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Liquid Metal Slime
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 PostFri Jul 06, 2012 5:30 pm
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I might be able to help out with a few at some point in the development. NPC development is one of my specialties. I can't make any promises about when or how many, as I'm pretty steeped in other writing projects at the moment, but I would like to try sometime soon. This would probably be a fun exercise. I'll be sure not to write one of my long-winded dialogue sessions that I'm notorious for. I'll keep them relatively simple.
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Slime Knight
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 PostFri Jul 06, 2012 8:17 pm
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I may be, if you don't mind a lot of "what's my motivation" questions. Or a lot of smart-ass text for the characters :P
—- So anyway, how are you?
Metal King Slime
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 PostWed Jul 11, 2012 4:58 am
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Blasted chickens! Just about everything is working well. The chickens will cycle between wandering about and pecking at the ground. Also, whenever the player gets near them, they will run away really fast. That's accomplished by using change npc id. The running away sprite has a speed of 10 and is set to avoid the player.

Now, the problem is, sometimes, when the player gets near them, they run away fast. Other times, when the player gets near them, they turn into the running away npc, but instead just run in place rather than running way, as if their speed had been set to 0.

Any ideas?
Being from the third world, I reserve the right to speak in the third person.

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Liquid Metal King Slime
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 PostWed Jul 11, 2012 2:23 pm
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BMR wrote:
Now, the problem is, sometimes, when the player gets near them, they run away fast. Other times, when the player gets near them, they turn into the running away npc, but instead just run in place rather than running way, as if their speed had been set to 0.

Any ideas?


That sounds like what would happen if you changed their speed while they were halfway through taking a step.

If you check if(not(npc is moving())) before you do the change npc id command, they should finish their current step before they start running away.
Metal King Slime
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 PostWed Jul 11, 2012 2:27 pm
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Ahhh, I see. I didn't know about that, thanks. That should fix it, thanks!
Being from the third world, I reserve the right to speak in the third person.

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Metal King Slime
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 PostThu Jul 19, 2012 3:30 pm
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Hmm, been a while... Anywho, development update!

NPC Dialogue
Been doing a lot of work with NPCs and their dialogue, movements, schedules, etc... The bulk of the work is going into writing their dialogue and turning said dialogues into menus though. Every NPC has, on average, 2,000 words (just plain words, not keywords. 2k keywords would be suicide) words worth of dialogue and 60-80 branches of dialogue. And that's only their base dialogue, not including their reactions to future events and developments in the plot. Those, however, will be added at a later date.

Because it was getting to be a pain writing everything in Gedit and then adding line-breaks, and numbering them, and importing or retyping them in Custom, I went and spreadsheet-ized something in Gnumeric that turns this:

Code:

[GREET]
~Greetings, what can I do for you today?
[NAME]
~My name?  I am Iago il Amra Sagadi, and I hail from the southern nations.
>tlkIago-Name
   [SOUTHERN NATIONS] (IF tlkIago-Name ON)
   ~Yes, my homeland.  Sadly, I cannot return, as I have been banished.
   >knwnIago-Banished
      [BANISHED] (IF knwnIago-Banished ON)
      ~Not a topic I discuss freely, and not one that I will now.
   [IL AMRA SAGADI?] (IF tlkIago-Name ON)
      ~The names of my parents.  Amra is my mother, Sadgai is my father.  Were I to have a child, he would also take my name.
[DUTIES]
~You're asking me what I do?  What, are you blind?  I'm the blacksmith here at the docks.
>tlkIago-Blacksmith
[BLACKSMITH] (IF tlkIago-Blacksmith ON)
~Yes, I work with metal.  Tools, utensils, even arms and armor.  You won't find anything finer than here.
>lk-IagoFiner
   [FINER] (IF tlk-IagoFiner ON)
   ~Yes, despite what those stuck-up sods might say up in the merchants' quarter, everyone here at Port Alkar knows that Iago's Arms is the place to go for quality goods.
   [TOOLS] (IF tlk-IagoFiner ON)
   ~Yes, if you need anything custom built, or are looking for stock parts, I'm your man.
   [ARMS AND ARMOR] (IF tlk-IagoFiner ON)
   ~It's not the best gear you'll be able to find, but it's the best you'll be able to buy here.  Without a good supply of better metals, real quality is beyond my means for now.


into this:

Code:

