Messing around with civ4.
Daisy
Wednesday, February 29, 2012
Tuesday, February 28, 2012
Monday, February 27, 2012
Personal job buttons and Variable replace
So first off personal job buttons now use the event system to find out if they should be displayed. So during the early morning you can't prostitute your slave, in the dead of night you can't go to the church or whatever hundreds of use especially around what sex acts are available.
Also working on building a list of replacement variables. The one that was the most difficult is the girl class raises because it has to make sure the class is known before updating. Seems simple but a direct change just won't work. Spent the night working on that have it working on text replace but don't have it in event checking... will get that hopefully up and running today sometime.
Daisy
Sunday, February 26, 2012
Overreaching but in the end a working version
So was overreaching hoping I could do the entire class change through xml. But can do about 90% in xml the main issue was the passed class. Searching arrays just did not seem like something that I wanted to build. So build a way to call functions but only preset functions called keys. Which is working we shall see if it is a good fix or a bad long term fix. But realized that it is not checking for existing passed classes will still have to build that. Then onto personal job button checks and that should be more then a night.
Have a good one,
Daisy
Saturday, February 25, 2012
Job learning through xml
So I added a new command to xml events called evepost which just adds another event to the job system. This seems like not much but its important as now we can learn classes using the xml.
That's right job learning through xml like the image above it does the following:
is slot 1 open?
is slot 2 open?
I guess replace a slot.
All that logic THROUGH the xml no coding. The only thing left is the actual change. (You may notice that its not actually checking the stat or a random that's because I'm testing and those are simple adds. One of the other checks I need to do is already exists.) XML doing all the stuff for a class change... I'm impressed even if you aren't.
Daisy
Friday, February 24, 2012
Distractions again
I got a bunch of little stuff to get working tonight dealing with post events after jobs,(class change, sick) and skilling up classes. Add to that an event system for personal job buttons, and even more crap then moving on to assistant jobs. Just tons of crap still to do for the next few weeks.
As Mr. Anonymous pointed out the current version of the svn does not compile. I am still ripping out images trying to make the otherworld.fla as tiny as possible. I'll fix this in a week or two.
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Village of Nightmare. Rather enjoyed this distraction. But it is not for everyone as it has both male and females changed into succubus. If that doesn't overly bug you I liked corrupting the town and turning them all into sex fiends. Give it a try.
Daisy
Thursday, February 23, 2012
Wednesday, February 22, 2012
Generic images working...
After some massaging and thinking I had it working 2x... it now is working. Yay for generics! Now on to something a bit more interesting in the next couple days. For the personalized job buttons need a way to know if they should be showing. IE for tit fuck you have to learn that and somehow the game has to know that you learned it. Should be able to just run it through the event system... should. Also need a base variable for hp change for jobs and that has to be standard pulling variable - variable I'm unsure the event system can handle that I'll play with it. But needs to be standardized before everyone makes a job.
I just had to share...
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I thought I would do a Daisy's review of Kingdoms of Amalur: Reckoning vs Skyrim.
Basic Story, Quests -
KoA:R - R.A. Salvatore wrote it and you can tell if you like elves you will like KoA:R each of the Faction quests almost over shadow the main quest and the Fae are just interesting. More actual quests already cleared over 175 and still have a continent to go.
Skyrim - Very solid my personal favorite is the Thief faction arc is very good. Also certain dragon based events and that story is fun. The war one is redundant and a bit dull, after you take the 3rd fort.
I'm going to call this a tie.
Interface -
(Now you probably wondering why I'm including this is because its a such a marked difference.)
KOA:R - Hit left to eat an HP potion. The junk sorting system is the BEST in game sorting system I have ever seen. You don't like the item it's not as good as the one your wearing you mark it at junk and when you get back to a vendor you press ONE button and sell all the junk you collected. Change weapons you hit a different button you have 2 ready + spells at any time.
Skyrim - To get to a potion, pause the game go to the item menu, go to potions, select the potion you need and then go back to game. Change weapons pause the game, select the game from a list of so called hot keys that are just text.
