Showing posts with label text. Show all posts
Showing posts with label text. Show all posts

Saturday, July 6, 2013

Text, Text, Bugs, and Quests or More Text


Finally someone understands!  I have never heard it put better in words before.

Added a new quest... check the Laboratory, its not a complicated one just a beginner quest.

Fixed a couple bugs.

Spent way too much time encoding in more initial help... should be reaching the girl screens now once I get it finished.

Also just wanted to point out that Eviljanitor has been doing a great job adding sex scenes to the assistants but there is still plenty for everyone if you want to go ahead and test your writing skills.

Daisy

Saturday, March 2, 2013

Hotkeys and Text

(This is googles second result to hot key anime.)

Well as it's probably been easy to see I have still been slacking.  But contributors have not.

Dexatq has been working on bringing the hotkeys back.  It's not perfect but beats my crashing version lots of room to get this up and running.  Thanks for the help!

Leriche Adrien has been working on more text for the angel.  Its updated and in the SVN a few less place holders is good.  Thanks for the help!

I'm almost through the Campione! novels and then will go back to stopping the slacking... maybe.

Daisy



Tuesday, January 29, 2013

Working Version



Had to throw up a working version.

Daisy

Monday, January 28, 2013

Text #showchange


A minor change on how the #showchange is displayed another suggestion by Koffii.  Lots of little changes to make the game better for the user have been coming through the pipe line now that there has been a release oh and some bug fixes.

Expect this to be the pattern for a while.

Daisy

Sunday, December 16, 2012

Now back to the original bug


The text system now has an optional show last event and text (its a toggle in the options page).  The game now doesn't double load the storys so takes a bit less space and loads faster.  And none of that had anything to do with the initial issue of the text screen showing up for no reason when going around the guild hall...

Daisy

Saturday, December 15, 2012

The entire Text Engine is a bug

So I have been trying for the last few days to figure out why text boxes are appearing with old text when you enter rooms and nothing is supposed to happen.  In my brilliant plan I added a debug panel where the text engine would show the last event and text label.  With me so far.  Well the text engine is one of the oldest of the interdependent .swf and so had a few peculiarities   Built at the base level rather then the class level still with me no problem I though we can just add them to that level and move on...  Needless to say it didn't work that way some how the new screen objects are being converted to strings.  That was irritating.  Then I decided to update some of the parsing so that it wouldn't happen at the low level well it turns out that all the text parsing was happening 2x in 2 different arrays.  That was unexpected.  Then the text system decided to set the global variable that contained it for reference as null.  That was frustrating.  So I am updating the text system to make it more in line with everything else.  That is time consuming.  Last of course this is unlikely in any way to fix the initial problem of rooms displaying old text.  Which means I am just running in circles.

Daisy

Sunday, August 19, 2012

Pytherworld

Rudi_Stoned has released a new version of Pytherworld

Download

Features (preview) 
* Got to the slave market and buy new copies of Mio there. 
* Train your slaves and sell them 
* Define the jobs your slaves have to perform in the schedule screen, accessible from the character screen 
* Watch the fatigue and health  of your slaves and let them rest when they need to. Forcing them to work without rest will eventually kill them! 
* Save and load your game 
* Edit your savegame with any text editor (good for testing, bug fixing or cheating) 


Look this time I even put the link in the blog with out forcing you guys to go to the forums.... *sigh*

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Assistants text is up to date except for sex classes.  Decided not to do a random text choice system at this time... will do it when I'm feeling adventurous.

Anyone who has SVN access and can pound at the assistants I would be appreciative.  Will do there pay checks and loyalty mods in the next night or so.

Vacation got pushed back so did the release, maybe 2nd week of September now.

Daisy

Wednesday, March 14, 2012

More small posts


Bugs are fixed.

I really liked Rudi's idea for text addition that is more flavorable. But not something I'm going to mess with right now. As it is there is a new tag on xml variables that is name allowing a setting of text to display for the variable. IE instead of displaying "GameArray[whatGirl].girlHealth" we just get "Health." For those of you interested in the actual text creator I have added it to a file on pastebin.

http://pastebin.com/nTn4euT7

Might be some more ninja posts tonight. Not sure.

Daisy

Tuesday, March 13, 2012

Text Formatting - Help wanted.

So this may seem like an odd one but I was wondering what sort of format for changes is easiest to read and understand. See picture in last post. While I have an idea for a system that will allow for automating all of that text and using a universal rule. Basically at the end of the job text a simple #statchanges, will display the text. I'm still undecided on whats easiest to read.

