Need Help with simple Questions/multiple Choices!

Opulus
23 Dec 2013, 05:08Hey Guys,
I have a problem with my code! I understand only a little bit of java so I can't slove my problem by myself.
I want the people to answer a question with "yes" or "no". So I made this code:
If you type something else, the Programm prints Please answer with "yes" or "no", and the script is ending.
I want the Script to start again until you type "yes" or "no" ..
I tried to use while but then nothing worked out... and the for command isn't the right for this job, I think.
Need your help please!

I have a problem with my code! I understand only a little bit of java so I can't slove my problem by myself.

I want the people to answer a question with "yes" or "no". So I made this code:
get input {
if (IsRegexMatch ("yes", LCase (result))) {
msg ("Well, here it is")
}
else if (IsRegexMatch ("no", LCase (result))) {
msg ("Next time.")
}
else {
msg (Please answer with "yes" or "no")
}
}
If you type something else, the Programm prints Please answer with "yes" or "no", and the script is ending.
I want the Script to start again until you type "yes" or "no" ..

I tried to use while but then nothing worked out... and the for command isn't the right for this job, I think.
Need your help please!



HegemonKhan
23 Dec 2013, 21:04to do "Looping" in quest, you simply "call upon" the function (easier and more powerful) or a script (harder and less powerful, lol):
the "looping" (or "call upon") code line is literally just the name of the function, lol. Can't get more simple than that, hehe.
the "Name" attribute (name="blah") is actually the "ID" attribute for the quest game engine, whereas for our own "naming" (labeling) of (only) Objects, there's the "Alias" attribute. No two "Name" attributes can be the same, but you can have as many things as you want with the same "Alias" attributes.
"calling upon" a script instead of a function is more work (and it's less powerful than using a function anyways) to type out, so I'm not doing it, unless you ask me to do it, lol.
Functions are "more powerful" than Scripts, as you can use Parameters with Functions but not with Scripts (hopefully, I'm not incorrect about this, lol). Also, they're easier (less to type and less confusing) to write~code, than with using Scripts as well. Scripts (as an attribute type) have to be "attached" to Objects, and thus it's more work, and a longer code line to write out, than just using a function instead, of literally its name ("Name" Attribute).
-----------------------
some useful links for you:
1. http://quest5.net/wiki/Function_element
2. http://quest5.net/wiki/Category:All_Fun ... t_Commands (page 1, range: A-S)
3. http://quest5.net/w/index.php?title=Cat ... h#mw-pages (page 2, range: S-Z)
4. http://quest5.net/wiki/Tutorial
5. viewforum.php?f=18
6. http://quest5.net/wiki/Main_Page
7. http://quest5.net/wiki/How_to
---------------------
quest already has a built-in coding ("Ask") for "yes~no" questions (use the GUI~Editor, or look it up or at it in the actual files of quest), though, you may not like how it is crafted ~ anyways ~ thus, wanting to craft your own code.
http://quest5.net/wiki/Ask_(script_command)
enjoy
--------------------
here's a quick example of a "calling upon" (looping) function (see the "gender_character_creation_function") and layered functions:
feel free to try~test~play it out, hehe
(it's quest version 5.4 though, so if you're using the newer beta versions 5.41+, it may not work without some adjustments)
the "looping" (or "call upon") code line is literally just the name of the function, lol. Can't get more simple than that, hehe.
the "Name" attribute (name="blah") is actually the "ID" attribute for the quest game engine, whereas for our own "naming" (labeling) of (only) Objects, there's the "Alias" attribute. No two "Name" attributes can be the same, but you can have as many things as you want with the same "Alias" attributes.
<function name="whatever_you_want_to_name_this_function">
get input {
if (IsRegexMatch ("yes", LCase (result))) {
msg ("Well, here it is")
}
else if (IsRegexMatch ("no", LCase (result))) {
msg ("Next time.")
}
else {
msg (Please answer with "yes" or "no")
whatever_you_want_to_name_this_function // this, the name of the function, "calls upon" (loops) the function to execute~run again. You can "call upon" other functions as well: having functions within functions, ie multiple layered functions
}
}
</function>
"calling upon" a script instead of a function is more work (and it's less powerful than using a function anyways) to type out, so I'm not doing it, unless you ask me to do it, lol.
Functions are "more powerful" than Scripts, as you can use Parameters with Functions but not with Scripts (hopefully, I'm not incorrect about this, lol). Also, they're easier (less to type and less confusing) to write~code, than with using Scripts as well. Scripts (as an attribute type) have to be "attached" to Objects, and thus it's more work, and a longer code line to write out, than just using a function instead, of literally its name ("Name" Attribute).
-----------------------
some useful links for you:
1. http://quest5.net/wiki/Function_element
2. http://quest5.net/wiki/Category:All_Fun ... t_Commands (page 1, range: A-S)
3. http://quest5.net/w/index.php?title=Cat ... h#mw-pages (page 2, range: S-Z)
4. http://quest5.net/wiki/Tutorial
5. viewforum.php?f=18
6. http://quest5.net/wiki/Main_Page
7. http://quest5.net/wiki/How_to
---------------------
quest already has a built-in coding ("Ask") for "yes~no" questions (use the GUI~Editor, or look it up or at it in the actual files of quest), though, you may not like how it is crafted ~ anyways ~ thus, wanting to craft your own code.
http://quest5.net/wiki/Ask_(script_command)
enjoy

