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Messages - Echo

#1
Quote from: mkennedy on Fri 03/08/2012 04:00:26
If you're interested I made a module to add text parser functionality to point and click games. You can download it from:
http://duals.agser.me/Modules/Automated_Text_Parser_v2.0.rar
Personally I like the extra options the text parse provides. Though you may want to consider a VERB or VOCAB command that lists the various words the parser would accept as valid input.

By any chance are you willing to share the source code mkennedy?

Quote from: Ryan Timothy on Fri 03/08/2012 04:57:01
(I haven't read the posts in this thread.. I'm guilty)
I think the best system would be something that shows the words you type as red if they aren't in the game's dictionary. Or words that aren't necessary as yellow.
Like "look at book"
Or: "look at bookk"

I'd likely just use a dynamic sprite and draw the text at certain colors or fonts. With the text box being invisible. That way you don't have the "I do not understand: bookk" garbage. Instead you find out as you type.

The great thing about that is the player will eventually stop making mistakes and cursing the developer for making a "bad" parser.
however yellow is a bit too bright unless the text is over black.
#2
Nice! ( Lua Pluggin, Awsome (^0^) )

I played one Leisure Suit Larry game on game boy not to long ago, it was the land of the lounge lizards.
I like how lighthearted and fun the game was. No text parser but you had to choose actions from a list
of commands and then associate them with an object: for example in the first bar, you can walk up to a
woman aka lovely legs and command Larry to "Kiss woman". It does't work so well for Larry if you do.

I then came to a conclusion, perhaps its better to use an interface instead of have the player guess what
to type, You still get to prepare for more "random" commands and it should be a lot more controlled and easier
to code that working with a flat out parser. Like AGA said, a good text parser is actually difficult to code
and it's also difficult for the player to use ( unless you make sure they read the game manual thoroughly )
but "kids" these days don't care for reading manuals.it's just plug and play.

#3
I played the Secret of Hutton and Trilby's Notes and I'm convinced that text parser's are definitively NOT user friendly compared to point and click but, they do offer a bit more "flexibility" and thought-process for the player than instead just clicking a bunch or stuff to see what happens. text parser's are funner IMO, you get to mess around and write stuff like "look in ass" or "use gun on self" and then laugh at the strange comments the avatar says or end up killing yourself for kicks. In point and click, you can only do what's actually intended for the game.
Hutton crashed when I said "take cupboard" in the janitors room, so I'm guessing that using a text parser opens up a Pandora-box of errors and difficulty trying to anticipate what the user might type in. Like I said, users type in some really stupid stuff just to see what happens.
What I think sucks though is the guess the noun or verb for of text parser's while in point and click you get stuck less often since all you need to do in such situations is click every single pixel on the screen until something happens.
I am thinking though of using a text parser since I intend to make a static adventure game, like princess tomato in salad kingdom ( one of my favourite NES adventure games, that and De javu ) just without the user interface for the NES, I think a UI can really obstruct the visuals and force them into a tiny box.
I want to make a visual novel styled game with static images and text parser technology, no animation, no walking around,no collision detection or physics or whatever, no fancy User interface with a bunch of look,take,examine buttons, just text and static-pictures and a command prompt for the player to input commands.

sort of like Steins;Gate: Hen'i Kuukan no Octet visual novel...
[imgzoom]http://sgcafe.com/wp-content/uploads/2012/03/29224-e1332386073764.jpg[/imgzoom]

I tried making an engine like this from scratch with LOVE2d in Lua but coding the text parser was murder so I gave up (-_-).

I think this is very possible in AGS right guys? AGS has a built in parser, that cuts the work down by 90%, I just have to learn how to use AGS-script ( which looks very similar to Javascript, wish I could use the text parser in Lua though since I already know a bit of Lua...alas)
#4
Hi, I want to know where I can find any games made with AGS that use the text parser and NOT point and click.
I searched the games section but all the games use the point and click interface.

Are their any games at all that use the text parser? I'm so sick and tired of point and click!
I wanna kick it old-school like sierra's mystery house with no need for a mouse.

thank you.
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