Some basic ideas, but any suggestions are welcome and appreciated. No images has to be text based.

[Health 3 (50), Lust -1 (60), Happiness 1 (10)]

[Health 50 (3), Lust 60 (-1), Happiness 10 (1)]

(Health 3 [50], Lust -1 [60], Happiness 1 [10])

(Health 50 [3], Lust 60 [-1], Happiness 10 [1])

[Health: 3 (50), Lust: -1 (60), Happiness: 1 (10)]

[Health: 50 (3), Lust: 60 (-1), Happiness: 10 (1)]

(Health: 3 [50], Lust: -1 [60], Happiness: 1 [10])

(Health: 50 [3], Lust: 60 [-1], Happiness: 10 [1])

Those are the ones I can think of but I'm sure there are much better experts out there that can think of an easy to read way. Your ideas or suggestions?

Daisy

Sunday, March 11, 2012

After the wall of text

So the event guide is done sort of. Already modified add added to new features. And I can also already see a new feature that needs to be added. Also the guide has it's own link now on the left hand side.

Currently I am fleshing out most jobs looking for holes that need to be fixed. Such as last nights mult system... which I'm still working on. Also text now happens LAST! My notes actually say that it would supposed to be last but it wasn't. The difference is that now we can include changes into the text engine and out put them. More on that in a few days... I have plans.

I've been text walling the last few days so think I will end it here.

Daisy

Tuesday, December 27, 2011

New Shop Navigation


The pictures are tentative I am going to find better I swear.

Shop navigation at least works enough that you can actually build a shop walk around in it and if you press the info button get info on the room you are currently in. Next up linking the town to the new shops and then actually building the shop feature. So much fun...

Still looking for someone interested in updating the items xml to a new sorting system. Send me an e-mail.

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

Saturday, December 10, 2011

Images by Reference


Just an example of images by reference system. This is a nice little system that should allow much easier changes in file paths and other little fixes like displaying the girl or assistant on deck. May not seem like that much but every little modification like this helps out.


A rather odd bug that happened when trying to build the image reference system... Just thought I would share.

Daisy

Wednesday, December 7, 2011

Error Trapping


Okay I was going to do stuff tonight... and then there were x-mas versions of Warehouse 13 and Eureka (by the way in the Eureka episode its Anime that saves the town... though its more of a boondocks anime.) Anyways that distracted me heavily so instead of getting a lot done I just got some error trapping working so it doesn't crash everything if a bad label is called that doesn't exist in the xml and is nice enough to actually tell you what you screwed up. I guess that's something.

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

Saturday, December 3, 2011

Housing its own little .swf



I did a bug I swear... I cleared the infinite money casino thingy. Then I got bored.

So started working on housing. Should allow about 12 houses through xml any more and I will need to add a way to change pages... does anyone really think we need more then 12 houses realistically?

As you can tell the xml works, the display works, now just nuts and bolts stuff. Yes for those wondering house bonuses and stuff are in the class information they just didn't get added today. Now your probably wondering why I am focusing on something no one cares about.... well because the two houses were driving me nuts and I need something to test calling events from my text system from another .swf. Before ripping out the entire current text system... something I am dreading with all possible fear.

Those of you interested in submitting a house now would be a good time please include and image, (anime style) and other relevant stuff. Not that we can't add other houses later since its completely XML based...

Daisy

Wednesday, November 30, 2011

Floating Example


So time to actually pull out the example. I think everything works it hasn't crashed in about 10 minutes... Floating seems to work fine though. Believe it or not I almost thought I had a major bug for the everyone missing float. Took me a while to realize that no images means that the listeners were never put back in. Oh well easy fix. Enough talking go on ahead and give it a try.

Floating Example MF

I wanted to thank John Evans and Compuscribe for some excellent advice about parsing in variables. I'm going to go play with it either today or friday.

Daisy

Tuesday, November 29, 2011

Floating working...


Got the listener issue from yesterday fixed finally after another misstep. So started working on the tiers. IE if you choose town then you can choose a location in town. Some how that is orphaning images again. My wall is slowly getting a deeper hole. Assuming I can get that fixed there is sill more to do the most difficult part or revolutionary is how to parse in variables by name (changing a string to a variable... Not really sure how to do that) or create a const variable sheet to be loaded and then referenced by xml. Why because I need to know what items the characters have in there inventory, what time of day it is, stuff that influences the options for the float. Tons more work a little time.

if anyone knows a way to change a parsed in string to reference an existing variable. I would be interested.

Daisy