======================================
Box 2396
Size: auto
Position: 27
Text Color: 0
Border Color: 10
Backdrop: 0
Music: 0 (None)
Restore Music: NO
Sound Effect: 0 (None)
Stop Sound After Box: NO
Show Box: NO
Translucent: NO
Portrait Box: YES
Portrait Type: 1
Portrait ID: 34
Portrait X: 264
Portrait Y: -3
--------------------------------------
Greetings, what can I do for
you today?
======================================
Box 2397
Set Tag: -1 (Tag 1=OFF (Always))
Set Tag 1:  (Set Tag =ON (tlkIago-Name))
Size: auto
Position: 27
Text Color: 0
Border Color: 10
Backdrop: 0
Music: 0 (None)
Restore Music: NO
Sound Effect: 0 (None)
Stop Sound After Box: NO
Show Box: NO
Translucent: NO
Portrait Box: YES
Portrait Type: 1
Portrait ID: 34
Portrait X: 264
Portrait Y: -3
--------------------------------------
My name? I am Iago il Amra
Sagadi, and I hail from the
southern nations.
======================================
Box 2398
Set Tag: -1 (Tag 1=OFF (Always))
Set Tag 1:  (Set Tag =ON (knwnIago-Banished))
Size: auto
Position: 27
Text Color: 0
Border Color: 10
Backdrop: 0
Music: 0 (None)
Restore Music: NO
Sound Effect: 0 (None)
Stop Sound After Box: NO
Show Box: NO
Translucent: NO
Portrait Box: YES
Portrait Type: 1
Portrait ID: 34
Portrait X: 264
Portrait Y: -3
--------------------------------------
Yes, my homeland. Sadly, I
cannot return, as I have been
banished.
======================================
Box 2399
Size: auto
Position: 27
Text Color: 0
Border Color: 10
Backdrop: 0
Music: 0 (None)
Restore Music: NO
Sound Effect: 0 (None)
Stop Sound After Box: NO
Show Box: NO
Translucent: NO
Portrait Box: YES
Portrait Type: 1
Portrait ID: 34
Portrait X: 264
Portrait Y: -3
--------------------------------------
Not a topic I discuss freely,
and not one that I will now.
======================================
Box 2400
Size: auto
Position: 27
Text Color: 0
Border Color: 10
Backdrop: 0
Music: 0 (None)
Restore Music: NO
Sound Effect: 0 (None)
Stop Sound After Box: NO
Show Box: NO
Translucent: NO
Portrait Box: YES
Portrait Type: 1
Portrait ID: 34
Portrait X: 264
Portrait Y: -3
--------------------------------------
The names of my parents. Amra
is my mother, Sadgai is my
father. Were I to have a child,
he would also take my name.
======================================
Box 2401
Set Tag: -1 (Tag 1=OFF (Always))
Set Tag 1:  (Set Tag =ON (tlkIago-Blacksmith))
Size: auto
Position: 27
Text Color: 0
Border Color: 10
Backdrop: 0
Music: 0 (None)
Restore Music: NO
Sound Effect: 0 (None)
Stop Sound After Box: NO
Show Box: NO
Translucent: NO
Portrait Box: YES
Portrait Type: 1
Portrait ID: 34
Portrait X: 264
Portrait Y: -3
--------------------------------------
You're asking me what I do?
What, are you blind? I'm the
blacksmith here at the docks.
======================================
Box 2402
Set Tag: -1 (Tag 1=OFF (Always))
Set Tag 1:  (Set Tag =ON (lk-IagoFiner))
Size: auto
Position: 27
Text Color: 0
Border Color: 10
Backdrop: 0
Music: 0 (None)
Restore Music: NO
Sound Effect: 0 (None)
Stop Sound After Box: NO
Show Box: NO
Translucent: NO
Portrait Box: YES
Portrait Type: 1
Portrait ID: 34
Portrait X: 264
Portrait Y: -3
--------------------------------------
Yes, I work with metal. Tools,
utensils, even arms and
armor. You won't find
anything finer than here.
======================================
Box 2403
Size: auto
Position: 27
Text Color: 0
Border Color: 10
Backdrop: 0
Music: 0 (None)
Restore Music: NO
Sound Effect: 0 (None)
Stop Sound After Box: NO
Show Box: NO
Translucent: NO
Portrait Box: YES
Portrait Type: 1
Portrait ID: 34
Portrait X: 264
Portrait Y: -3
--------------------------------------
Yes, despite what those
stuck-up sods might say up in
the merchants' quarter,
everyone here at Port Alkar
knows that Iago's Arms is the
place to go for quality goods.
======================================
Box 2404
Size: auto
Position: 27
Text Color: 0
Border Color: 10
Backdrop: 0
Music: 0 (None)
Restore Music: NO
Sound Effect: 0 (None)
Stop Sound After Box: NO
Show Box: NO
Translucent: NO
Portrait Box: YES
Portrait Type: 1
Portrait ID: 34
Portrait X: 264
Portrait Y: -3
--------------------------------------
Yes, if you need anything
custom built, or are looking
for stock parts, I'm your man.
======================================
Box 2405
Size: auto
Position: 27
Text Color: 0
Border Color: 10
Backdrop: 0
Music: 0 (None)
Restore Music: NO
Sound Effect: 0 (None)
Stop Sound After Box: NO
Show Box: NO
Translucent: NO
Portrait Box: YES
Portrait Type: 1
Portrait ID: 34
Portrait X: 264
Portrait Y: -3
--------------------------------------
It's not the best gear you'll
be able to find, but it's the
best you'll be able to buy
here. Without a good supply of
better metals, real quality
is beyond my means for now.


