Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - poc301

#621
The // thing was done as I was posting it here on the forum.  That comment isn't in the real code.  I just wanted to clarify for anyone looking at it.

I put the 'else' in, and I also made it 'Display'. 

Still having the same problem.  The global variable does have Warrior in it, but the IF statement isn't working :(

Any other ideas?

Thanks,

Bill Garrett
#622
Ok, I am just becoming amazed/daunted by the amount of work it will take to do the scripting/writing of the game for so many character classes.  I have decided to limit it to 4 (the original 3 from the Quest for Glory series and 1 new one).  What I would like from you guys is just a show of what other 1 class you guys are fans of. 

The three already done/ready to go are Warrior (Fighter sounded cheesy), Wizard and Thief.

What kind of class would you like to see in there?  Keep in mind the character is essentially nobility (the son of the original QFG hero), so something like Barbarian wouldn't fit :) 

Assassin?  Necromancer?  Bard?  I'm open for suggestions.

Thanks!

Bill Garrett
#623
OH!!!  My appologies.  It has been a LONG day :)

I took a second and looked at exactly what it was doing.  Quite ingenious!  Simple, but ingenious :)

Thanks again!

Bill Garrett
#624
I don't quite get it.Ã,  What do I do to 'buffer' to get it to work?
#625
I have been working for 20 minuts on this INCREDIBLY simple code snippet that isn't working...Ã,  Any help would be appreciated :(

CODE:

// script for room: First time player enters screen

string class;

GetGlobalString(17,class) ;Ã,  /This should be the word Warrior

if (class == "Warrior")

{
display ("IT WORKED!");


}

Display("It didn't work... %s", class);


---------------------

Now, the thing doesn't work, as it skips right on through to the bottom line "It didn't work... %s", class line.

When that bottom line is run, it reads :

It didn't work... Warrior

So I know the Global string is being pulled out properly, but for some reason my IF statement isn't working.. ARGH!

I would greatly appreciate any help.

Thanks,

Bill Garrett
Ã, 
#626
By the way, if I // out the EXP and the EXPNEEDED lines the thing works fine.  EXP is 0 and EXPNEEDED is 100 also.

I think it may be that it is just trying to do too much in the repeatedly_execute...

If so, is there some way to get around it?
#627
Hello all.Ã,  I added a few new strings to my repeately_execute function for my RPG's status screen (which all worked great until I added the last 2-3 strings), and now when I run the game, I get the following error as soon as it loads :

Error: run_text_script1: error -6(Error(line58): stack overflow) running function 'repeatedly_execute'

I have moved the variables around in the list to make sure it wasn't something I did by naming a string the name I gave it, but it didn't matter.Ã,  No matter what string is being listed on line 58 it crashes.Ã,  Is there a limit on what I can have/use in repeatedly_execute?

Code posted below :


--------------------------------------------------------------------------------------


#sectionstart repeatedly_executeÃ,  // DO NOT EDIT OR REMOVE THIS LINE

function repeatedly_execute() {

string LVL;
string HP;
string MANA;
string STAMINA;
string STR;
string AGI;
string INT;
string VIT;
string LUC;
string MAG;
string WEA;
string PAR;
string DOD;
string STE;
string PIC;
string THR;
string CLI;
string NAM;
string CLASS;
string EXP;Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  // <==== THIS IS LINE 58 IN MY CODE
string EXPNEEDED;
StrFormat(HP,"%d", GetGlobalInt(14));Ã,  Ã, 
SetLabelText(4,1,HP);Ã,  Ã, 
StrFormat(MANA,"%d", GetGlobalInt(16));Ã, 
SetLabelText(4,0,MANA);
StrFormat(STAMINA,"%d", GetGlobalInt(15));
SetLabelText(4,2,STAMINA);Ã, 
StrFormat(STR,"%d", GetGlobalInt(1));Ã,  Ã, 
SetLabelText(4,3,STR);Ã, 
StrFormat(INT,"%d", GetGlobalInt(2));
SetLabelText(4,4,INT);Ã, 
StrFormat(AGI,"%d", GetGlobalInt(3));Ã, 
SetLabelText(4,5,AGI);Ã, 
StrFormat(VIT,"%d", GetGlobalInt(4));
SetLabelText(4,6,VIT);Ã, 
StrFormat(LUC,"%d", GetGlobalInt(5));
SetLabelText(4,7,LUC);
StrFormat(MAG,"%d", GetGlobalInt(6));
SetLabelText(4,8,MAG);Ã, 
StrFormat(WEA,"%d", GetGlobalInt(7));
SetLabelText(4,9,WEA);Ã, 
StrFormat(PAR,"%d", GetGlobalInt(8));
SetLabelText(4,10,PAR);Ã, 
StrFormat(DOD,"%d", GetGlobalInt(9));Ã, 
SetLabelText(4,11,DOD);
StrFormat(STE,"%d", GetGlobalInt(10));
SetLabelText(4,12,STE);Ã, 
StrFormat(PIC,"%d", GetGlobalInt(11));Ã,  Ã, 
SetLabelText(4,13,PIC);Ã, 
StrFormat(THR,"%d", GetGlobalInt(12));Ã,  Ã, 
SetLabelText(4,14,THR);Ã, 
StrFormat(CLI,"%d", GetGlobalInt(13));Ã, 
SetLabelText(4,15,CLI);
GetGlobalString(20, NAM);Ã, 
SetLabelText(4,16,NAM);Ã, 
GetGlobalString(17, CLASS);
SetLabelText(4,17,CLASS);
StrFormat(EXP,"%d", GetGlobalInt(18));Ã, 
SetLabelText(4,19,EXP);Ã,  Ã, //18 is the exit button
StrFormat(LVL,"%d", GetGlobalInt(19));Ã, 
SetLabelText(4,20,LVL);
StrFormat(EXPNEEDED,"%d", GetGlobalInt(21));Ã, 
SetLabelText(4,21,EXPNEEDED);

}
#sectionend repeatedly_executeÃ,  // DO NOT EDIT OR REMOVE THIS LINE


Any help greatly appreciated.
#628
My RPG has experience based levels in it (IE : 2nd level gained at 100exp, 3rd level gained at 200exp, etc, etc, etc)

If you were playing this type of game, would you like to see a section on the character screen letting you know how much more experience you need intil the next level?  Or just level and experience total?

