Newbie Questions
zaroblan
06 May 2008, 05:26Greetings,
I am a long time player of IF, both on my old faithfull BBC Micro through to the PC games.
Quest has given my IF a new lease on life and I am enjoying creating my own games using QDK.
I do have some newbie questions though:
1) how can I create a "take all" command?
I have tried to use the loop once through all the objects in the current room but ending up taking all objects including those marked as not takeable
2) what is the difference between not displaying an object in the list or marking it as unavailable?
3) which of the above two is the correct way to make an object invisible?
4) how can I display a different description for a room when coming into a room which I have already visited?
Thanks in advance for the help.
zaroblan
I am a long time player of IF, both on my old faithfull BBC Micro through to the PC games.
Quest has given my IF a new lease on life and I am enjoying creating my own games using QDK.
I do have some newbie questions though:
1) how can I create a "take all" command?
I have tried to use the loop once through all the objects in the current room but ending up taking all objects including those marked as not takeable
2) what is the difference between not displaying an object in the list or marking it as unavailable?
3) which of the above two is the correct way to make an object invisible?
4) how can I display a different description for a room when coming into a room which I have already visited?
Thanks in advance for the help.
zaroblan
Elexxorine
06 May 2008, 14:171) Inside the loop have it check for a property such as 'takeable', give this property to all takeable objects.
2) Making something invisible means it's not listed, but still can be interacted with. Unavailable, means you can't interact in any way.
3) Invisible makes things invisible, useful for objects you want people to read about in the description and not appear in the list, pointing at a clue like a huge arrow.
4) Have a flag, which is initially off, when the player enters the room (flag = off) print the first message then switch it on. When they enter again and the flag is on, have it print the other message/whatever. Alternatively to a flag, have it as a property on the room, in fact I think Alex did this for the latest Quest, its name is 'visited', but it auomagically turns off after their first visit and is a nice way of doing what you want.
2) Making something invisible means it's not listed, but still can be interacted with. Unavailable, means you can't interact in any way.
3) Invisible makes things invisible, useful for objects you want people to read about in the description and not appear in the list, pointing at a clue like a huge arrow.
4) Have a flag, which is initially off, when the player enters the room (flag = off) print the first message then switch it on. When they enter again and the flag is on, have it print the other message/whatever. Alternatively to a flag, have it as a property on the room, in fact I think Alex did this for the latest Quest, its name is 'visited', but it auomagically turns off after their first visit and is a nice way of doing what you want.
Alex
06 May 2008, 17:10Couple of points in response to elexxorine's reply:
1. Actually the property is called "take"
4. The "visited" property is actually set as soon as you enter the room, so it's not actually very useful for this.
1. Actually the property is called "take"
4. The "visited" property is actually set as soon as you enter the room, so it's not actually very useful for this.
Elexxorine
06 May 2008, 19:50In reply to Alex:
4) Maybe you should fix that to make it useful in the next version?
4) Maybe you should fix that to make it useful in the next version?
Alex
06 May 2008, 20:09It's on the "to do" list.
paul_one
06 May 2008, 23:17yeah - I loved that property always being true (number 4), sort of ironic - and yes, it is because it means one thing, but is actually used slightly differently.
Personally I don't think it's 'wrong', I just think there *should* be 2 properties.
I've always found 'invisible' objects a bit nicer to add functionality to descriptions.
- for instance, you can have a vase which is invisible, and have the ability to break it.. In this case, the main room description would still show "there's a vase on the table" but looking at the table/vase, would give you a "I can't believe you paid a whole £5 for that and it broke so easily".
It sort of allows you to create generic commands to increase usability, while allowing you to not hard-code EVERYTHING in.
1 can be elaborated on, I might be free Friday night/something.
Personally I don't think it's 'wrong', I just think there *should* be 2 properties.
I've always found 'invisible' objects a bit nicer to add functionality to descriptions.
- for instance, you can have a vase which is invisible, and have the ability to break it.. In this case, the main room description would still show "there's a vase on the table" but looking at the table/vase, would give you a "I can't believe you paid a whole £5 for that and it broke so easily".
It sort of allows you to create generic commands to increase usability, while allowing you to not hard-code EVERYTHING in.
1 can be elaborated on, I might be free Friday night/something.
runegecko
02 Jun 2008, 16:10can some1 tell me how to save player info
IE when i am testing and i need to fix something and say my testers gained some exp/cash how can i save their cash because i log back in and everything has reset!!
please respond!
IE when i am testing and i need to fix something and say my testers gained some exp/cash how can i save their cash because i log back in and everything has reset!!
please respond!
Elexxorine
02 Jun 2008, 18:57When playing the game, there is on option to save the game in the top menus. To load, start up the save file you created when you saved it.