Ambrosia Garden Archive
    • Operator Error


      Not that I'm groveling or anything, but I now think that my problems HAVE been the result of operator error. And I'm not groveling because there isn't the kind of information to do this correctly.

      I made the opening of my game again. Yes, you read right. I've had the problem of selecting and editing game interface pics since I started to make my first game. Anyway, my second game wouldn't load at all past the opening screen. So I did what any reasonable person would do. I trashed it. Being a die-hard, I trashed the first release of my first game (again), built another release, and tried my first game again.

      It didn't crash. Had sound and music. No nasty registration window. I played it three times. I saved it and played it again, and again. I went through everything and nothing crashed.

      What did I do differently? I cleaned up my map. And I checked the "compress pics" button.

      Had some problems with dialogues. I have a passive spider so the Player can talk to him. The passive spider is deleted and an aggressive spider is added. This happens in the same event as the dialogue. I also have an innkeeper to talk to. I tried several different scenarios, but the bottom line is that I could not talk to the innkeeper after the aggressive spider appeared until I killed the aggressive spider. Is this the rule? I don't WANT to kill everything. I would think that I could talk to the innkeeper any time I wanted to, but it simply wouldn't let me.

      So I quit the game for the last time tonight.

      And my computer crashed.

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      -- Debra
      Danillitphil Productions

    • This is the rule
      Here's the scoop...
      ColdStone does have a 'battle mode', it is not as apparent as your average turnBased engine but it is there, and it switches to a different set of rules when the mode becomes active.

      there exists a variable called 'EncounterInProgress'
      it is indirectly triggered (you can't use a change Global to alter it)
      when you come into a NPCs line of Sight or anything else that engages combat in your game, certain things ar disabled;

      For one dialogs with Passives. Imagine your running around trying to slaysomething and you trip a 'Welcome to CrimLor village' message and in that brief instant the slayee tosses a roof top at you...bam your user is pissed...they shout "this is no time for your idle prattle Drone!!!" or some other warranted abuse.

      Your switching the NPCs during the same event makes no difference, the engine monitors the 'look but don't touch' at a higher level.

      YOu have to end the encounter in order to trigger passives again.
      This is the rule.

      I have some ideas for you, however;

      don't switch to the Killer spider until the InnKeeper is talked to, in stead use a Passive spider that when it comes in Proximity/Contact uses a spell or item (defensive) wizard action to assault the player.
      (that when executed subtracts some HP from the player using an attribute wizard action)
      this is indirect and should keep the player on their toes.

      THe crashing from quitting is just a normal anomalie from development...no different to how video game systems freak out/over heat etc after extended intense use...nothing to be alarmed about...honest.

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    • Thanks for the nice advice, Ellrx!

      Okay, but if the Player runs away from the aggressive spider, shouldn't that end the encounter? I mean, if the Player runs out of the spider's line of sight?

      The rule as you explained it makes very good sense.

      But I thought that passive NPCs can't attack. Am I wrong?

      I want the Player to attack this particular spider only if he chooses to do so. So I've made this aggressive spider as passive as possible, so the spider never actually goes after the Player. Also, the aggressive spider indicates that he COULD be an enemy because of the green bar that appears.

      If the aggressive spider uses a magic spell after Player Contact, will that end the encounter?

      I'm a little washed out from trial and error right now.

      Thanks again, Ellrx.

      ------------------
      -- Debra
      Danillitphil Productions

    • Thanks for the nice advice, Ellrx!

      Ur welcome

      > Okay, but if the Player runs away from the aggressive spider, shouldn't that end the encounter? I mean, if the Player runs out > of the spider's line of sight?

      Technically, you should set up a ay to tell when an encounter is in progress, at least for testing, create a map build that portion of your scenario, and set up a Dumb animation(white picts,looping,3 frames,no delay...a referee) that calls an event that has a conditional that states
      "when EncounterInProgress equals 1" then play music (something edgy always helps).
      Else do nothing.

      THis will allow you to test your scenarios...i assume you have offered many non linear, high road/low road scenarios into your gameplay...could be useful.

      > The rule as you explained it makes very good sense.

      > But I thought that passive NPCs can't attack. Am I wrong?

      Indirectly it is possible, imagine if you will you wanted to create a charactr that spreads disease, roaming the city shouting "unClean", this would be similar to the NPC being a host for spell, the same is possible for an animated stamp that calls an event with a spell wizard action...

      _> I want the Player to attack this particular spider only if he chooses to do so. So I've made this aggressive spider as passive as

      possible, so the spider never actually goes after the Player. Also, the aggressive spider indicates that he COULD be an enemy
      because of the green bar that appears._

      Its best to keep it cut and dry perhaps just swap for one that looks onery and when the player initiates the player contact on the onery or Alert spider, then it is swapped for the visious one with the onery appearance....get it?

      If the aggressive spider uses a magic spell after Player Contact, will that end the encounter?
      Not unless it kills you...seriously, i know of no way to modify that variable back to a state of 0/off/lo...this is why i call it 'look but don't touch'... 😞

      I'm a little washed out from trial and error right now.

      Thanks again, Ellrx.
      Ur welcome

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    • Quote

      Originally posted by ellrx:
      **> Thanks for the nice advice, Ellrx!