I am leaning toward the Exp Needed also, but figured I'd poll the masses.

Thanks,

Bill Garrett
#629
I haven't used the repeatedly execute yet, but doesn't that stop all other processes until it finishes?
#630
Oh, and one more thing :)

If anyone is wondering about the blotched out words on the pic, its because the game title would give away too much of the storyline.  I want to keep it kinda secretive until I have something to release as a beta or something.
#631
I guess it won't link it  >:(

It also won't work with a link from this forum.

To see the screenshot, Copy and Paste the URL in my above message into your browser and it will load.

Bill Garrett
#632
Big thanks again to everyone for all the advice.  I have the intro scenes done, the character models done, the character creation process and scripting done, and the storyline done.  Now comes the actual programming/implimenting of the storyline.

I liked the idea of keeping the skills small.  Make it a more doable game.  I don't want to deal with making 40+ skill abilities :)  I have a total of 4 classes done (a 5th and 6th are in the works), and I am REALLY digging the AGS system. 

I have included a screenshot of the character creation screen for the Warrior character class.  This was captured without the EGO view animation loop of the warrior class view walking on the top left (each class has its own class model walking so the player can see what it will look like). 

(I don't know if this board supports links and image linking, so I am posting both of the screenshot below, and am also going to just type the link out if anyone wants to look at it.)

http://pocmobile.tripod.com/warrior-info.jpg
[img]http://pocmobile.tripod.com/warrior-info.jpgp/url]

http://pocmobile.tripod.com/warrior-info.jpg

Thanks again!

Bill Garrett
#633
That is the thought I had...  My problem is that if I do that, I'll basically have to do one version of the game for each character class I make.  All the conversations, etc, etc.  Could get really elaborate...
#634
Thanks for the insight guys.

Just a little tidbit...

The game will used turn based systems.  I am using different character models for each class, so it won't depend on armor.

The areas of adventure are going to be HUGE.  I will be sending the new hero through 4 of the previous lands his father adventured through to solve his mystery, and on his way to the 5th (no info being leaked :) ), he is going to have a mishap, and end up in the new land.  A good friend is a graphic-guru and is rendering me some backgrounds for a new place to explore.
#635
But its not the same character/hero as in the first series. 

This story takes place in the same world as QFG, and has some recurring characters from the Sierra series, but its not the same.
#636
Good day to everyone.

I am making an RPG and have multiple classes able to be chosen in the game.Ã,  I have done up a separate graphic bunch for each class in the game.Ã,  The figher looks different from the mage, from the thief, etc, etc.Ã, 

The main character (EGO) is set to use default view 1.Ã,  I just realized this is the Fighter view, so even if I choose to use a Thief, he looks like the fighter.Ã,  Is there a way to change this to make it dependent?Ã,  I don't want to have to have to code everything once for each class...Ã, 

So to summarize : Is there a way to have one character as the playable character, but have his view differ based on character class chosen at the game's beginning?

Thanks,

Bill Garrett
#637
Sorry for the second post, but I forgot one question, and needed to ask it, but there was no Edit button :(

6) Should I make the combat system realtime or turn based?

Thanks again,

Bill Garrett
#638
Good day to everyone.  I am making a Quest for Glory fangame, and have been working on it a few days thus far.  I finished hashing out the storyline/plot, and the game is going to be HUGE.  I would like some input from adventure gamers, RPGers, and fans of the previous Quest for Glory works.  Keep in mind that my game takes place 30 years after the end of Quest for Glory 5, and the main character is the son of the original hero from the Sierra games.  I don't really want it to be a direct takeoff of the original games, so here are my questions :

1) Should I keep the original 3 classes (Fighter, Thief, Mage)?  Or should I expand to others as well.

2) Should the stats be taken care of in the manner of the original QFG games (no levels, just increased stats as you use their respective skill)?  Or would it be better to use the level-based system with stat points to distribute once you level up?

3) Should I include cheat codes and so forth?  I figure it might make the game more enjoyable for those who can't quite cut it  ;)

4) Would you, as a gamer, like to be able to see a difference in the player character model depending on the type of armor you are wearing?  Or would you prefer the standard Quest For Glory formula where you look the same regardless?

5) Any other suggestions for RPG or adventure gaming that you would like to see in the Quest For Glory world? (The game takes place in Silmaria, Mordavia, Tarna, Shapier, Spielburg, and one new place I invented/designed/rendered).

Thanks in advance for the advice!

Bill Garrett
#639
I am using the standard GUI bar for interaction.  I have a custom inventory set up using a hi-res background and buttons.  I have it set so that the (INV) tag is on the inventory button, so it displays the currently selected inventory item in the taskbar.  However, no matter what item I select, TWO of them show up in that bar.  I don't understand why...  I've checked the code and it seems to be okay.  The images are usually distorted a little, but there are always 2 of them.

Ideas or suggestions welcome. 

Thanks,
#640
I'd probably distribute it to whomever wanted to check it out, but I wouldn't even dream of trying to make any money off it.

Thanks!
SMF spam blocked by CleanTalk