--------------------
here's a quick example of a "calling upon" (looping) function (see the "gender_character_creation_function") and layered functions:
<asl version="540">
<include ref="English.aslx"/>
<include ref="Core.aslx"/>
<game name="Testing Game Stuff">
<gameid>d67ec73f-f879-4911-9d88-c02ea527c534</gameid>
<version>1.0</version>
<firstpublished>2013</firstpublished>
<start type="script">
character_creation_function
</start>
</game>
<object name="room">
<inherit name="editor_room" />
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
<gender_string type="string">unknown</gender_string>
<race_string type="string">unknown</race_string>
<strength_integer type="int">0</strength_integer>
<statusattributes type="simplestringdictionary">alias=Alias: !;gender_string=Gender: !;race_string=Race: !;strength_integer=Strength: !</statusattributes>
</object>
</object>
<function name="character_creation_function">
alias_character_creation_function
on ready {
gender_character_creation_function
on ready {
race_character_creation_function
}
}
</function>
<function name="alias_character_creation_function">
msg ("What is your name?")
get input {
// the quest engine already~automatically sets the variable for you: result = user's typed-in input
// "alias" is a built-in attribute, so don't need to self-create it on the "player" Player Object.
player.alias=result
}
</function>
<function name="gender_character_creation_function">
show menu ("What is your gender?", split ("male;female;other",";"), false) {
// the quest engine already~automatically sets the variable for you: result = user's selected menu choice
player.gender_string=result
if (player.gender_string="other") {
msg ("Please choose either 'male' or 'female' please! Do NOT choose 'other', okay?!")
gender_character_creation_function
}
}
</function>
<function name="race_character_creation_function">
show menu ("What is your race?", global_data_object.race_string_list, false) {
// the quest engine already~automatically sets the variable for you: result = user's selected menu choice
player.race_string=result
race_based_strength_addition_function
}
</function>
<function name="race_based_strength_addition_function">
switch (player.race_string) {
case ("human") {
player.strength_integer=player.strength_integer + 2
}
case ("dwarf") {
player.strength_integer=player.strength_integer + 3
}
case ("elf") {
player.strength_integer=player.strength_integer + 1
}
}
</function>
<object name="global_data_object">
<inherit name="editor_object" />
<race_string_list type="simplestringlist">human;dwarf;elf</race_string_list>
</object>
</asl>
feel free to try~test~play it out, hehe