      Ur welcome

      > Okay, but if the Player runs away from the aggressive spider, shouldn't that end the encounter? I mean, if the Player runs out > of the spider's line of sight?

      Technically, you should set up a ay to tell when an encounter is in progress, at least for testing, create a map build that portion of your scenario, and set up a Dumb animation(white picts,looping,3 frames,no delay...a referee) that calls an event that has a conditional that states
      "when EncounterInProgress equals 1" then play music (something edgy always helps).
      Else do nothing.

      THis will allow you to test your scenarios...i assume you have offered many non linear, high road/low road scenarios into your gameplay...could be useful.

      > The rule as you explained it makes very good sense.

      > But I thought that passive NPCs can't attack. Am I wrong?

      Indirectly it is possible, imagine if you will you wanted to create a charactr that spreads disease, roaming the city shouting "unClean", this would be similar to the NPC being a host for spell, the same is possible for an animated stamp that calls an event with a spell wizard action...

      _> I want the Player to attack this particular spider only if he chooses to do so. So I've made this aggressive spider as passive as

      possible, so the spider never actually goes after the Player. Also, the aggressive spider indicates that he COULD be an enemy
      because of the green bar that appears._

      Its best to keep it cut and dry perhaps just swap for one that looks onery and when the player initiates the player contact on the onery or Alert spider, then it is swapped for the visious one with the onery appearance....get it?

      If the aggressive spider uses a magic spell after Player Contact, will that end the encounter?
      Not unless it kills you...seriously, i know of no way to modify that variable back to a state of 0/off/lo...this is why i call it 'look but don't touch'... 😞

      I'm a little washed out from trial and error right now.

      Thanks again, Ellrx.
      Ur welcome

      **

      All hail Torque, may coldstone rot.

      ------------------
      'You will do nothing but die!' - Edwin, BG II
      Bored? Come visit (url="http://"http://www.gug.ca/members/shi/phpBB2/index.php")WR Forums(/url)!

      (This message has been edited by Sniberal (edited 11-26-2002).)

    • Quote

      Originally posted by Sniberal:
      **
      All hail Torque, may coldstone rot.

      **

      Quit spamming! Besides, I think your in the wrong topic, Einstein. Try this:
      (url="http://"http://www.AmbrosiaSW.com/webboard/Forum48/HTML/001611.html")http://www.AmbrosiaS...TML/001611.html(/url)
      Great tip ell!
      /me adds topic to his favorites list

      ------------------
      Nothing is foolproof to a sufficiently talented fool.
      "Logic is futile"-Scott Adams

      (This message has been edited by spitfire (edited 11-26-2002).)

    • Undying loyalty to a product that you did not create is not good business sense. Any product. I choose Coldstone because right now it suits my needs. Torque doesn't. I would like to see a 3D game engine that will let me do anything. But not only does the program need to meet my situation right now, but also the terms and the price. If Torque suits you, then go for it! That's great! If nothing suits me, I'll take the 3 to 5 years developing my own engine. But I don't want to do that. I think that the layout of Coldstone is brilliant. I'm hoping that it will not only meet my situation now, but in the future.

      A sound, decent game doesn't just lie in its graphics or its engine, although both are very important. I don't have to do everything under the sky to make a good game that people may want to play.

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      -- Debra
      Danillitphil Productions

    • I think if we all ignored the 'down with Coldstone' people, and continued out thoughtful conversations, the naysayers will give up, or not.

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      Just pimpin' my (url="http://"http://www.thejbfc.com")fishing skills(/url),(url="http://"http://www.renderosity.com/gallery.ez?ByArtist=Yes&Artist;=dampeoples")gallery(/url), and (url="http://"http://homepage.mac.com/dampeoples/Sterling/Menu19.html")other stuff(/url)

    • Quote

      Originally posted by Debra:
      **Undying loyalty to a product that you did not create is not good business sense. Any product. I choose Coldstone because right now it suits my needs. Torque doesn't. I would like to see a 3D game engine that will let me do anything. But not only does the program need to meet my situation right now, but also the terms and the price. If Torque suits you, then go for it! That's great! If nothing suits me, I'll take the 3 to 5 years developing my own engine. But I don't want to do that. I think that the layout of Coldstone is brilliant. I'm hoping that it will not only meet my situation now, but in the future.

      A sound, decent game doesn't just lie in its graphics or its engine, although both are very important. I don't have to do everything under the sky to make a good game that people may want to play.

      **

      Thank you for at least reading my post. And taking the time to look into the engine.

      WR

      ------------------
      'You will do nothing but die!' - Edwin, BG II
      Bored? Come visit (url="http://"http://www.gug.ca/members/shi/phpBB2/index.php")WR Forums(/url)!

    • I'm sorry, but I looked into the engine before your post.

      Take care,

      Debra

      ------------------
      -- Debra
      Danillitphil Productions

    • Ellrx, about the spider thing: I can manupulate the NPC's line of sight to get exactly what I want. Combine that with speed, and the Player can choose to engage or not, and once engaged in combat, the Player can choose to get out and go and talk to the innkeeper at any time.

      Thanks for your posts concerning this! I learned enough to figure other things out.

      ------------------
      -- Debra
      Danillitphil Productions

    • For an instant i thought that there might be some bug regarding, the EncounterInProgress variable remaining active...
      good to know for certain that it properly reverts to normal....

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