Huge win KOA:R
Graphics -
KOA:R - If you have played WOW, you have already seen everything. But as a good part your characters actually don't look but ugly.
Skyrim - Real world appearance vast in scope. Butt ugly characters.
Small win Skyrim
Battle -
KOA:R - Being able to switch from ranged to close by just choosing a different attack button is sweet. Targeting multi-targets can be a little awkward initially but you get used to it. Dodge an Ogre as he wields a tree or block it, your choice just a different button. I love the chakrams.
Skyrim - Am I hitting it? I can't tell... oh its hp went down on the top target... Guess I will keep pressing buttons until it dies. That't about it combat was dull.
Huge win for KOA:R
Epic Wow moments
KOA:R - that first troll was awesome trying to dodge and roll or block as it pounded you with a tree and then fateshifting it very cool. Then nothing for a long while, breaking the siege though another epic.
Skyrim - The first dragon fight, and a bunch of end dragon spoiler fights that I can't talk about. The rogue quest where the water is filling up trying to drown you while your fighting coolness.
Toss up.
I'll leave it to you guys for the final choice of which wins.
Daisy
Tuesday, February 21, 2012
Generics
.......
Yep not working yet. But still playing with the Generic images. And its showing I still need to add some love to the general variables such as rest cost but thats why its still in testing before asking everyones help in coding the jobs to xml... 500+ jobs so for those who missed last nights call to arms there will be plenty of help needed soon. And of course thanks to Rudi for the volunteering to help out with the front image dress recognition.
Not sure what else to say,
Daisy
Monday, February 20, 2012
Looking for a volunteer... This means YOU!
Doing front images and had to make some minor xml changes to the girl xmls and the item xmls. To allow for any dress plausibility as a front image, depending on how crazy the girl designer is had to make these basically universal. So for items added another property called dress and for the girls.xml simplified the information for the comparison to make it easier.
The item xml change is just adding the dress property.
For the girl.xml change the girl xml so that they equal.
Before:
After:
I would really like a volunteer to update these. The base dresses so far are...
bikini
maid
school
plugsuit
formal
bunny
miko
china
If your interested please send me an e-mail and still sorry to rudi_stoned as I changed more internally.
Daisy
Personal Jobs... somewhat working
Personal jobs are some what working... but not really I'm still adding and fixing to make the float over system work in actuality vs the version that I had working in test. Finding issues as I go along and fixing them. Also need to work on generic images and front images basically stuff I don't want to mess with at work. Anyways progress is slow but hopefully will have all jobs types tested in the test rig working in the next week or so. Assistant jobs still to do in the long run.
Daisy
Saturday, February 18, 2012
Girl Events working too... ?!?!
You know I thought that I would have to do something special for girl events. That was actually rather stupid. The event system actually has everything already done the only thing necessary was to grab the event before the normal events. Too easy. The above event took about 2 minutes to write and get working. A good event system is everything, though it may be too powerful.
-----------------------
Some notes... Moving girl images from base/girls to base/libs/otherlib/images/girls. This was necessary to allow images to be found by the higher level systems like the text system. Not surprising but I apologize to rudi_stoned since I just broke his girl builder... sorry. Minis and the girl xmls will stay in the same spot EXCEPT for girl events like the one above those need to be added to the xml folder in base/libs/otherlib/xml/events/girls and base/libs/otherlib/xml/textstories/girls . Also as a note these need to be at the top of the books.xml for events as they must be loaded into the event system BEFORE normal events.
To all those who are playing with the SVN sorry about the huge new download.
Daisy
Job Images... working?!?!
Okay yes I missed yesterdays post... Life.
Spent all of yesterday trying to find where the girl images were stored. (Doc made the code and its too good of code for me to understand.) I finally got it working and that means jobs are now done from events maybe. Really happy with that, which means xml jobs, which means anyone at any time can add jobs... c'mon that is cool.
Girl events are up now not quite sure how they are going to intercept still needs some thought. Expect a big call for help in the next few days to move all the existing jobs to xml.
