Showing posts with label housing. Show all posts
Showing posts with label housing. Show all posts

Friday, March 29, 2013

Fixing Bugs before they happen


Nylva made a lot of interesting mods to the game adding a bunch of new jobs, rooms, classes, and building.  The update is on the SVN and it got me a little worried that the game is going to be out of room for houses and rooms soon.  Rooms are maxed as of this update.  So trying to fix that.  



Also added borders to the room screen around the rooms.  I think it looks better but any feed back would be appreciated.  Onsen should really not be an option for the small house... one disaster at a time.

Daisy

Friday, January 25, 2013

New Houses, bugs, features


Flashnovice added 2 new houses.  Yea him!  They are that easy to add.

Repeat personal job is back... it was annoying with out it.
Debug event labels are longer and now selectable so hopefully wont get any more bad events with cut off names.

Also did some bugs.

Daisy


Friday, March 23, 2012

Guide - Houses

Houses are one of the easiest things to add to the game. To add a house the image is added to

libs/otherlib/images/ --- as a standard please use the background folder but it is not required.

the xml is located at

libs/otherlib/xml/housing/house1.xml

More house files can be added but not much point since they are small xml blocks just add them to

libs/otherlib/xml/housing/housefiles.xml

Okay so that's the basics. Now lets look at the xml, remember that the greater then and less then tags are removed do to html concerns on the blog.


Tags are pretty straight forward

name = "Onsen House" --- Name of the house.
price = "500" --- Price of the house.
file = "background/houseonsen.jpg" --- Where the image for the house is located.
room = "6" --- Number of STARTING rooms.
roommax = "6" --- Max number of rooms after expansion.
master = "1" --- Number of STARTING master bedrooms.
mastermax = "2" --- Max number of master bedrooms.
description = "An inn converted into the house on the edge of the green. Has large baths." --- Flavor Text
defaultroom = "empty room" --- When they house is purchased the rooms are set to this as default. EXCEPT for the required room that will be in the first slot and so on depending on the number of required rooms.

The following can be used multiple times as necessary.

required name = "onsen" --- This room is required to the house it comes with it and can not be removed.
restricted name = "dark room" --- This room can never be added to the house.



That's it pretty simple, I think adding a house is fast and fun.

Daisy

Monday, January 30, 2012

Real Estate Minor Upgrades


Some more updates to the real estate. Fixed a bug where the required actually didn't work... it does now. Also added default rooms so if the haunted house doesn't default to empty rooms but to dark rooms. Pretty simple.

Also as you can tell did a few visual upgrades added frames and the background thanks to Anonymous.

This is about done I'm hoping. Now on to something new and insanely difficult... but I wanted to try so... Going to test out a bit.

Daisy

Sunday, January 29, 2012

Required and Restricted Rooms


One of the oddly most requested options is for houses to get a bit of personality. The first step and the only one in this update is required and restricted rooms.

Required rooms are rooms that come with the house. You can't change them the house is just built that way. So a farm house has a stable.

Restricted rooms are the exact opposite, they can NOT be built in a house. A stable in an apartment building isn't going to work.

I can go into the technical aspects but its just all xml based. And not that complicated as the image above shows. Also if you noticed adding a house itself isn't that difficult. I expect to see dozens on new houses in the next few months...

Daisy

Saturday, January 28, 2012

More bug fixes then new content...


I think the majority of last night was fixing stuff do to interaction between different shops then anything else. But I got that sorted out and some float over to the real estate shop and started working on required rooms for houses and restricted rooms or I should say I added the parsing for it and that was about it. Something to work on tonight.

Got 1 image suggestion for the background for the real estate office... anyone have any others?

Daisy

Thursday, January 26, 2012

Carpenter day 4. Ryouko got fat...


Hmm... may have to fix the Ryouko image with a little padding she looks fat. Anyways carpentry is done, sort of. Everything works and one of the things I have been wanting to fix for months is now fixed. Rooms don't have to offer rest as a default. Up until now rooms were required to have rest as a default or else the game wouldn't know what job to put the girl in if the room changed. That has been fixed so the girls no longer are allowed to sleep in the dungeon.

Now I said that carpentry is done sort of its because now I need to re-do housing again after I just redid it about a month ago. It's a minor change but I'm removing it from a seprate .swf and as part of the shop .swf to make it more in line with the theory that we can have hidden or secret stores or stores in other towns. I always hoped to have 2 more towns, the elf city and a port city at the poles. Anyways shouldn't take to long to make the change and then I'm hoping to do required rooms for certain houses.

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I need new anime. Getting desperate about to break out the childrens anime and the stuff from the '80s. So if anyone has a recommended recent, COMPLETED, series. Please suggest it! I have been going through a series ever day for the last month and just am out of new stuff. So please recommend some stuff. --- CLOSED OUT OF HD SPACE

Daisy

Wednesday, January 25, 2012

Carpenter Day 3



So lots of little upgrades. XML is now parsed in and the rooms types are built from that xml. (Here is the xml that builds this room.) Be advised that is still a bit tentative as I'm sure I'll figure out more options I need to add. Speaking of adding I added a function that will hide parts of a radio button array showing that the radio button class is just started. As you can tell the buy expansion buttons now work as well. Ain't they cool... Now tonight the buy rooms need to work and that is going to seriously break the main game as changing the room type holders from ints to strings... Also I am going to try to add required rooms that can't be changed depending on the house. Also rooms that can't be built do to the house. Something a lot of people have inquired about.

