Hello people,
Ok so i did the divine lamp "quest" and the monk man is like maybe ill see you at my monastery. so my question is does this monastery exist and if so WHERE???
Mr. Marjock,
welcome to the PoG forum. I also thought there might be a Monastery in the game but alas if it does exist it has not been found.
The repository of all PoG knowledge is here:
(url="http://"http://stark.evula.net/pogwalkthrough.htm")http://stark.evula.n...walkthrough.htm(/url)
This is Stark's well written Walkthrough and Compendium. You find all things known about PoG and even links to instructions on how to build your own Plug-in Quests for PoG (you could include the monastery)
again welcome
namaste
~stray
------------------
Shift Pattern Graphics at (url="http://"http://shiftprint.com")http://shiftprint.com(/url)
See Coldstone_Tips at: (url="http://"http://coldroom.150m.com/CGE_Stuff/CGE_Tips.html")CGE_Tips(/url)
You don't need a registered version of Coldstone, it is just a good idea. I began my plugin with an unregistered copy, and registered after completing most of it. Speaking of my plugin, do you want to beta test. So far no on ehas volunteered :frown: . Anyway, the simple answer to your question is that you can make a plugin with an unregistered version of Coldstone, but after 30 days (and even when your registration hasn't expired) you will be severly limited (i.e. 40 events max, 20 after the trial period expires). Even with all these limitations, I encourage you to make a plugin anyway. We are in need of good swordsman/ranger plugins, so go ahead, try your hand at CS, and if you like it, buy it.
EDIT: bad UBB
------------------
CI-I@()s
(This message has been edited by CI-Ia0s (edited 11-23-2002).)
Oh thanks and sorry but i cannot test your plug in as i like many others do not want it to crash my computer I would if this was my computer but as it is a shared machine i would probably get skinned alive although i am interested in your plugin if u want to drop a few clues as to what its about (-_-)
------------------
Its around here somewhere. Ah, here we go: (url="http://"http://stark.evula.net/plugin_faq.htm")stark.evula.net/plugin_faq.htm(/url). I used it for my plugin and it is really helpful. Good luck!
------------------
CI-I@()s
(This message has been edited by CI-Ia0s (edited 11-23-2002).)
Wow im sorry i really must of had a lapse the work I spoke of is an up coming Stark Bledfast product and i thouht he had put the finishing touches on it. and released it but i dont see it
(url="http://"http://www.AmbrosiaSW.com/webboard/Forum61/HTML/001081.html")http://www.AmbrosiaS...TML/001081.html(/url)
is the thread where he annouces it.
sorry and Stark when you read this dont be too mad. Ill be your Beta Slave for life sorry.
namaste
~stray
------------------
Shift Pattern Graphics at (url="http://"http://shiftprint.com")http://shiftprint.com(/url)
See Coldstone_Tips at: (url="http://"http://coldroom.150m.com/CGE_Stuff/CGE_Tips.html")CGE_Tips(/url)
(This message has been edited by straytoaster (edited 11-23-2002).)
Ummm thanks for the stark plug in website but is their any other website because that seems to assume that i know how to get started and starts talking about more complex things No offense Stark but im a newbie and kind of want to start off simplistic and work my way towardds bigger and better plug ins
------------------
Quote
Originally posted by straytoaster:
Wow im sorry i really must of had a lapse the work I spoke of is an up coming Stark Bledfast product and i thouht he had put the finishing touches on it. and released it but i dont see it
Naw, I got busy and haven't 'completed' it yet. Gotta still write one more item and then rewrite a few things from indepth discussions on the CGE webboard.
But don't fret posting about it. I'd like people to look at it and use it as a resource. And if they have questions, find errors, etc, they can let me know before it is "published."
Quote
Originally posted by Marjock:
Ummm thanks for the stark plug in website but is their any other website because that seems to assume that i know how to get started and starts talking about more complex things
No offense taken. The plug-in FAQ is designed as a way to help plug-in developers. It isn't meant as a completely stand-alone product, although I have tried to write it to be fairly understandable. If you have questions please ask and I will be glad to elaborate(as can others) and it is possible that sections will be rewritten for better understanding through this.
