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Powerhoof

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A member registered May 29, 2015 · View creator page →

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Awesome, thanks!

Looks like you're using a newer version on unity than is supported, try 2030.3.49 unless you need a newer one

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Cheers :) What's the bug you found?

You'll need to get another piece somehow ;)

It's a more advanced function so not so simple, but off the top of my head you can do PowerQuest.Get.GetCharacters() to get them all. Something like that anyway. It might have _saveNotDirtied or something in the function name, which indicates if you make changes you have to set the Dirty flag so changes will be saved.

Adjust, once you have the character you can check each one's VisibleInRoom property.

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Yeah Gandalf would just leg it if you took even 30 seconds to look around your Hobbit hole before following him 😂


Or maybe I'm thinking of the hobbit text adventure...

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Thanks! Yeah it'd be fun to make a longer one. Wish I'd had time to mess around with PC speaker music! Not sure how a longer game would feel, you'd get tired of typing continuously! But could split into levels or something and it'd be fun, little puzzly typing challenges or something :)

Ah sweet, yeah, using the "Script" button in the dialog tree window creates the function for you, that helps a lot with that sort of thing compared than creating them manually ;)

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Sorry you're having trouble... 

So the demo one works ok for you? I checked and it should work fine just like this-

Could you have changed something in your dialog gui perhaps? I'm not sure what exactly...

Check the console for errors too, might be a clue there.

Check you're on the latest v2020.3 and not an older one. That should be it.

Awesome, thanks so much!

Yeah the default "Fullscreen" option in there is Fullscreen Window (borderless). 

Hey Chevy, a player found an issue with an umlaut in tecno_small - on the ä and Ä characters in my game The Drifter (Ironically used in the section where you're credited for fonts :P).

You can use either mouse, or a gamepad. Gamepad has left stick to walk, and right stick is a radial menu around the character to look around (like you do with the mouse)

This is built into core PowerQuest now, so you don't need it ;)

Yeah the app isn't notarised for the DRM free (non-steam) version, I'm not a Mac user but I think you have to change some setting to be able to play un-notarised apps.

Ikr!!

Awesome, I've watched a few already :D

I've been concentrating on The Drifter since it comes out in less than a month! After that I'm looking forward to thinking about Telwynium again :)

All Start/EndCutscene() does is set the place that pressing the "Skip cutscene" button will skip to. So if you have particularly long ones you want the player to be able to skip, etc. It doesn't disable any input or anything. 

All "blocking" scripts are basically an uninteractive cutscene already. So just remove the Start/EndCutscene() functions so that you can't skip them ;)

Yeah GUI clicks are blocking so should be fine. Surprised the Update Blocking code didn't work, but I didn't test it so probably just a dumb mistake on my part ;)


Btw if you use discord it's a *lot* more active than these itch forums, and easier to post code there too to get help when something's not working. 

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Alright, this might need fixes since the code is just off the top of my head, but this is a basic way i'd have done it with UpdateBlocking.

In Header:

int m_combatCharacterId = -1;

In UpdateBlocking():

// Only try and show a dialog if there's none showing
if ( D.Current == null ) 
{
    // Can add more characters here if necessary
    ICharacter[] characters = new ICharacter[]{C.Jonah, C.Goliath, C.Eddy, C.NurseJan};
 
    // Increment which character we're trying to show this update
    m_combatCharacterId++;
    if ( m_combatCharacterId >= characters.Length )
        m_combatCharacterId = 0;
     
    // Grab the character, and start their dialog tree if its time
    ICharacter character = characters[m_combatCharacterId];
    if(character.IsDead() == false && character.JoinedParty == true && character.TurnOrder == Character.TurnOrderMode.None)
    {
        Display: Showing {character.ScriptName} combat menu
        E.GetDialogTree(character.ScriptName+"CombatMenu").Start();
    }
}
End

Yeah you can't just WaitFor a regular Dialog Tree since then the player won't have control to be able to pick options.

 I'm AFK right now, but I'll try and show how you could put something in UpdateBlocking to start the next Dialog tree when the previous one finished if that'd be helpful.

It's a bit unintuitive, but showing a Dialog Trees  isn't Blocking, (so that the player can still have control, and can save the game if they want, etc) 

So you might have to split your logic into separate functions for each Dialog tree, and call them one at a time, from UpdateBlocking. You can check if D.Current ==null there to see if there's one showing. D.Previous also shows the last dialogue tree used if that's helpful.


Actually, another alternative which might suit you better though is to use E.WaitForInlineDialog, which *is* a blocking function...

https://powerquest.powerhoof.com/interface_power_tools_1_1_quest_1_1_i_power_que...

Thanks!!

Heya. Yeah I didn't add any shortcuts for toggling the effects in this one, much more of a quick project than Telwynium ;)  

Don't know if you can play multiple on the same keyboard.... Check the readme.txt if you can it might say the controls. I can't remember!

I think most controllers should work (at least they did back in 2019 :P

From memory you just press A on a controller to join at the start of the match.

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Fantastic stuff, I'm hooked! Definitely could see this taking off like wildfire as a full release.

Cheers, I was definitely over-ambitious with this one, mainly because I'd spent a year thinking of ideas and had too much stuff to cram in to set up the next one ha ha. And yeah, I'd do a fix/polish pass for any combined steam version. If you have more specific feedback it'd be helpful for sure! Can email me  dave at powerhoof.com if you dont want to here ;)

Thanks! We're very fond of the characters too :D

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This is fantastic, game changer for iterating on walkcycles! 

 I couldn't work out how to setup ground collision for the bg image, but hacked it by extending the character's canvas.

Edit: I just needed to add a slice to the bg image and call it asmlt_bg_collisionbox 

Really amazing work, thanks!

Can't remember that one specifically. I might have just been channeling Maldrek and only be knows :P

Most of Maldrek's curses are based on specific parts of anatomy (mostly the, ah... baser parts)

Yeah good one, be nice just to be able to call E.PlayVideo("myVideo"); rather than having to set up a prop with the correct video components first. 

I'd recommend 2021 if you have issues on 2020. I know more recent mac's have issues with 2020, so might be the same for linux. There's lots of people in the discord running 2021 without issues. There are known issues with various powerquest things in versions later than that though. The games should play fine, but there's annoying editor issues that will mess you around when you encounter them unexpectedly down the track. 

I'm in no rush to upgrade the base version at the moment, since there's practically nothing added that's useful for usual powerquest games, and it does run significantly slower with each version :P  And since users actually get nothing out of "unity support" it's kinda pointless spending time re-fixing unity issues each time they update to try and keep updated. I frequently wish I was back on 2017 ha ha. Unity will always suggest you use the latest though since that's how they make money, I just wished they would focus on improving things rather than tacking on extra half-baked features ;)

He was planning on going back to record his run though to legitimise it ha ha :P

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This is Deivore's time he posted on our discord. AFAIK the current world record!

I think the trick is that "GO FASTER" will stack, plus jump/duck tech too ;) My typing skills aren't up to it though!

Awesome! Just watched the VOD, really fun to watch you all figure it out side by side. Damn your arms must have been dying by the end typing fast for that long :O

Awesome, thanks!