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Show posts MenuQuote from: Snarky on Tue 23/07/2024 06:27:24You don't. Besides, the thread might be useful to discuss the future in-development process.
Quote from: Snarky on Tue 23/07/2024 06:27:24If updates come out with some reasonable interval (let's say every couple of months), you could also announce them separately as "episode 1/2/3" etc.
Quote
Added Life/Hunger HUD interface // COMMENT TAKEN INTO ACCOUNT
Pause screen when pressing "Esc" key added // COMMENT TAKEN INTO ACCOUNT
***HUD settings - "Save/Load game. Also added exit game"****
Allied characters will help you in combat, if they die you will have to talk to the healers;
1 collectibles missions
2 daily missions added
37% of game history added
1 Boss Added
Managed Travel System [1 New Boat Trip]
80 new maps added
2 Enemy Mechanics (Stable/Movement) INTENSE DEVELOPMENT ON MY PART IN CREATING A CONVENTIONAL ARPG STYLE (ADVANCED PHASE) – REGARDING THE STATIC ENEMIES THEY ARE FROM PREVIOUS VERSIONS
Added new and functional statistics to the character
7 new allied characters
7 New enemies with Artificial Intelligence (A.I.)
Added Allied Characters that Attack/Heal and Defend automatically
Added Blessings System [7 Blessings spread across different locations]
Added Market System, Caravans, Towns and Tax Control
Added Monetary Systems [4 Different Currencies]
Added Exchange House System (Different values ��when buying and selling coins)
Added 1 Minigames
Added Class Systems
Managed Nobility System
Managed Caravan Travel System 1 Normal [The second one requires a mission]
Managed Land Acquisition System [DEMO]
Added Religion System [BETA]
Added Marriage System (Weddings) [BETA]
Added Land and House Purchase System [BETA]
Added Identity Registration Transmission System within the game
Added Bank System (Account Creation/Tax by Account Type, Loans (Requires having properties to mortgage) Deposits and Withdrawal of Funds]
Added Equipment System, Sale and Purchase of Armor, Arrows, Bolts, Helmets, Boots, Pants, Necklaces, Among Others
1 New Bank Added
New jobs added
- Baker
- Pizza maker
- Liquor Seller
[Upon reaching a certain amount of satisfaction with the employer, he can give you proof of employment, which will be vital to completing your civil documents]
+Among other things added to the Video Game+
Quote
V-1.1 -_____________-
Added Life/Hunger HUD interface // COMMENT TAKEN INTO ACCOUNT
Pause screen when pressing "Esc" key added // COMMENT TAKEN INTO ACCOUNT
***HUD settings - "Save/Load game. Also added exit game"****
Allied characters will help you in combat, if they die you will have to talk to the healers;
1 collectibles missions
2 daily missions added
25% of game history added
1 Boss Added
7 new maps added
Managed Travel System [1 New Boat Trip]
V-1.2 -_____________-
4 daily missions added
30 new scenarios added
30% of the story completed
2 Enemy Mechanics (Stable/Movement) INTENSE DEVELOPMENT ON MY PART IN CREATING A CONVENTIONAL ARPG STYLE (ADVANCED PHASE) – REGARDING THE STATIC ENEMIES THEY ARE FROM PREVIOUS VERSIONS
Added new and functional statistics to the character
2 new allied characters
V-1.3 -_____________-
20 new scenarios added
34% of the story completed
4 New enemies with Artificial Intelligence (A.I.)
Added Allied Characters that Attack/Heal and Defend automatically
Added Blessings System [7 Blessings spread across different locations]
Added Market System, Caravans, Towns and Tax Control
Added Monetary Systems [4 Different Currencies]
Added Exchange House System (Different values ��when buying and selling coins)
Added 1 Minigames
V-1.4 -_____________-
34 new scenarios
37% of History Added
2 New enemies with Artificial Intelligence (A.I.)
3 new allied characters
Added Class Systems
Managed Nobility System
Managed Caravan Travel System 1 Normal [The second one requires a mission]
Managed Land Acquisition System [DEMO]
Added Religion System [BETA]
Added Marriage System (Weddings) [BETA]
Added Land and House Purchase System [BETA]
Added Identity Registration Transmission System within the game
Added Bank System (Account Creation/Tax by Account Type, Loans (Requires having properties to mortgage) Deposits and Withdrawal of Funds]
1 New Bank Added
Added Equipment System, Sale and Purchase of Armor, Arrows, Bolts, Helmets, Boots, Pants, Necklaces, Among Others
V-1.5 -_____________-
New jobs added
- Baker
- Pizza maker
- Liquor Seller
[Upon reaching a certain amount of satisfaction with the employer, he can give you proof of employment, which will be vital to completing your civil documents]
Quote from: Matti on Mon 22/07/2024 21:20:16If it's completely playable in its current state, and you want people to play your game, I would say do that in the completed games thread. Just write down a note that will inform people that the game will get more updates in the future.
