TEMPLATE: and MODULE - Automated text parser

Started by mkennedy, Mon 13/11/2006 21:40:07

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mkennedy

I have recently created code for automated text parser functionality, though it does not use the word list. For testing purposes the code is currently imbedded in the "Demo Quest 2" example. Basicly the code looks at what the player typed in, if they typed in the name of an inventory item, a character, an object, or a hotspot then the game will run an interaction based on the current cursor mode. The "Names" of the cursor modes are stored in an array, if the player types in a word that matches one of names in the array then the code will set the mouse mode to match.  The code is quite dependant on "while" loops and does not support synonyms. This is so the user will not have to fill the word list themselves. If anybody is interested or wants to host it please let me know. Originaly I wanted to make it as a module so that it could be added to an allready existing game, but the code is dependant on a textbox GUI so I wasn't sure if that  could be done. I also would like to make a stripped down template consisting of the basic code, some GUIs, one room and a character, but am unsure of the simplest way to do that.

EDIT:

The parser is now available for download at:
http://www.rudolphuebe.com/suf/uploads/autoparsertemplate.zip
Thanks to Candle for the hosting.

Now available in module form at:
http://www.rudolphuebe.com/suf/uploads/autoparsermodV2.zip


Scorpiorus

Quote from: mkennedy on Mon 13/11/2006 21:40:07Originaly I wanted to make it as a module so that it could be added to an allready existing game, but the code is dependant on a textbox GUI so I wasn't sure if thatÃ,  could be done.

It's fine for a module to depend on some other stuff like GUIs. So all you need is export your GUI into a .gue file and put it along with the module itself into a destribution package (zip).

mkennedy

I've finaly managed to make a template with the code. If desired I can upload it, Though it may need some more testing because it was originaly stripped out of the test game.

Ghost

It's not the worst idea to put it out anyway and have it tested by some people here. No-one can abuse a module better than someone who's going to use it without having written its code  ;)

mkennedy

#4
The parser is now available for download at:
http://www.rudolphuebe.com/suf/uploads/autoparsertemplate.zip
Thanks to Candle for the hosting.

Scorpiorus

Bump!

Good work with the template :)

mkennedy

Now the automated parser also comes in Module form to add the parser functionality to your games. get it at:
http://www.rudolphuebe.com/suf/uploads/autoparsermodV2.zip

Works independant of GUI, use backspace to erase last character if you type the wrong key.
Games made with AGS prior to 2.72 may have some problems compiling so use with version 2.72 games.
If you encounter any bugs or have any problems or questions send me a PM or reply to this topic.
The testing has been limited to Demo Quest III so it definately needs a thurough testing.

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