(it's quest version 5.4 though, so if you're using the newer beta versions 5.41+, it may not work without some adjustments)
The Pixie
23 Dec 2013, 22:13
Opulus
24 Dec 2013, 12:35Well, I use Quest 5.5 BETA (cause the wohle Game looks better with the Background and other stuff)
I told you that I only can the most basics in java
And I'm onlöy work with the "Edito" or how you call it? Yeah so incredible for me to slove such a problem with a whole new script xDD I'm just a noob in java 
I dont think that I did understand everything you told me HegemonKahn but I copy it and then I will understand it.... I hope so xD But thank you for that script ^^
If would alle be easier if the Quest Wiki would trying to explain me how to use ther Editor, It looks like the wiki don't want me to use the programm... Btw. Why is there a Wiki for Quest if they only have one Tutorial and show the most of the time only codes...
Yeah I saw an "Ask a Question" option but it does not care about wich one you klick it comes everytime the same answer...
And sorry for my bad english (if it was bad ^^) I'm german
I told you that I only can the most basics in java


I dont think that I did understand everything you told me HegemonKahn but I copy it and then I will understand it.... I hope so xD But thank you for that script ^^
If would alle be easier if the Quest Wiki would trying to explain me how to use ther Editor, It looks like the wiki don't want me to use the programm... Btw. Why is there a Wiki for Quest if they only have one Tutorial and show the most of the time only codes...
Yeah I saw an "Ask a Question" option but it does not care about wich one you klick it comes everytime the same answer...
And sorry for my bad english (if it was bad ^^) I'm german