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Was going to stream tonight but I need to burn some dvds and not going to put that huge a load on my computer at the same time so sorry.

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"I don't think you would ever understand, Konoha." Received book four from Amazon today, so spent last night re-reading book 3. This dark series has just been getting better and better and with the huge secret reveal in book 3 (I saw it coming... but it was still a maybe now its a certain) which so far has been ignored in book4 instead book 4 seems to be focusing on why Kotobuki is so Tsundere as something I have been wondering about. Anyways soooo... good.

Daisy

Saturday, December 24, 2011

Housing working main screen



Okay it works and its a little hard to see but the rooms are updating correctly. All images loaded on the fly. Which is just plane fun. Now for so many new houses possible... I like it.

Could probably release soon. Just need to go through the bug list. I really don't want to do bugs... or I can work on events and add a few quests and item adding and a whole lot more to the events system. Any preference release or add more content?

Daisy

Friday, December 23, 2011

Finally got the new event system to work in the actual game.


Oddly enough if you don't load the events into the game the event system won't work. Only took me an hour to figure that out, I just kept thinking the listeners in the buttons weren't working... they were working fine.

As for the image above that is just some nice price checking. The best part is one line of code shows the message and pulls it from xml.

ringmaster.storyPlay("housingnotenoughmoney");

the xml is pretty straight forward as well...

story
name = "#namerealtor"
label = "housingnotenoughmoney"
fgcenter = "realtor"
namecolor = "#ff6699"
next = "end"

page line = "I don't deal with poor people."
story

(tags removed to show code)

note that just about everything is replaced... the name and the image. That means easy updating or changing later on.

Tonight fixing an infinite loop if you hit the fast forward button... seems to be related to the float system. Working on the top menu.

And finally a question for everyone... I'm thinking of making the quest book a separate .swf... would you guys like it to be a book that floats on top of every screen? Or just accessible from the main screen like it is and its own screen? Don't know if I am explaining this well...


A quick mock up of a floating quest book. Either way going to have to re-do the quests to allow for xml adding otherwise an event system is rather pointless...

Daisy

Thursday, December 22, 2011

Working on Integration


Stupid bugs... Got to love them.

So that is in actual game rather then in testing mode. Same for the menu but that needs more work. Spent a lot of time working on moving gold from cPlayer to GameData. Which makes remote testing quite a bit simpler.

Actually lots more work needed. Money needs to update, rooms need to update, menu needs to update, etc. Then playing with the event system in game... oh and popping quests giving items lots of stuff I want to do on the small before doing on the large. Oh and I want to rebuild the quest screen to a separate swf and the carpenter.

Daisy

Sunday, December 11, 2011

Parsed in Events that work...



Parsed in variables and then events that happened based upon the flags of those variables. To me this is rather cool. The game creates a variable based on xml. Then searches for the flags on the called label finds a winner and then actually sets the variable flags as needed. This is step one of the new event system and it is working much better then I was expecting. User added quests should be right around the corner with the events adding items and stat changes. Now to compare and change variables that already exist in the game... so much fun so little time.

Daisy

Tuesday, December 6, 2011

Trying to conduct the Orchestra


This took 3 hours to make it all work together... but it is slowly starting to play together. Back to using the ringmaster class from OW:Conquest (which is close to dead at the moment.) To control the different parts together. Need some sort of shared class to transfer information from one .swf to another and for that I use the ring master. Still needs more work, lots more basic work and then hopefully can start working on parsed events. Parsed events means girl events...

Daisy

Monday, December 5, 2011

Putting pieces together


So here is the question how many separate .swfs does it take to make the above screen? If you thought 3.... you were wrong its actually 4 (a loader (blank), menu, housing, text). Now comes the fun part of actually using the text system as part of otherworld. Calling entry events and talk button events and hopefully conditional events. One at a time. I'm going to be running test for a while here checking parsed in conditional events and button press events being pushed through the xml text system so don't expect much change in images for the next probably week or two.

Daisy

Sunday, December 4, 2011

Menu and Housing Still


Well menu is now on its own separate .swf at least for testing. Will be more then that later on. As slowly but steadily the little layering problem is solved for the last time by doing on the fly image loading on separate .swfs. Tomorrow hopefully will show the menu, the housing, and the text system all combined onto one.... theoretically.

It was asked by demonralf in a comment if this on the .svn and yes it is. But not integrated still in testing. Want to really test this out before doing a release and yes release should be quick and dirty once it works going with the if it works release rather then waiting for tons of stuff at once.... still got to do last releases bugs.

Daisy