Daisy
Thursday, February 16, 2012
Test rig extravaganza
Test rig actually working rather then in the last pic the change and check are actually updating correctly. YAY! Pretty much done with it as you can tell its not pretty and I don't care, it will work and thats all that matters for a test rig will now start working on jobs again. Got Girl names to update correctly now just images and will be about ready to call it as working and then comes the huge job of converting jobs to xml...
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A Raymund posted on the forum a rather interesting look at an online version of whore master. Which could be worth a look, the idea is pretty solid and I'm always looking forward to new games.
ST2
Wednesday, February 15, 2012
Still playing with the event test rig
The event test rig is slowly but steadily adding junk. Basically will tell you the variables that it changes and checks. Now onto checking each version of the event is being played. Then finally can get back to working on jobs now with out having to load the main game over and over and over and over and over... i think you understand.
Daisy
Tuesday, February 14, 2012
Monday, February 13, 2012
Event Tester
So after some thought and some head banging we now have a primitive event tester that will be fleshed out a bit more. The main goal is to allow modders and me a quick way to test new events. Its pretty simple idea that way don't have to start the main game run over to the auction hall buy a girl and set any other events to test an event instead I can just select the event and run it... Its on the SVN though you can't select the version of the event yet... thats next up.
Daisy
Sunday, February 12, 2012
Var replace on event check...
Such a frustrating night, of trying to do something that I had working else where. Basically way back in the good old days we did in line replacement of variables in text. IE if you put in the xml "I have #gold" you get back "I have 20". But now with the jobs I wanted to do the same thing but not in text but as a check so basically is #gold == 20 it turned in to a huge pain in my ass but I won in the long run.
So basically I pull out my magic dice #rand3 and can now randomly choose a job. BTW #rand3 is reset every time there is an event. So one step closer to jobs being done. I need to now build a way to set replacement variables. That way #gold can be added to + 20. My head is already swimming.
Daisy
Saturday, February 11, 2012
Slow but steady new job system
This example uses the new push system and follows the
job-> event -> text
and is working. But that's about all it does if your interested... heres the code. Still working on a bunch of repeat and move on stuff that will be tonight's mission. Also how to randomly choose jobs ie rest good, rest bad, rest etc... More fun. I'm really thinking that if it keeps going this smoothly there may be a developer release in the next month that will allow people to add there own jobs, rooms, houses, classes, items, shops, etc. Even if its not a great working version will allow people to add there own jobs and classes and hopefully girl events.
Daisy
Friday, February 10, 2012
Just because it's lazy doesn't mean I ain't thinking
So next up is to re-write how jobs work. Right now it is a twisted mess that I am just amazed works on most day and I hate it has to be fixed.
So the main problem with actually triggering jobs is that you can't use
roomGo(1)
roomGo(2)
roomGo(3)
roomGo(4)
or a sequence of functions. Because the damn user wants to see stuff happen rather just have it happen instantly. Damn you game players!!!
So then comes the recursion idea... God I hate recursion. For those of you who don't know what recursion is your a very lucky person. But basically we would end up with a function grouping of
roomGO(roomGo(roomGo(roomGO)))) (No it wouldn't be programmed like that but its basically how it would work.)
That just is aggravating! Also we need to have a way to add events that suddenly happen. The farmer comes by. New class is offered etc. By the way this is the current way it is working and for a long while I thought I would be stuck doing it this way... But on the can today I had a eureka moment.
Why not do it as an array! In the same way that you do text why not do an array of all the events at the start.
event = {roomGo(1), roomGo(2), roomGo(3), ... etc).
Then we just pop off the top job complete all the stuff and pop off the next job and if there is something that needs to be added well we push it to the top of the array such as a class job. And no recursion.
So will be playing with that tonight. That was a lot of text...
Daisy
So the main problem with actually triggering jobs is that you can't use
roomGo(1)
roomGo(2)
roomGo(3)
roomGo(4)
or a sequence of functions. Because the damn user wants to see stuff happen rather just have it happen instantly. Damn you game players!!!
So then comes the recursion idea... God I hate recursion. For those of you who don't know what recursion is your a very lucky person. But basically we would end up with a function grouping of
roomGO(roomGo(roomGo(roomGO)))) (No it wouldn't be programmed like that but its basically how it would work.)