But if with "constantly" you mean that you'll post an update once a week or something, people will get annoyed, because your game will always be on top of the forum.
QuoteAdded Life/Hunger HUD interface // COMMENT TAKEN INTO ACCOUNT
Pause screen when pressing "Esc" key added // COMMENT TAKEN INTO ACCOUNT
***HUD settings - "Save/Load game. Also added exit game"****
Allied characters will help you in combat, if they die you will have to talk to the healers;
1 collectibles missions
2 daily missions added
37% of game history added
1 Boss Added
Managed Travel System [1 New Boat Trip]
80 new maps added
2 Enemy Mechanics (Stable/Movement) INTENSE DEVELOPMENT ON MY PART IN CREATING A CONVENTIONAL ARPG STYLE (ADVANCED PHASE) – REGARDING THE STATIC ENEMIES THEY ARE FROM PREVIOUS VERSIONS
Added new and functional statistics to the character
7 new allied characters
7 New enemies with Artificial Intelligence (A.I.)
Added Allied Characters that Attack/Heal and Defend automatically
Added Blessings System [7 Blessings spread across different locations]
Added Market System, Caravans, Towns and Tax Control
Added Monetary Systems [4 Different Currencies]
Added Exchange House System (Different values ��when buying and selling coins)
Added 1 Minigames
Added Class Systems
Managed Nobility System
Managed Caravan Travel System 1 Normal [The second one requires a mission]
Managed Land Acquisition System [DEMO]
Added Religion System [BETA]
Added Marriage System (Weddings) [BETA]
Added Land and House Purchase System [BETA]
Added Identity Registration Transmission System within the game
Added Bank System (Account Creation/Tax by Account Type, Loans (Requires having properties to mortgage) Deposits and Withdrawal of Funds]
Added Equipment System, Sale and Purchase of Armor, Arrows, Bolts, Helmets, Boots, Pants, Necklaces, Among Others
1 New Bank Added
New jobs added
- Baker
- Pizza maker
- Liquor Seller
[Upon reaching a certain amount of satisfaction with the employer, he can give you proof of employment, which will be vital to completing your civil documents]
+Among other things added to the Video Game+
QuoteV-1.1 -_____________-
Added Life/Hunger HUD interface // COMMENT TAKEN INTO ACCOUNT
Pause screen when pressing "Esc" key added // COMMENT TAKEN INTO ACCOUNT
***HUD settings - "Save/Load game. Also added exit game"****
Allied characters will help you in combat, if they die you will have to talk to the healers;
1 collectibles missions
2 daily missions added
25% of game history added
1 Boss Added
7 new maps added
Managed Travel System [1 New Boat Trip]
V-1.2 -_____________-
4 daily missions added
30 new scenarios added
30% of the story completed
2 Enemy Mechanics (Stable/Movement) INTENSE DEVELOPMENT ON MY PART IN CREATING A CONVENTIONAL ARPG STYLE (ADVANCED PHASE) – REGARDING THE STATIC ENEMIES THEY ARE FROM PREVIOUS VERSIONS
Added new and functional statistics to the character
2 new allied characters
V-1.3 -_____________-
20 new scenarios added
34% of the story completed
4 New enemies with Artificial Intelligence (A.I.)
Added Allied Characters that Attack/Heal and Defend automatically
Added Blessings System [7 Blessings spread across different locations]
Added Market System, Caravans, Towns and Tax Control
Added Monetary Systems [4 Different Currencies]
Added Exchange House System (Different values ��when buying and selling coins)
Added 1 Minigames
V-1.4 -_____________-
34 new scenarios
37% of History Added
2 New enemies with Artificial Intelligence (A.I.)
3 new allied characters
Added Class Systems
Managed Nobility System
Managed Caravan Travel System 1 Normal [The second one requires a mission]
Managed Land Acquisition System [DEMO]
Added Religion System [BETA]
Added Marriage System (Weddings) [BETA]
Added Land and House Purchase System [BETA]
Added Identity Registration Transmission System within the game
Added Bank System (Account Creation/Tax by Account Type, Loans (Requires having properties to mortgage) Deposits and Withdrawal of Funds]
1 New Bank Added
Added Equipment System, Sale and Purchase of Armor, Arrows, Bolts, Helmets, Boots, Pants, Necklaces, Among Others
V-1.5 -_____________-
New jobs added
- Baker
- Pizza maker
- Liquor Seller
[Upon reaching a certain amount of satisfaction with the employer, he can give you proof of employment, which will be vital to completing your civil documents]
Quote from: heltenjon on Tue 23/04/2024 10:14:41Quote from: Khris on Tue 23/04/2024 07:23:42How sophisticated is this supposed to be? I mean it has been done in the past, for instance there's been a MAGS game where you could communicate with another person by typing into a chat basically. It was very well done and a lot of work. I can't remember the game's name though.Probably this? Made for OROW V.
https://www.adventuregamestudio.co.uk/site/games/game/1059-chatroom/
Quote from: Khris on Tue 23/04/2024 07:23:42I feel the most important part is this one:Quote from: BowsetteGamer on Mon 22/04/2024 13:24:10AGS identifies that "Hello" and responds by saying "Hi, how was your day?"Quoteand finally AGS gives an answer
As eriOo said, the parser can help you process commands like "go north" or "look at table". But carrying a conversation is a whole other level.