There are a few other resources out there, including:
Coldstone Game Tutorial - A step-by-step builder that walks you through creating a new game by yourself
The Coldstone Manual - This is included in the Coldstone Game Engine demo package. This resource is the complete manual for how things work. It is not complete, nor completely accurate, but it does have a wealth of information.
There are also a few things in the works that I know of(because I'm doing them):
A Plug-in tutorial - A step-by-step tutorial that will walk you through building a sample plug-in of your own. Will take you from first opening the Coldstone Game Editor all the way through compiling your plug-in and playing it.
A sample plug-in - The finished product, as created by me, that you will duplicate by following the steps within the tutorial.
My intention is that people who want to learn to build plug-ins will download the tutorial and sample plug-in first, build the small plug-in to cut their teeth and get an understanding of the basics, then use the FAQ to assist in building their own plug-in. Hopefully this all will roll out soon.
Quote
Originally posted by straytoaster:
sorry and Stark when you read this dont be too mad. Ill be your Beta Slave for life sorry.
Bwahahahaha!
------------------
(url="http://"http://stark.evula.net/pogwalkthrough.htm")PoG Walkthrough and Compendium(/url) | (url="http://"http://stark.evula.net/plugins/dev_tools.htm")PoG Dev Tools(/url) | (url="http://"http://stark.evula.net/plugins/spells_expander.htm")Spells Expander(/url)
(url="http://"http://stark.evula.net")Stark.evula.net(/url) | (url="http://"http://www.evula.net")EVula.net(/url) | (url="http://"http://mail.ambrosiasw.com/mailman/listinfo/coldstone_dev")Coldstone-dev mailing list(/url)
Yeah thanks stark I have started using your plug-in guide with the user manual and it is actually really helpful I have started making a very simple plug-in where Vortek is kidnapped at the start and you must rescue him, Iwill hopefully be able to make that link onto another plug-in where you have to prove Vortek's innocence. But one thing i dont really understand is how do i place things like caves?
------------------
Quote
Originally posted by marjock:
Yeah thanks stark I have started using your plug-in guide with the user manual and it is actually really helpful I have started making a very simple plug-in where Vortek is kidnapped at the start and you must rescue him, Iwill hopefully be able to make that link onto another plug-in where you have to prove Vortek's innocence. But one thing i dont really understand is how do i place things like caves?
When my tutorial is completed you will be doing this very thing, heh. I have you place a cave onto the Fantrima map(World_P10).
Anyways, in a nutshell you need to do 2 things: create 2 events and then make one of the events into a plug-in load call.
Within the first event you need the following:
Place a (url="http://"http://stark.evula.net/plugin_faq.htm#modifyland")stamp(/url) of the cave onto the map.
Use a Change map cell event object to call a teleport event(that we'll create in a sec) when the player steps on that tile. Pretty much you find the tiles that the player will step on to enter the cave and change these tiles so that they call your teleport event.
The second event is the teleport event and does 2 things:
Use a map position event object to set the coordinates of where the player ought to appear on your new cave map.
Use a teleport event object to send the player to the new cave map.
Finally use a (url="http://"http://stark.evula.net/plugin_faq.htm#pluginloadcall")Plug-in load call(/url) to call the first event which places the stamp on the map and alters the entrance tiles so that they will send the player inside the cave.
And voila, you're done.
Yes the above is a bit obtuse, but if you've gotten this far you might be able to figure it out, hehe.
If you still have questions and want some elaboration, feel free to ask.
Good luck!