With minimal input from me. All I do is copy the first bit of text into a column in Gnumeric, and it will go and parse everything out into something that I can import easily into Custom. It takes care of line breaking, auto-numbering text boxes, setting tags, etc... It really streamlines the process, and makes it easier to do NPC dialogue.

Also, because I was working on dialogue in Gedit mostly, I got sick of looking at a wall of black and white text. So I went and modified a .lang file for gtksourceview to provide syntax highlighting for all of my dialogue files. Now, they're easier to read, and I can easily see the structure of the dialogue tree.


Artwork
No new tiles really, as I have all that I need so far. I've been working on portraits though, and I must say that I am still hopeless at drawing them from scratch. I'm sticking to the face generator that I've been using, though I am doing edits in the GIMP. I may have to go back on what I said before, that all the portraits will be changed by the first release, as I'm finding that I can draw the any portraits exactly how I want them to look.

I've also been working on sprites, a lot of NPCs now have their walkabout sprites. I've been working with my base NPC sprite maker in the GIMP, to further streamline the process, though it's not going anywhere near as well as I would want. Though that's perhaps because I've been focused on dialogue too much.



Anywho, that's all from me for now, cheers!
Being from the third world, I reserve the right to speak in the third person.

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Metal King Slime
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 PostFri Jul 20, 2012 5:09 pm
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So, I finally got sick of creating the menus for characters by hand, and instead went and built on my current spreadsheet for making importable textboxes and made it so it parses scripts for me. Much, much easier now. And quicker. I can just create a plain-text document for any character dialogue, and my spreadsheet will parse it into 1) textboxes that I can import into Custom using the built-in text box importer and 2) script snippets to be added to the npc text box script that then automatically creates a menu.

I may consider rebuilding conversations to use global variables instead of tags, as I might very well run out of tags... I'm already on 237, and that's only four npcs and one dungeon... Hmm...
Being from the third world, I reserve the right to speak in the third person.

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Liquid Metal King Slime
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 PostFri Jul 20, 2012 5:35 pm
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BMR wrote:
I may consider rebuilding conversations to use global variables instead of tags, as I might very well run out of tags... I'm already on 237, and that's only four npcs and one dungeon... Hmm...


That sounds like a good reason for us to increase the tag limits.

The main trouble with tag storage is that the one-time use tags are stored in the same buffer and indexed as tags 1001-2000 which seemed like a good idea 10 years ago, but is a pain in the slime now.

A while back TMC and I put our heads together on the dev mailing list and came up with a decent plan for increasing tag limits with a minimum of backcompat problems, but I have forgotten it all, so I need to dig up that old plan and re-read it before I can hope to start implementing it :)
Liquid Metal Slime
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 PostSat Jul 21, 2012 2:21 am
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Quote:
That sounds like a good reason for us to increase the tag limits.


I've been bugging you guys about that for years ;). I've got two games that are both approaching 800 tags with no sign of letting up soon. One day you're gonna have to address the limit, or I'm gonna have to postpone production on them, since they'll both easily run past 1000 before I can finish them.
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Liquid Metal King Slime
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 PostSat Jul 21, 2012 3:05 am
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Absolutely!

Also: yay! The plan was easy to find on the wiki, so I didn't have to go digging for it :) http://rpg.hamsterrepublic.com/ohrrpgce/Plan_for_increasing_available_tags

Thank goodness we already split onetime tag storage into a different area of the RSAV file. That was the only really tough part of the plan.

Don't expect more tags in Alectormancy+1 or +2 but I will do my darndest to get it done for Beelzebufo
Metal King Slime
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 PostMon Jul 23, 2012 5:00 am
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The seventh of my Character Bios! (three more to come!)

Tira Sogin






Stats



Background
Tira is the daughter of the legendary Hector Sogin. Though not quite his match in strength, tactics, or magical power, she is easily of the same fanatic fervor and drive. Like other paladins, she was indoctrinated in their beliefs and their mission from a very young age. Unlike other paladins however, she did not grow up around the children of other paladins. Because of this, she is reserved, and quiet, focusing all of herself towards her mission and her duty.