That just is aggravating! Also we need to have a way to add events that suddenly happen. The farmer comes by. New class is offered etc. By the way this is the current way it is working and for a long while I thought I would be stuck doing it this way... But on the can today I had a eureka moment.
Why not do it as an array! In the same way that you do text why not do an array of all the events at the start.
event = {roomGo(1), roomGo(2), roomGo(3), ... etc).
Then we just pop off the top job complete all the stuff and pop off the next job and if there is something that needs to be added well we push it to the top of the array such as a class job. And no recursion.
So will be playing with that tonight. That was a lot of text...
Daisy
Thursday, February 9, 2012
Wednesday, February 8, 2012
Tuesday, February 7, 2012
Job icons now work on the main screen based upon the jobs you have set. There also pulled from xml external images so at this point you can just about add any job you want and the game will display it correctly... of course it won't actually work the girl in that job... that up next. I bought Kingdoms of Amalur: Reckoning so I ain't doing nothing. Spent 5 hours programming yesterday on my day off its time for killing stuff.
Daisy
Monday, February 6, 2012
Job icons and the actual jobs updating
So the job icons update and more importantly the jobs actually update when you press the okay button. That's about it... will add float over and then go back to playing with it in the main game.
All I have to say.
Daisy
Sunday, February 5, 2012
Rooms + Jobs XML + Job Flow
Nothing is really connected yet but I think this is the basic design for how jobs will be selected from now on.
Wanted I really wanted to talk about was how jobs are going to work in xml. What it comes down is flow using existing systems.
Job -> Event -> Text
As you can see in the job it has an event tag. This tag triggers the event. The event then chooses which of the events to call... IE rest good, rest poor, rest great, etc... The event then modifies anything that needs to be modified and finally sends over a text to the text system to display to the user. Yes that does mean it uses 3 xml to get every thing to work but it does mean that everything uses the same system. This will allow events to trigger much more and no need for multiple text system or multiple holders of information.
Eh... I don't know.
Daisy
Saturday, February 4, 2012
still bored...
Moving slowly forward with out much gain. Loading in the jobs now. Build a system so the current job will be displayed. The little ? are going to be killed that was a stupid idea and the job icons will be taking there place. I'm already bored with this screen.
Daisy
Friday, February 3, 2012
Slow but steady is boring....
Still working on designing the room screen... Spent an hour working on a really stupid bug that slowed me down... but finally figured it out. You will notice that its being changed up. The main change will be that jobs will now be in combo boxes. Not a real surprising change. This though will allow jobs to only be available at specific times. Not something I plan on implementing this round but will be something in the next round or so. The other big advantage is that it is a bit easier to understand with 4 combo boxes each displaying the job for that time. And it makes xml jobs easier as well. Of course none of that is done. Spent a bit of time also adding a combobox builder which will make them easier next time around.
Daisy
Thursday, February 2, 2012
Nothing on TV means not much done
The new room screen, I'm thinking its done. Yah... just slow going to make all the items visible and then will worry about actually positioning everything. Not much on TV so haven't been hitting it hard. Will keep at it.
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I want to thank those who suggested some anime series. It was a busy week so I only got through 5 of them...
Gosick - Terrible name good series, B+
Ookami-san to Shichinin no Nakama-tachi - fun series but to short no conclusion B
Hanamaru Youchin - another fun series (had me laughing so hard at points twinkle! twinkle!) but no real conclusion B+
Katanagatari - Sad Conclusion... B
Tantei Opera Milky Holmes - God they were dumb, but fun to watch B-
About 2/3 through Star Driver...
Daisy
Wednesday, February 1, 2012
Ugh... yah...
Gave up on, random quests, which was what I was working on. I just couldn't plan out in my mind at this point need to think some more on it. So began working on re-doing the rooms screen. They have to be re-done since I moved the rooms from an int to a string. Also have to allow for new rooms being brought into xml. Then will be jobs and maybe a release.... at least 2 months out.
Daisy
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