up this thread. 

Trust me ... it doesn't need more confusion.

cianty

ca. 70% completed

Icey

Thank you monkey :]

I didn't really think anyone cared about the whole DLC thing.

I was thinking of making a site with a exapsion of stories for the game(DLC) however I don't know if any of them can have RPG battle's because I don't know if AGS can carrie over varibles or invetory items to DLC games and the other way around.

Or can it be done? 

Khris

Only by creating the same variables and inv items in the DLC game, then using an external file to send over which inv items are in possession and the values of all the variables. Like I said, you'd basically need to code your own savegame system.

Let's not get any more technical here though, Darth already said to take it to PMs.

Regarding the actual progress here, have you decided about whether you're going to include a proper battle engine or put this on ice for now? (The only two viable alternatives I can see)
Or are you turning this into an adventure rather than an RPG?
And when will the SquarePeniks CATB stereoscopic 3D Kingdom Hearts Gunblade online plugin you're coding in C#++ be available for beta-testing on facebook? scnr.

Icey

#32
Ok I will try and code one. It should be hard I just have to think a little.

I plan to release a new game later on with the code you gave me to study. However the battle system really isn't that bad. I am fixing it up a lot.

Also things I notice that other RPG systems that are simulair

In the world ends with you: players/enemies are to fight sharing the same HP.

In Chaos Rings: players: are to fight in the (CATB) way. Players attacks can be used solo or paired for stronger attacks however enemies attacks are delt to both players when you use pair.

[On topic]

Story:100%
Design:100%
Music:0%
SFX:10%
Voice:0%
Art:70%
*S3online:100%
Extras:90%
Code:50%
Sprites:90%





   

Icey

Story:100% ;D
Design:100% ;D
Music:10% :-\
SFX:10% :-\
Voice:0% :'(
Art:100% ;D
*S3online:100% ;D
Extras:90% :D
Code:90% :D
Sprites:95% :D

The game is finish but I still need to fix little extra stuff. If you would like to beta test the game please PM me or just leave a message below. :D

Icey

Screenshot of the the avatar maker, final version.


Story:100%  ;D
Design:100%  ;D
Music:10% :-\
SFX:10% :-\
Voice:0% :'(
Art:100%  ;D
*S3online:100%  ;D
Extras:100% ;D
Code:95% :D
Sprites:99% :D

Icey



Example of DLC codes that are & will be packed with new Studio3 games. Codes can be used to receive a free DLC game for PMQ.Legends.

Game that are packed with a code pass.
OSD.3D

Technocrat

So...you plan on directing people to AGS' forums to register for their "DLC"?

I must say, I'm extremely skeptical. In the nicest possible sense, of course, but still skeptical.

Icey

People will come & download my new upcoming games. People will notice the img. You can ether sign up/ Sign in on AGS and send me a PM or you can send it to my email which is listed at the bottom of the DLC card. I plan to make DLC that cost money and sell it on another site. But this DLC, It's nothing but advertising a free game in another game.

If 1000 people played a game and just came here to register and get their free prize it would screw up the forums. & it would screw up my inbox. The codes will have a time limit which is based on the speed of the game downloads. The more frequent a game is downloaded the longer I will keep the DLC in that folder.

Mr Flibble

I'd be interested to see a slightly more robust demonstration of the online, and some details of how it works and will be involved in the gameplay.
Ah! There is no emoticon for what I'm feeling!

Icey

Using Wyz's plugin players are able to chat to each other. But like how mog.net suggested I make a open area for players to go to and see each other. I plan to add city to the game after testing ends but I need to plan it out how it will work.

I will show a video of the online game play later but I have the following ideas.

Players get to select from a set characters to play as.

skin tones: tan, brown

age: teen, child

swag:boy, girl.

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