How sophisticated is this supposed to be? I mean it has been done in the past, for instance there's been a MAGS game where you could communicate with another person by typing into a chat basically. It was very well done and a lot of work. I can't remember the game's name though.
But just to clarify: any answer AGS is supposed to give has to be hardcoded by you. LikeCode: ags if (prompt == "Hello") Display("Hi, how are you?"); else if (prompt == "I'm fine") Display("That's great.");
Note that this only works for exact matches, so "Im fine" or "I'm fine" has to be detected separately.
Quote from: eri0o on Tue 23/04/2024 03:01:31Uhm... The AGS Text Parser it comes with is made for very specific game play in mind that is more like the old games with a text parser.
This is why I asked exactly what sort of input you want to take and what sorts of answer you would also want to give.
The answer can go from a simple if with a display text to full blown natural language processing...
Anyway let's try something small and simple. We will create a GUI named gTextInput, with a Button named btnGo and a TextBox named textBoxInput.
We will click the button, in the properties panel we will click the events and click the tree dots in the OnClick event. AGS will open the Global Script.Code: ags function btnInputGo_OnClick(GUIControl *control, MouseButton button) { }
We need to fill something in that function. Instead of doing that I will right click on Scripts in the Explore Project panel on top right and add a new Script, which I will named TextInput.
I will add the following script thereCode: ags // new module script void GoClicked() { String input = textBoxInput.Text; input = input.LowerCase(); if(input.StartsWith("hello")) { Display("Hi, how was your day?"); } else { Display("Not even a hello?"); } }
I will now add to TextInput.ash an import for this function so we can call it from GlobalScript.Code: ags // new module header import void GoClicked();
OK, now just need to go back to the GlobalScript and call this function from the button code there.Code: ags function btnInputGo_OnClick(GUIControl *control, MouseButton button) { GoClicked(); }
Now running the game it should show up
Anyway, this is just the basics to explore the idea though.
Quote from: eri0o on Mon 22/04/2024 14:50:25Well you have three problems
- 1. You need to figure some way to handle text input
- 2. You need to figure some way to parse text input
- 3. You need to give the player some feedback on what you interpreted after parsing their input
That's sort of the gist. If you don't want to care about 1 now you can use Game.InputBox as a placeholder for the time being. (See more in the manual).
Now for 2 you can use the Parser that AGS has (See Text parser in the manual) or you can develop your own approach by using String functions to parse the text some way you like.
Than in 3 you provide feedback given you parsed the player input.
It's hard to mention more without more context on the entire thing you have in mind.
Quote from: RootBound on Mon 12/02/2024 19:59:04You can set character.x and character.y to make the character change location instantly.
If the character is arriving from a different room, you can use character.ChangeRoom(room, x, y) to have them appear where you want.
Check out all the character functions here:
https://adventuregamestudio.github.io/ags-manual/Character.html#character-functions-and-properties
Quote from: Crimson Wizard on Fri 28/07/2023 04:05:42Quote from: BowsetteGamer on Fri 28/07/2023 01:19:54Exactly, but since I tell the GUI to show me the variable instead of the text, I am aware that "mylabel" is the example. but what do i have to write
No, you have a misunderstanding there. GUI's themselves cannot contain variables, they can only contain text. So the question is, how to create a text that shows variable's value (and whatever else you may need).
The "@SCORE@" is also a text, but the engine has a special behavior that automatically replaces "@SCORE@" with formatted score value at runtime. Same goes for "@OVERHOTSPOT@". This is just a placeholder for automatic behavior. But your own variables won't have automatic replacement, so you have to do that yourself, explicitly in script.
So in your script you have to create a text, formatted with the variable's value, and then set the text to the label. This is what String.Format is used for.
Supposing your label is called lblCoins, you write in script:Code: ags lblCoins.Text = String.Format("Coins: %d", coins); // or just lblCoins.Text = String.Format("%d", coins); // depending on which format do you want
Quote from: Crimson Wizard on Thu 27/07/2023 20:02:51Each GUI and each gui control (label, button, and so on) has a Name property. This is how this gui or control may be addressed in script. Same as with Characters, and almost everything else.
"mylabel" in the above example is a label's Name.
Quote from: Crimson Wizard on Thu 27/07/2023 12:01:19This is covered in Frequently Asked Questions in the manual by the way:
https://adventuregamestudio.github.io/ags-manual/FAQ.html
Look for "How do I put a variable on a GUI label?".
In general:to keep this updated, either run this in function repeatedly_execute, or when the variable changes. Usually it may be convenient to make a custom function for changing a variable, which would also update the label at the same time. Code: ags mylabel.Text = String.Format("Coins: %d / %d", current_coins, total_coins);
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