------------------
(url="http://"http://stark.evula.net/pogwalkthrough.htm")PoG Walkthrough and Compendium(/url) | (url="http://"http://stark.evula.net/plugins/dev_tools.htm")PoG Dev Tools(/url) | (url="http://"http://stark.evula.net/plugins/spells_expander.htm")Spells Expander(/url)
(url="http://"http://stark.evula.net")Stark.evula.net(/url) | (url="http://"http://www.evula.net")EVula.net(/url) | (url="http://"http://mail.ambrosiasw.com/mailman/listinfo/coldstone_dev")Coldstone-dev mailing list(/url)
Hey sorry about this Stark But im assuming that all the things in my teleport options (world_p10 etc.) are locations so how do i get the cave map that i created to become a location? sorry im a bit dunse but would like to make this plug-in
Also in my plug-in Vortek is kidnapped so obviously you dont want the quest to go rescue vortek and then see vortek standing right beside you, sorry ill cut to the chase. How do i remove or shift Vortek?
Also are you currently working on your game tutorial and if so when do you think it will be released?
On my final note as youve probably already figured I'm a newbie at this so for a plug-in this small do you need beta testers? or can i just do all the testing myself???
Thanks,
Marjock
PS by the way now that ive registered and chose not to have a signature is there anyway i can change that so i do have one?
------------------
Quote
Originally posted by marjock:
**- - - On my final note as youve probably already figured I'm a newbie at this so for a plug-in this small do you need beta testers? or can i just do all the testing myself???
**
Hi marjock, I know your questions were directed to Stark, but I can answer a couple of them for you. No matter what the size of the plug-in, you don't need to have any testers if you are confident that it all works, and you haven't made any errors. The testers job is to play through the plug-in and tell you if anything doesn't work right. They also tell you when you wrote "vortic" instead of "Vortek". Since very few of us are perfect, very few of us want to present a work without having some others check it over first.
Alpha testing is usually done by one or two people during the writing of the plug-in just to make sure that everything stays on track. With a short plug-in, you can certainly do the alpha testing yourself. In picking a beta test team, you probably want some who play on Macs and some who use PCs. Stark Bledfast writes an excellent plug-in, but just ask him if his beta test team came up with anything he had to change.
Quote
Originally posted by marjock:
PS by the way now that ive registered and chose not to have a signature is there anyway i can change that so i do have one?
This one's easy. In the upper right corner of the web board page, under the button for "new topic" is a link marked (url="http://"http://www.AmbrosiaSW.com/cgi-bin/ubb/ubbmisc.cgi?action=editbio&Browser;=&DaysPrune;=&LastLogin;=")profile(/url) Click on this and you can add, change, or delete anything in your signature lines. And yes, people do read them.
Good luck with your plug-in, and if you decide that having testers is not a bad idea, may I be first in line with application in hand?
Edit: UBB was naughty again
------------------
My Doctor said I was having too much wine, women, and song - so I gave up singing because 2 out of 3 is not so bad.
The (url="http://"http://mywebpage.netscape.com/rduckfwj/pog/mapnotes.html")Kingdom of Garendall(/url) sectional map is easily printed from gif format pages.
Find those areas you missed the first time around. You'll want to explore those hidden areas now made accessible with Spells Expander.
(This message has been edited by Rubber Ducky (edited 11-26-2002).)
Quote
Originally posted by marjock:
Hey sorry about this Stark But im assuming that all the things in my teleport options (world_p10 etc.) are locations so how do i get the cave map that i created to become a location?
You create a location!
All areas have to have 2 things: a map file and a location file. Both files must have the same name(albeit different extentions. One is a .cma the other I believe is .clo but Coldstone puts these extensions in for you).
So once you create your cave map, click on the New Location button icon(or select File->New->Location from the file menu) and the location wizard will pop up. Set it to type "map" and name it the same as your cave map(ie, if you named your cave map "Best_darn_cave_this_side_of_texas" then you would name the location "Best_darn_cave_this_side_of_texas" and the only differences would be that the map file would end with .cma and the location file would end with .clo.
Once you have done this you can use a teleport event object to select your cave and send the player there.
Wow, I was going to send you to the plug-in FAQ to read more about this subject but noticed there isn't anything there! Woops! Guess I have another to-do addition to my FAQ list...