HegemonKhan
25 Dec 2013, 00:05this link has some GUI~Editor guides in it:
http://quest5.net/wiki/How_to
and specifically from the above link:
http://quest5.net/wiki/Ask_a_question
http://quest5.net/wiki/Pattern_Matching
http://quest5.net/wiki/Hs-addingquestion1
http://quest5.net/wiki/Hs-asktell
http://quest5.net/wiki/Conversations
http://quest5.net/wiki/Dynamic_Menus_for_Conversations
http://quest5.net/wiki/A_Hint_System
http://quest5.net/wiki/Hs-case
http://quest5.net/wiki/Hs-multiple
-------------------
You can ask Pertex (a mod of this site), as he's german, and can help communicate better with you, as I'm an American, only knowing english, sighs. You know english much better than I know german, as I only know 1-2-3 in german (I hope ~ from an anime), lol. Ein, zwei, and drei ???
--------------------------
you can try changing the "asl version="540" code line in my game file to "asl version=550" (or whatever your version is), and seeing if that will work, otherwise, you'll have to look at the changes~differences between your version and the older version (540) that I used, and change the coding to match with the new changes of coding in your version.
------------------------
"GUI~Editor" mode~state = Graphical User Interface ~ Editor = this has all the buttons and windows to click on and use = for non-coders' use:
http://quest5.net/wiki/File:Blankgame.png
"In-Code" mode~state = working with the code of quest:
----------------------------
some of the wiki ( http://quest5.net/wiki/Main_Page ) and especially its tutorial ( http://quest5.net/wiki/Tutorial ) helps in using quest (its GUI~Editor mode~state), and some threads~posts on the forum help too, but much is done in~via code, as it's faster and easier to help and work using the coding instead of the GUI~Editor. The tutorial is the main teaching means of the GUI~Editor, if you need help with understanding it (as it's in english), again maybe Pertex can help you out learning quest and its GUI~Editor.
--------------------------
you know more coding than I do, as I literally been using only quest's coding to learn coding, I've never yet taken any computer science, programming, and nor programming language (JS, Java, C+, HTML, and etc) classes. I am interested in doing so, lol.
--------------------------
I'm not too familiar with "Ask A Question" function nor with "Set" function, I'll have to research these a bit, to help you with how these work, as I'm not used them at all myself.
--------------------------
asl version="540" (5.40) of quest:
left side panel~window: the "tree of things"
(default new game)
Objects
-> game
->-> Verbs
->-> Commands
-> room
->-> player
Functions
Timers
Walkthrough
Advanced
-> Included Libraries
->-> English.aslx
->-> Core.aslx
-> Templates
-> Dynamic Templates
-> Object Types
-> Javascript
the right side panel~window:
detailed options~settings~configurations of the highlighted thing of the "tree of things"
-------
asl version="540" (5.40) of quest (hopefully, it's the same as your version ~ "it should be... hopefully", lol):
here's the steps of how to do this in the GUI~Editor
1. create~add a Function (either via at the top the menu bar or the left side panel's~window's "tree of things")
2. Name (ID): opulus_yes_no_isregexmatch_function
3. Return Type: (leave as none)
4. Parameters: (leave blank; don't add any parameters)
5. Add the function's scripts:
(make sure your "nesting"~indenting is correct, make sure you click on the correct buttons, to get the nesting correct!)
(only my far left side arrows, " -> " shows the proper nesting~indenting~buttons to press)
(my other arrows break up the steps or path that you do for each script)
Add a~new script -> Output -> Get input ->
-> Add a~new script -> Scripts -> If... -> [EXPRESSION] -> IsRegexMatch ("yes", LCase (result)) ->
-> then, ->
->-> Add a~new script -> Output -> Print a message -> [MESSAGE] -> Well, here it is ->
-> Add Else If -> [EXPRESSION] -> IsRegexMatch ("no", LCase (result)) ->
->-> Add a~new script -> Output -> Print a message -> [MESSAGE] -> Next time. ->
-> Add Else -> Add a~new script -> Output -> Print a message -> [MESSAGE] -> Please answer with "yes" or "no" ->
-> Add a~new script -> Scripts -> Call function -> call function (small box): opulus_yes_no_isregexmatch_function -> with Parameters (add box): (leave blank; don't add any parameters)
6. and, for an example of using~applying the function:
"farmer" Object -> Verb (Tab) -> Add -> make~name your own or use a default~already existing command~verb ->
-> Type (the small box that appears after you named or selected your Verb): Run a script ->
Add a~new script -> Output -> Print a message -> [MESSAGE] -> Are you male or female? (please type in "yes" or "no") ->
-> Add a~new script -> Scripts -> Call function -> call function (small box): opulus_yes_no_isregexmatch_function -> with Parameters (add box): (leave blank; don't add any parameters)
----------------
P.S.
as you can see, explaining things via using the GUI~Editor is a lot of work... compared to just copy'ing and paste'ing in code, thus allowing others to copy and paste your posted code (or jsut parts of your posted code) for themselves; their games, lol.
