outstanding! A lot of details for 6500!!
cleveblakemore
Creator of
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I have not heard this before. I suspect it sounds like there is a real problem writing permissions from the directory it is installed to. That would explain most of your problems.
You can delete the settings file and start over. I don't think that is the problem.
If you are installed on a remote drive with limited permissions, that sounds like it could cause this.
Please review the environment to see if this may be the case.
If that is not the problem, try setting the start to Windows 32 compatibility for XP or earlier.
Thank you for your help. Luckily I saved some of the code from the old approach, which was working well.
Can I ask you one more question - since StartCutscene is such an easy way to disable all input and take the kind of control needed for the turn-based combat, is there a way to block any escaping the cutscene with the key as at present? I think I can get it all working if I wrap the combat sequence in a Start/End Cutscene. This was semi-working now but the user could escape out with the key.
I tried some things but they didn't work.
It's a little more coding but I think the WaitInlineDialog might be the easiest way forward.
One thing about that ... can you send it a list of text strings instead of physically putting them in literals?
... of course ... param [] strings. Excellent,
This way I could compose the string(s) as I am doing now with the regular Dialog - only showing what is appropriate for the character in the actions they can take in combat.
Thanks, that's cleared up a lot. I suspected Dialog was non-blocking.
I am going to try "WaitFor" as long as D.Current != null, that could be very simple and straightforward.
Can you tell me if the background animation of characters will continue just replacing that one line below each call to show the dialogue?
Very simple fix.
Thanks for your help, I am going to try this to see if it works. I may need to follow up with you.
My game under Powerquest is looking absolutely wonderful. I was trying to write my entire turn-based combat engine in game script instead of all the extra code I originally put it. If I am successful I would love to post a tutorial showing people how I built it using PowerQuest alone with some minor extensions. I know there are a lot of people who want a similar engine for their game content.
P.S. I didn't know it is was a bug or not - do commands like "E.WaitFor" need the yield return or does the script implement those automatically in the current version? I tried this and many variations, they were not working for me. Does "UpdateBlocking" need to be called in a loop while waiting?
I am trying just to get all four commands for turn-based combat.
I want to call out to a co-routine and have it call a special dialogue tree for my main character and three companions.
Some extensions below but not relevant to my basic problem. I simplified it to show what I want to do.
Call each special dialogue until they are closed, then call the next one. When all orders filled, exit the co-routine.
Any help much appreciated. This is super simple code after having vast elaborate schemes with ten times this much code and this still doesn't work to simply display them one at a time.
It shows each "Display" debug text but only the last menu for "Goliath" ...
I need to know how to open a dialogue tree, wait for it to be closed, then execute the next one.
Code below ...
---------------------------------------------------------------------------------------------------
C.Jonah.TurnOrder = Character.TurnOrderMode.None;
C.Goliath.TurnOrder = Character.TurnOrderMode.None;
C.Eddy.TurnOrder = Character.TurnOrderMode.None;
C.NurseJan.TurnOrder = Character.TurnOrderMode.None;
if(C.Jonah.IsDead() == false && C.Jonah.TurnOrder == Character.TurnOrderMode.None)
{
Display: Showing Jonah Combat Orders ...
D.JonahCombatMenu.Start();
// E.WaitUntil(()=>C.Jonah.TurnOrder != Character.TurnOrderMode.Pending);
}
if(C.Goliath.IsDead() == false && C.Goliath.JoinedParty == true && C.Goliath.TurnOrder == Character.TurnOrderMode.None)
{
Display: Showing Goliath Combat Orders ...
D.GoliathCombatMenu.Start();
//E.WaitUntil(()=>C.Goliath.TurnOrder != Character.TurnOrderMode.Pending);
}
if(C.Eddy.IsDead() == false && C.Eddy.JoinedParty == true && C.Eddy.TurnOrder == Character.TurnOrderMode.None)
{
D.EddyCombatMenu.Start();
//yield return E.WaitUntil(()=>C.Eddy.TurnOrder != Character.TurnOrderMode.Pending);
}
if(C.NurseJan.IsDead() == false && C.NurseJan.JoinedParty == true && C.NurseJan.TurnOrder == Character.TurnOrderMode.None)
{
D.NurseJanCombatMenu.Start();
//yield return E.WaitUntil(()=>C.NurseJan.TurnOrder != Character.TurnOrderMode.Pending);
}
End
I just bought a triple AAA title on Steam I played for ten minutes and quit from boredom.
This thing has tons of bugs and is the absolute bomb. I was genuinely scared at points. Nervous unease constantly.
Modern games suck. They've got graphics a million times better and otherwise are junk. This thing rocks.
Resident Evil creepy vibes with this one for sure.
Even has twisted raytracer lines in textures. I almost died from terror a few times. So awesome.
The little touches with the narrative, dialogue and descriptions just make it immersive. So much in there missing in games with full lipsynch and spoken dialogue. So much.
