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Liquid Metal King Slime
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 PostTue Sep 10, 2013 8:05 pm
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Meowskivich wrote:
I voted here before the voting thread even existed, bucky.

Ha! So you did. I guess Meatballsub must have seen how people were already voting and just went with it.
That or great minds ...yadda yadda yadda
Blubber Bloat
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 PostTue Sep 10, 2013 11:22 pm
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High scores for Meh 2.0 thusfar:

247 - High point

221 - Ending High

The random events are hilarious, though get the battery-purchasing sheep quite a ton....
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
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Liquid Metal Slime
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 PostWed Sep 11, 2013 12:18 am
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I mostly got Internet lady, manilla envelope guy, and failed toilet break guy. Did get more than a few AA guy but probably not more than those others.
Remeber: God made you special and he loves you very much. Bye!
Blubber Bloat
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 PostWed Sep 11, 2013 1:48 am
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I can't seem to NOT get the star-gazing ending anymore. Bug?
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Metal Slime
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 PostWed Sep 11, 2013 4:44 am
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Meowskivich wrote:
I can't seem to NOT get the star-gazing ending anymore. Bug?


Once you've triggered the conditions for the "Stargazing" ending, it sets the game's save file to automatically start up Adventure Mode for future runthroughs. Since Adventure Mode is disabled in the 2.0 release (its incomplete) it'll simply pick another ending. The gameover script is set to pick an ending depending on your responses and who you've encountered along the way.

Generally speaking, if you want to see every ending, you have to be as much of a jerk as possible early on in your career. The game DOES keep a track record of your total HISTORY of good and bad responses, so it's possible to get different endings after the Stargazer one, but it may take some work to sway your track one way or another. Not impossible though Grin
To friends long gone, and those I've yet to meet - thank you.
Liquid Metal King Slime
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 PostWed Sep 11, 2013 3:22 pm
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That is really interesting!

So if one has already gotten some good endings, the only way to go back and get all the bad endings might be to delete the .rsav file and start over?

I have only done one full playthrough so far. (I got the television show ending) but I was surprised that out of my first 4 visitors, 3 of them were the Mall Cop guard dog.

How many unique visitor are possible?

If you wanted to avoid repeats, I have a suggestion for a better method than just randomly picking a visitor.

First, create a container slice.

Code:

global variable(0, sorter)


Code:

sorter := create container(0, 0)


Then create a bunch of slices that represent the visitors. I don't know the actual number of unique visitors, so I will pretend that there are 15, numbered 0 to 14

Code:

variable(i, sl)
for(i, 0, 14) do(
  sl := create container(0,0)
  set parent(sl, sorter)
  # Store number in the first slice extra slot
  set slice extra(sl, 0, i)
  # Assign random numbers to the sort order
  set sort order(sl, random(0, 1000000))
)


This creates a list of slices with the visitor's ID number. Finally, you sort the list by the random number.

Code:

sort children(sorter)


Now later on when you need to get a visitor id number from this list, you can use a script like this

Code:

script, get from sorter list, begin
  variable(sl)
  sl := first child(sorter)
  variable(result)
  result := get slice extra(sl, 0)
  free slice(sl)
  exit returning(result)
end



And finally, here is the whole thing all together, with the bonus feature of automatically re-shuffling the deck when the sorter list runs out:

Code:

global variable(0, sorter)

script, prepare sorter list, begin
 
  if(not(sorter)) then(
    sorter := create container
  )
 
  variable(i, sl)
  for(i, 0, 14) do(
    sl := create container(0,0)
    set parent(sl, sorter)
    # Store number in the first slice extra slot
    set slice extra(sl, 0, i)
    # Assign random numbers to the sort order
    set sort order(sl, random(0, 1000000))
  )

  sort children(sorter)

end

script, get from sorter list, begin

  variable(sl)
  sl := first child(sorter)
  if(not(sl)) then(
    # No slices available in the sorter, re-shuffle the deck
    prepare sorter list
    sl := first child(sorter)
  )
  variable(result)
  result := get slice extra(sl, 0)
  free slice(sl)
  exit returning(result)

end

Metal King Slime
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 PostWed Sep 11, 2013 7:28 pm
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Aye, random numbers just aren't fun, and are highly overused.
Metal Slime
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 PostWed Sep 11, 2013 11:57 pm
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Time to break down the magic!