code is much quicker and easier to write than trying to explain the steps required in the GUI~Editor, that's why most people just post stuff in code, why much of the site uses code, and not a step by step guide with using the GUI~Editor.
----------------
P.S.S.
instead of the "isregexmatch", you can just do this...
the "get input" automatically sets this for you:
result = user's typed-in input
then, you just use the "If" scripts:
if (result="no"), then do... "this script 1"
else if (result="yes"), then do... "this script 2"
else, then do... "this script 3"
if you used a function for this, then you can use the "call upon" script to loop (repeat ~ do-over) the function
you can also then permanently set it as well, by doing this (an example only):
add a~new script -> output -> get input ->
-> add a~new script -> variable -> set a variable or attribute ->
game.choice_1 = result
player.choice_1 = result
game.pov.choice_1 = result
any_other_object.choice_1 = result
if (game.choice_1 = "yes"), then...
else if (game.choice_1 = "not"), then...
------------
conceptually, it is algebraic substitution:
read~start from the right to the left
100 <- player.strength = 100 <- player.strength = result <- result = user's input (automatically done for you via your usage of the "Get input" script) <- user types in: 100
Addition, conceptually:
player.strength (old) = 0
player.strength (new) = player.strength (old) + Value (100)
player.strength (new) = 0 + 100
player.strength (new) = 100
Must be matching Attribute Types of: "int" (integer: - ... , -100, -1, 0, 1, 100, ...) or "double" (1.901, 1.5, -0.0008, etc):
actual code syntax:
Addition
player.strength = player.strength + 100
Subtraction:
player.strength = player.strength - 25
Multiplication:
player.strength = player.strength * 75
Division:
player.strength = player.strength / 50
----------------
these two ("SUPER") scripts, used together, are uber powerful:
1. Run as~a script -> Add a~new script -> Scripts -> If...
2. Run as~a script -> Add a~new script -> Variables -> Set a variable or attribute
they can pretty much do practically EVERYTHING~ANYTHING that you can think of wanting to do with coding, hehe
---
"local~temporary~non-saved" (only works for the script it is set within) <-> variable <-> Variable=Value_or_Expression
"global~permanent~saved" (can be used in any script anywhere as it is attached to an Object ~ so long as the Object exists, lol) <-> attribute <-> Object.Attribute=Value_or_Expression
"result" is a default variable used by the "Get input", "Show menu", and etc functions, but you can create your own easily too.
http://quest5.net/wiki/How_to
and specifically from the above link:
http://quest5.net/wiki/Ask_a_question
http://quest5.net/wiki/Pattern_Matching
http://quest5.net/wiki/Hs-addingquestion1
http://quest5.net/wiki/Hs-asktell
http://quest5.net/wiki/Conversations
http://quest5.net/wiki/Dynamic_Menus_for_Conversations
http://quest5.net/wiki/A_Hint_System
http://quest5.net/wiki/Hs-case
http://quest5.net/wiki/Hs-multiple
-------------------
You can ask Pertex (a mod of this site), as he's german, and can help communicate better with you, as I'm an American, only knowing english, sighs. You know english much better than I know german, as I only know 1-2-3 in german (I hope ~ from an anime), lol. Ein, zwei, and drei ???
--------------------------
you can try changing the "asl version="540" code line in my game file to "asl version=550" (or whatever your version is), and seeing if that will work, otherwise, you'll have to look at the changes~differences between your version and the older version (540) that I used, and change the coding to match with the new changes of coding in your version.
------------------------
"GUI~Editor" mode~state = Graphical User Interface ~ Editor = this has all the buttons and windows to click on and use = for non-coders' use:
http://quest5.net/wiki/File:Blankgame.png
"In-Code" mode~state = working with the code of quest:
<asl version="540">
<include ref="English.aslx"/>
<include ref="Core.aslx"/>
<game name="Testing Game Stuff">
<gameid>d67ec73f-f879-4911-9d88-c02ea527c534</gameid>
<version>1.0</version>
<firstpublished>2013</firstpublished>
</game>
<object name="room">
<inherit name="editor_room" />
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
</object>
</object>
</asl>
----------------------------
some of the wiki ( http://quest5.net/wiki/Main_Page ) and especially its tutorial ( http://quest5.net/wiki/Tutorial ) helps in using quest (its GUI~Editor mode~state), and some threads~posts on the forum help too, but much is done in~via code, as it's faster and easier to help and work using the coding instead of the GUI~Editor. The tutorial is the main teaching means of the GUI~Editor, if you need help with understanding it (as it's in english), again maybe Pertex can help you out learning quest and its GUI~Editor.
--------------------------
you know more coding than I do, as I literally been using only quest's coding to learn coding, I've never yet taken any computer science, programming, and nor programming language (JS, Java, C+, HTML, and etc) classes. I am interested in doing so, lol.