Quote
Also in my plug-in Vortek is kidnapped so obviously you dont want the quest to go rescue vortek and then see vortek standing right beside you, sorry ill cut to the chase. How do i remove or shift Vortek?
Globals are your friend.
What you will need to do is create an event that places the NPC in the area you want him to be. If you want him in your cave for instance, then use the location's local event to place him at the coordinates you want him to be(using the NPC control event object).
Then, create a global to keep track of Vortek. Maybe call it "Dude_wheres_vortek" and realize at the beginning of the game it will effectively be equal to 0.
Then you can figure out what parameters of this global will do what. But for a real simple thing you could have "0" be when Vortek is in the cave. So in your location's local event you can place a conditional event object that checks your global, and if it is less than 1 then call your NPC control event object that places Vortek in the cave. Once you've rescued Vortek you can use a Change globals event object to set the global to 1 so that if you re-enter the cave Vortek will not load. Further, you can make Vortek "disappear" after talking with him by using another NPC control event object and killing him(kill just makes him fizzle out; NPCs don't really die). Then if you want him to appear elsewhere(say, back at fantrima) you can make a plug-in load call in Fantrima and have it check if the global is equal to 1, meaning you've rescued him, and if so put him on the screen where you want him to be.
Quote
Also are you currently working on your game tutorial and if so when do you think it will be released?
Yes, off and on. I've had the insight that I really need to get some of these projects done and stop taking other projects on until my plate is less cluttered. I've got 2 plug-ins in development, the plug-in FAQ, the tutorial, the walkthrough to update with a bunch of stuff, Spells Expander needs to be updated in the near future, and a few other projects going on. Mix this in with a full time job and family and wheeeeeeee!
Anyways, I was hoping it would have been released Nov. 1. I missed that one, darn it. The sample plug-in is finished. But the tutorial to get you to be able to build it isn't. It is approximately a third to half done. If you want me to send you what I have, which will allow you to play around a bit with event creation, and maybe global play as well, I'd be happy to. It includes the source code for the complete plug-in as well, so if you have a "how did he do that" question you can dissect the code yourself in order to understand.
Quote
On my final note as youve probably already figured I'm a newbie at this so for a plug-in this small do you need beta testers? or can i just do all the testing myself?
As RD said you never need beta testers. It is just a darn good idea.
Something I learned coding for MUDs a while back was that no matter how well you write something, players will find a way to break it. This isn't a slight in the least either. People who play your games will do things you never dreamed of, and sooner or later they will find a problem.
I highly recommend having someone at least give your work a once-over. If for nothing else to check spelling, grammer, etc. When I do plug-ins I tend to write a lot of dialogs on the fly(ie, I plan out the structure of the plug-in, but not all the dialogs). So when I'm typing things in I will sometimes go back and change something and mess up the flow of the dialogs, or be in a hurry and make typos, or forget someone's name... hehe. Testers are invaluable for this.
On larger plug-ins they are invaluable for finding holes in your code, problems with storyline or quests, etc. They can also find map problems, etc.
In my opinion good testers are instrumental to a plug-ins success or failure. A group of testers that are just butt-kissers("Man, this is the best plug-in ever! You rock!") even when things aren't good does no one any good. I prefer a group that is honest and lets me know when things need improving or even scrapping. A group that gives good feedback without trying to load your plug-in up with things beyond the scope of your envisioning.
Anyways, good luck. Let me know if you want what I've got done on the tutorial. And if you have other questions just ask.
------------------
(url="http://"http://stark.evula.net/pogwalkthrough.htm")PoG Walkthrough and Compendium(/url) | (url="http://"http://stark.evula.net/plugins/dev_tools.htm")PoG Dev Tools(/url) | (url="http://"http://stark.evula.net/plugins/spells_expander.htm")Spells Expander(/url)
(url="http://"http://stark.evula.net")Stark.evula.net(/url) | (url="http://"http://www.evula.net")EVula.net(/url) | (url="http://"http://mail.ambrosiasw.com/mailman/listinfo/coldstone_dev")Coldstone-dev mailing list(/url)
Hey,
Thanks guys and rubber ducky feel free to help (i need all the help i can get). alright so now we're on to my next question a few things
Don't i need to know vorteks ID etc. to delete/kill him? and if so how do i find out?