Bob the Hamster wrote:
That is really interesting!

So if one has already gotten some good endings, the only way to go back and get all the bad endings might be to delete the .rsav file and start over?

I have only done one full playthrough so far. (I got the television show ending) but I was surprised that out of my first 4 visitors, 3 of them were the Mall Cop guard dog.

How many unique visitor are possible?


So far, 12 repeatable encounters, 5 single-time OHR cameos, 5 dates, and 4 "villain" style events.

Code:
script,randomselect,begin
 get item (item:Customer,1)
 write global (PATRON,(random (1,15)))
 wait (1)
 if ((read global (PATRON))==1) then ( scene1 )
 if ((read global (PATRON))==2) then ( scene2 )
 if ((read global (PATRON))==3) then ( scene3 )
 if ((read global (PATRON))==4) then ( scene4 )
 if ((read global (PATRON))==5) then ( scene5 )
 if ((read global (PATRON))==6) then ( scene6 )
 if ((read global (PATRON))==7) then ( scene7 )
 if ((read global (PATRON))==8) then ( scene8 )
 if ((read global (PATRON))==9) then ( scene9 )
 if ((read global (PATRON))==10) then ( scene10 )
 if ((read global (PATRON))==11) then ( scene11 )
 if ((read global (PATRON))==12) then ( scene12 )
 if ((read global (PATRON))==13) then ( dungeon1 )
 if ((read global (PATRON))==14) then ( ohr1 )
 if ((read global (PATRON))==15) then ( story1 )
end


First and foremost, the game simply gives the player an item called "customer", which'll come into play later on. When a dungeon, ohr, or story scene is shown it turns on a tag that tells the game to play the NEXT scene in that sequence if it's ever picked again. So if you've seen "story1" come up, then it'll run "story2" next time. Each individual scene takes place on their own map, mostly so I can make edits later if needed, and also for my own organizational purposes. In the editor, they're labeled by WHAT customer comes in, so it's easier to track down specific ones.

Code:
script,sceneexit,begin
    SANITY := get hero stat(hero:Fenris,stat:HP,current stat)
    set tag (tag:SHOWSANITY,on)
    show value (SANITY), wait (15)
    show text box (11), wait (1), wait for key (usekey), advance text box, wait (1)
   if (checktag (tag:GiveUp) == off ) then (Add To Stat ((hero:Fenris),stat:Good,1) )
   if (checktag (tag:GiveUp) == on ) then (Add To Stat ((hero:Fenris),stat:Evil,1) )

   set tag (tag:SHOWSANITY,off), show no value, hurtyou
    wait (5)
    SANITY := get hero stat(hero:Fenris,stat:HP,current stat)
    set tag (tag:SHOWSANITY,on)
    show value (SANITY)
    wait (15)
    if (SANITY <0>= 20) then (death)
    random select
end


This one comes at the end of just about every scene, and it does several REALLY important things. Firstly it grabs your current HP/Sanity and then shows it off by triggering the tag to make the sanity meter pop up and show the value at the same time, then after a short bit causes them to vanish. Text box 11 is the actual choice the player makes, and the script will then either add a point to the "good" stat or "evil" stat depending on whichever option was chosen (this comes into play WAY later). The rest of it is basically then lowering Sanity with its own script, then walking the NPC/customer out, and finally checking whether the player's Sanity is at or below 0, OR whether 20 customers have come by. If the player isn't dead yet, it picks another scene at random.

Code:
script,hurtyou,begin
   if (checktag (tag:GiveUp) == off ) then (  show text box (12), wait (1), wait for key (usekey), advance text box) else ( show text box (13), wait (1), wait for key (usekey), advance text box )
   if (checktag (tag:GiveUp) == off ) then
      (set hero stat (hero:Fenris,stat:HP,((get hero stat (hero:Fenris,stat:HP,current stat)) -- (random (1,9))),current stat))   
       else (write global (REVIEW,(random (0,3))) )
wait (1)
   if ((read global (REVIEW))==0) then (show text box (9), wait (1), wait for key (usekey), advance text box
   set hero stat (hero:Fenris,stat:HP, ((get hero stat (hero:Fenris,stat:HP,current stat)) -- (get hero stat (hero:Fenris,stat:Evil,current stat)))))
end


THIS was the hardest part to code. Box 12 is the "I give up" text, and 13 is the "Get out of my store" text. For whatever reason, having it choose a randomized insult/whatever causes the game to freeze. Not sure why? The rest of it is simply reducing your Sanity by a random amount if you pick the option to play nice, and then choosing whether to hit the player with a bad review if they choose to be mean to their customer. Successive mean responses add up over time, so that bad reviews will REALLY start to hurt after a while!