--------------------------
I'm not too familiar with "Ask A Question" function nor with "Set" function, I'll have to research these a bit, to help you with how these work, as I'm not used them at all myself.
--------------------------
asl version="540" (5.40) of quest:
left side panel~window: the "tree of things"
(default new game)
Objects
-> game
->-> Verbs
->-> Commands
-> room
->-> player
Functions
Timers
Walkthrough
Advanced
-> Included Libraries
->-> English.aslx
->-> Core.aslx
-> Templates
-> Dynamic Templates
-> Object Types
-> Javascript
the right side panel~window:
detailed options~settings~configurations of the highlighted thing of the "tree of things"
-------
asl version="540" (5.40) of quest (hopefully, it's the same as your version ~ "it should be... hopefully", lol):
here's the steps of how to do this in the GUI~Editor
1. create~add a Function (either via at the top the menu bar or the left side panel's~window's "tree of things")
2. Name (ID): opulus_yes_no_isregexmatch_function
3. Return Type: (leave as none)
4. Parameters: (leave blank; don't add any parameters)
5. Add the function's scripts:
(make sure your "nesting"~indenting is correct, make sure you click on the correct buttons, to get the nesting correct!)
(only my far left side arrows, " -> " shows the proper nesting~indenting~buttons to press)
(my other arrows break up the steps or path that you do for each script)
Add a~new script -> Output -> Get input ->
-> Add a~new script -> Scripts -> If... -> [EXPRESSION] -> IsRegexMatch ("yes", LCase (result)) ->
-> then, ->
->-> Add a~new script -> Output -> Print a message -> [MESSAGE] -> Well, here it is ->
-> Add Else If -> [EXPRESSION] -> IsRegexMatch ("no", LCase (result)) ->
->-> Add a~new script -> Output -> Print a message -> [MESSAGE] -> Next time. ->
-> Add Else -> Add a~new script -> Output -> Print a message -> [MESSAGE] -> Please answer with "yes" or "no" ->
-> Add a~new script -> Scripts -> Call function -> call function (small box): opulus_yes_no_isregexmatch_function -> with Parameters (add box): (leave blank; don't add any parameters)
6. and, for an example of using~applying the function:
"farmer" Object -> Verb (Tab) -> Add -> make~name your own or use a default~already existing command~verb ->
-> Type (the small box that appears after you named or selected your Verb): Run a script ->
Add a~new script -> Output -> Print a message -> [MESSAGE] -> Are you male or female? (please type in "yes" or "no") ->
-> Add a~new script -> Scripts -> Call function -> call function (small box): opulus_yes_no_isregexmatch_function -> with Parameters (add box): (leave blank; don't add any parameters)
----------------
P.S.
as you can see, explaining things via using the GUI~Editor is a lot of work... compared to just copy'ing and paste'ing in code, thus allowing others to copy and paste your posted code (or jsut parts of your posted code) for themselves; their games, lol.
code is much quicker and easier to write than trying to explain the steps required in the GUI~Editor, that's why most people just post stuff in code, why much of the site uses code, and not a step by step guide with using the GUI~Editor.
----------------
P.S.S.
instead of the "isregexmatch", you can just do this...
the "get input" automatically sets this for you:
result = user's typed-in input
then, you just use the "If" scripts:
if (result="no"), then do... "this script 1"
else if (result="yes"), then do... "this script 2"
else, then do... "this script 3"
if you used a function for this, then you can use the "call upon" script to loop (repeat ~ do-over) the function
you can also then permanently set it as well, by doing this (an example only):
add a~new script -> output -> get input ->
-> add a~new script -> variable -> set a variable or attribute ->
game.choice_1 = result
player.choice_1 = result
game.pov.choice_1 = result
any_other_object.choice_1 = result
if (game.choice_1 = "yes"), then...
else if (game.choice_1 = "not"), then...
------------
conceptually, it is algebraic substitution:
read~start from the right to the left
100 <- player.strength = 100 <- player.strength = result <- result = user's input (automatically done for you via your usage of the "Get input" script) <- user types in: 100
Addition, conceptually:
player.strength (old) = 0
player.strength (new) = player.strength (old) + Value (100)
player.strength (new) = 0 + 100
player.strength (new) = 100
Must be matching Attribute Types of: "int" (integer: - ... , -100, -1, 0, 1, 100, ...) or "double" (1.901, 1.5, -0.0008, etc):
actual code syntax:
Addition
player.strength = player.strength + 100
Subtraction:
player.strength = player.strength - 25
Multiplication:
player.strength = player.strength * 75
Division:
player.strength = player.strength / 50
----------------
these two ("SUPER") scripts, used together, are uber powerful:
1. Run as~a script -> Add a~new script -> Scripts -> If...
2. Run as~a script -> Add a~new script -> Variables -> Set a variable or attribute
they can pretty much do practically EVERYTHING~ANYTHING that you can think of wanting to do with coding, hehe