Should i KILL or DELETE vortek is it important? In the cave do I want the same vortek as in town or an imposter that just looks like him?
3)Is there anyway that i can change what the real vortek says so hes not so grumpy (basicly a lead so that maybe I can make a plug-in in which you prove his innocence) OR should i just permanently remove him and let my imposter do all the talking
4)My Cave is based in fantrima at the moment for easy checking and i have noticed that the "entrance" is seethrough NOT black how do i change this?
you said make a change map cell to block off access to the solid bit of my cave. But im going to have to right several, Correct? or is there someway around it he says hopefully?
sure rubber but im not quite ready yet maybe half way through december at the latest?
AND ANYONE WHO WANTS TO BE A BETA TESTER FEEL FREE TO ASK!!!!!
------------------
Quote
Originally posted by marjock:
1) Don't i need to know vorteks ID etc. to delete/kill him? and if so how do i find out?
No. NPC Control asks for the NPC itself which is listed in the drop down box that contains all the NPCs that you have created. It will remove the last NPC of the type you select that was placed on the map. Since Vortek will only be placed once on the map(I assume) then you will have no problems.
Quote
2) Should i KILL or DELETE vortek is it important? In the cave do I want the same vortek as in town or an imposter that just looks like him?
Purely up to you. "Kill" makes the fade out effect on the NPC like when you kill an aggro NPC. "Delete" just makes them instantly disappear. So whichever option you prefer.
Quote
3)Is there anyway that i can change what the real vortek says so hes not so grumpy (basicly a lead so that maybe I can make a plug-in in which you prove his innocence) OR should i just permanently remove him and let my imposter do all the talking
Yes and you can do it one of two ways:
For later plug-ins it won't matter since you will need to replace the NPC entirely from the new plug-in. So choose whichever method is easiest for the situation(I've used both depending on the situation).
Quote
4)My Cave is based in fantrima at the moment for easy checking and i have noticed that the "entrance" is seethrough NOT black how do i change this?
You need to place the black shadow underneath it. Look in the same folder as the Cave image. It is right next to it. Place this as a "Background" shadow so it is aligned underneath the cave. It will take some trial and error to get the positioning correct.
Quote
5) you said make a change map cell to block off access to the solid bit of my cave. But im going to have to right several, Correct? or is there someway around it he says hopefully?
There are no macros, unfortunately. Get used to duplicating and changing the values of Change Map Cell event objects. You need to do one for every tile you want to block off, and for every time you want to be able to send the person into your cave. I agree, this blows.
Quote
7) yeah a copy of your umm tutorial thing would be good. My e-mail is Marjock_Tarsarius@hotmail.com
Will do. Instructions will be sent via e-mail.
------------------
(url="http://"http://stark.evula.net/pogwalkthrough.htm")PoG Walkthrough and Compendium(/url) | (url="http://"http://stark.evula.net/plugins/dev_tools.htm")PoG Dev Tools(/url) | (url="http://"http://stark.evula.net/plugins/spells_expander.htm")Spells Expander(/url)
(url="http://"http://stark.evula.net")Stark.evula.net(/url) | (url="http://"http://www.evula.net")EVula.net(/url) | (url="http://"http://mail.ambrosiasw.com/mailman/listinfo/coldstone_dev")Coldstone-dev mailing list(/url)
YAY thanks again now for my new question
I make my mapwhich is relatively simple basicly consists f some lava and some ground and so i make it all the one ground tile and when i enter the cave everything looks square how do i fix this? ok so i think vortek is called Evil_brother so i dont need the id i just put in Evil_brother correct?
------------------