Code:
script,death,begin
   delete item (item:Customer,20)
   get money (SANITY)
   if (get hero stat (hero:Fenris,stat:Evil, current stat) -- 20 >= get hero stat (hero:Fenris, stat:Good, current stat), and,checktag (tag:BEARRAPE) == off) then (ending1)
   if (get hero stat (hero:Fenris,stat:Evil, current stat) -- 15 >= get hero stat (hero:Fenris, stat:Good, current stat), and,checktag (tag:PORNSTAR) == off) then (ending2)
   if (get hero stat (hero:Fenris,stat:Evil, current stat) -- 10 >= get hero stat (hero:Fenris, stat:Good, current stat), and,checktag (tag:MOMMABOY) == off) then (ending3)
   if (get hero stat (hero:Fenris,stat:Evil, current stat) -- 5 >= get hero stat (hero:Fenris, stat:Good, current stat), and,checktag (tag:CULTISTS) == off) then (ending4)
   if (get hero stat (hero:Fenris,stat:Good, current stat) == get hero stat (hero:Fenris, stat:Evil, current stat), and,checktag (tag:SHEPHERD) == off) then (ending5)
   if (get hero stat (hero:Fenris,stat:Good, current stat) -- 5 >= get hero stat (hero:Fenris, stat:Evil, current stat), and,checktag (tag:SPESGOST) == off    ) then (ending6)
   if (get hero stat (hero:Fenris,stat:Good, current stat) -- 10 >= get hero stat (hero:Fenris, stat:Evil, current stat), and,checktag (tag:SELFHELP) == off    ) then (ending7)
   if (get hero stat (hero:Fenris,stat:Good, current stat) -- 15 >= get hero stat (hero:Fenris, stat:Evil, current stat), and,checktag (tag:IAMAHERO) == off    ) then (ending8)
   if (get hero stat (hero:Fenris,stat:Good, current stat) -- 20 >= get hero stat (hero:Fenris, stat:Evil, current stat), and,checktag (tag:STORY5) == on    ) then (ending9)
   if (checktag (tag:BEARRAPE) == off) then (ending1)
   if (checktag (tag:PORNSTAR) == off) then (ending2)
   if (checktag (tag:MOMMABOY) == off) then (ending3)
   if (checktag (tag:CULTISTS) == off) then (ending4)
   if (checktag (tag:SHEPHERD) == off) then (ending5)
   if (checktag (tag:SPESGOST) == off) then (ending6)
   if (checktag (tag:SELFHELP) == off) then (ending7)
   if (checktag (tag:IAMAHERO) == off) then (ending8)
   if (checktag (tag:STORY5) == on) then (ending9)   
   ending8
end


The "game over" script here. This is what ACTUALLY chooses the ending you get. Firstly it deletes those "customer" items from your inventory so that you won't immediately get an instant gameover on your next playthrough, and ALSO turns your remaining Sanity into money (I wish I could turn my sanity into money, that would be awesome) for Adventuremode later on. After this, it compares your good and evil choices made SO FAR and then shows you that ending if it can. If you've already seen that one ending, or if you haven't met its requirements of your good/evil ratio then it'll pick a different ending. If after comparing every ending requirement, NONE of them are met, it'll simply check to see if you've seen each ending in order and then show you that one. If after all that you STILL haven't satisfied the requirements for the "Stargazer" ending (story scene 5) then it'll always show the "Sunset" ending.

It is POSSIBLE to see every ending before the Stargazer ending by simply being as much of a horrible, rotten person as possible, but that will PROBABLY hurt you come adventure mode simply because your starting funds are determined by your total career success/good reviews/who you've met and so on. You DO want to buy that shiny new stapler, don't you?
Kamina
To friends long gone, and those I've yet to meet - thank you.
Blubber Bloat
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 PostThu Sep 12, 2013 12:13 am
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And then there are cheaters like me who take a look at locked story content before it's accessible.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
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