In recent years, she has come into conflict with her father over their mission. Hector believes the paladins should fight all evil for all eternity, whereas she believes that the paladins should fight all evil for all eternity. She is driven in her quest to eradicate all evil, and will gladly fall in battle for her cause. This has, at times, bordered on recklessness, as she does not possess her father's cunning calculations and manipulating mind.

Tira left Sogin Manor to strike out against the Theocracy, as she believes the Theocarcy is the embodiment of everything that the Order stands against. She believes that the plans and ploys her father puts into motion are dishonorable and not worthy of a paladin. Instead, she is attempting to find allies who are willing to go with her to strike at the heart of the Theocracy. Only time will tell if she finds these allies and completes her mission, and what, if any, Legacy she will leave behind.


Personality
Tira views her mission and quest as holding importance over all else. If something does not further her goals, it is not worthy of her time. She has no real life beyond the order, and never allowed herself (what she views as) the leisure of romance or love. This is evidenced by her cold and stoic exterior, though her passionate fury in battle often belies the practical and objective nature she would have others see in her.

This begins to change, however, as she finds herself falling for Belor. Though she at first refuses to acknowledge what she feels, she finds that Belor is a kindred spirit, in heart if not in action. Belor too is cmomitted to a cause, striving for freedom. She sees that he is able to accomplish what he wants, without sacrificing himself the way she does. This eventually develops into a romance that Hector does not approve of. It is up to Tira to decide though, if she will allow herself this weakness in the face of the enemy, or if she will deny herself that potential strength to remain as she was.

Of the otehr companions, she is best able to relate to Gayla, who is also devoted to destroying the Theocracy. She is, however, critical of Gayla's sister whom she believes to be irresponsible and unfocused. This causes some friction between the two and, in part, between Tira and the Kay should the Jaina romance-sideline be pursued.

Powers
Tira is, at first glance, a weaker Hector. In pretty much all things, she is weaker than her father. She is, however, faster than he is and can thus act more often in a battle allowing her to potentially tie Hector in terms of damage dealt in a single encounter. She further makes up for this weakness by having access to better direct-damage magic than her father. While Hector focuses on buffs and status-effects in terms of magic, Tira focuses more on damaging and weakening the enemy. Her magic can thus be seen as combination of Kay's, Molok's, and Helms' magical abilities, though her powers are not at par with any single character's specialties.

She can also charge her attacks with greater damage potential, though this takes time and can leave her vulnerable. Still, the damage potential is very high, making it a worthwile endeavor.

Equipment
Tira is able to use almost all the equipment that Hector uses, though her attacks are more focused on speed. Contrary to Hector's use of the greatsword, Tira's primary weapons are the longsword and polearms. Her charging attacks only work on longswords, but she can embue certain polearms such as the spear with special effects when thrown. The thrown attacks tend to do more damage because of their piercing nature, but any equipment so used is consumed. Longswords offer less damage, but can be used again and again without the need to purchase or find more equipment.
Being from the third world, I reserve the right to speak in the third person.

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Metal King Slime
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 PostWed Jul 25, 2012 6:55 am
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So I'm completely puzzled. Here's the scenario:

Just about everything works fine, walking around the interior of the city works well, talking to people (who have their dialogues working) goes off without a hitch, even the chickens are finally playing nice. I've disabled the rain effects though, as they had gotten a bit too buggy with all the changes I've made. Day/Night still works I believe.

The problem is, while walking around the map, when the hero walks into certain areas, the game completely locks up. And it's not random either, there are only a few specific spots on the map where this happens. The game doesn't respond to anything, alt+F4, ctrl+W, etc... nothing. I have to kill the process to get it to close.

Any ideas as to where I should look to figure this out?
Being from the third world, I reserve the right to speak in the third person.

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Liquid Metal King Slime
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 PostWed Jul 25, 2012 2:02 pm
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My first guess is that there is some kind of infinite loop with no waits.

Is there a script that gets triggered when the hero walks into the trouble areas?
Metal King Slime
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 PostWed Jul 25, 2012 3:12 pm
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Something ought to be done about infinitely looping scripts... at least closing the window should work.
Liquid Metal King Slime
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 PostWed Jul 25, 2012 3:20 pm
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TMC wrote:
Something ought to be done about infinitely looping scripts... at least closing the window should work.


Agreed. And perhaps if an script has looped with no waits for more than a certain number of seconds, a "waiting for script..." caption should be displayed.
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