---
"local~temporary~non-saved" (only works for the script it is set within) <-> variable <-> Variable=Value_or_Expression
"global~permanent~saved" (can be used in any script anywhere as it is attached to an Object ~ so long as the Object exists, lol) <-> attribute <-> Object.Attribute=Value_or_Expression
"result" is a default variable used by the "Get input", "Show menu", and etc functions, but you can create your own easily too.

Opulus
25 Dec 2013, 02:57HegomonKahn,
you mean the Anime Blue Exorcist right? ^^ It was wired hearing him to count in german
And I still dont know why he do this xD Did I miss something? ^^
------------------------------------------------------------------
I do not know much about programming All I've leard was some basics.. Saw 7 tutorials for Java and forgot nearly everything xD
------------------------------------------------------------------
I know that it is easier to explain something in the code, thats why I just copied your's and changed to the edit mode, to see what you've done ^^
you mean the Anime Blue Exorcist right? ^^ It was wired hearing him to count in german

------------------------------------------------------------------
I do not know much about programming All I've leard was some basics.. Saw 7 tutorials for Java and forgot nearly everything xD
------------------------------------------------------------------
I know that it is easier to explain something in the code, thats why I just copied your's and changed to the edit mode, to see what you've done ^^
HegemonKhan
25 Dec 2013, 04:48no, the anime I watched was: "Phantom: Requeim of the Phantom" (english title) or ~ "Phantom: Inferno" (japanese title), with the 3 main characters: Ein, Zwei, and Drei, lol.
I haven't watched Anime "Blue Exorcist" yet.
---------
if you still need help, let me know, and I'll see what I can do, until someone who can speak german, helps you with more clarity.
I haven't watched Anime "Blue Exorcist" yet.
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if you still need help, let me know, and I'll see what I can do, until someone who can speak german, helps you with more clarity.

Opulus
26 Dec 2013, 13:06Well I wanna release this Game when it's finnished, so I watch for someone who can programming with java, I would do the Storytelling and others..
By the way, do you know if it is allowed to look for someone in the Forums or where I could do it?
By the way, do you know if it is allowed to look for someone in the Forums or where I could do it?
HegemonKhan
26 Dec 2013, 20:03there's people making games as a group, some of the moderators were working on a game as a group, I think, and I'm sure there's users who're part of groups, making games. I'm sure it's okay to ask or pm around if anyone wants to help you make a game (with programming~coding your game), though most who can program well, are probably busy with making their own games, and programming~coding a game is a lot of work too (as well as designing the game, writing, and etc ~ games are a monstrous project ~ even the simplest of games are still hard to make, lol).
I'm not sure if it's okay to make a thread in this forum for game recruitment, as this forum is more for asking for help with quest, but you should *maybe* (err, you still might want to ask a mod if it's okay, as I could be wrong, lol) be able to do so in this section:
Game Announcements and Feedback (the game-making board~section~forum of this site): viewforum.php?f=5
best of luck with your game-making endeavors!
(I'm slowly trying to learn to code more and more, trying to learn to code all the aspects of a RPG, but it's a slow process...)
I'm not sure if it's okay to make a thread in this forum for game recruitment, as this forum is more for asking for help with quest, but you should *maybe* (err, you still might want to ask a mod if it's okay, as I could be wrong, lol) be able to do so in this section:
Game Announcements and Feedback (the game-making board~section~forum of this site): viewforum.php?f=5
best of luck with your game-making endeavors!

(I'm slowly trying to learn to code more and more, trying to learn to code all the aspects of a RPG, but it's a slow process...)