ok great! didn't realize that's where it would be posted.
thanks



ok great! didn't realize that's where it would be posted.
thanks
Hi gastropod,
That all looks really useful. But how do I get the ini object to read multiple actions for each line? i.e. to differentiate between the different items that are seperated by a comma? Is it even possible for ini to do that?
I'm working on actually making a demo for this kind of thing now, so am having to make my own scripting system - feel that I'm in well over my head! :-S
Marv - which examples are going to be useful for me here? Your site is large and extensive, but not yet organised by category. Suggestions?
Of course, if anyone else can help me then please do!
TheSynapse, you can tokenize any string and use the comma as a delimiter. Then you can just pick the token you want to focus on very easily.
I think adventure games would be one of the easier game types to make with MMF. It's all pretty straightforward stuff... If there is any specific mechanic that someone needs help with, I'd be more than happy to help explain how to make it work.
Cheers Konidias,
I've been bumbling around all day, but finally got String Parser to work a little. I'm trying to make a kind of mini scripting system where you can tell the frame if it's a conversation, a speech or a dialogue choice.
When I'm done I'll definitely post it up for other's benefit - it's taken me a long time to get it working!
I'm also trying to keep things so that any work I do now can be ported to Flash or iOS at a later date.
A few questions:
1) Is there anyway to get a string from the ini by just specifying a group? Or does a group HAVE to have an item for that string to be retrieved (or value for that matter)?
2) What's the difference between the String parser and the String Tokenizer?
The Parser has more functions but the Tokenizer seems to be newer, so I can't work out why that new extension would be made if something was there already.
At the moment I've got 2 inis loaded into the frame. One for actions, the other for lines of dialogue. Here's an example of what I'm doing:
[gemima]
1 = speak|bob|4
2 = speak|gemima|8
3 = goto|gemima_1
[gemima_1]
1 = option|Bribe
2 = option|Charm
3 = option|Violence
4 = option|Exit
[gemima_bribe]
1 = speak|bob|14
2 = speak|gemima|19
3 = speak|22
Three parts to each action (numbered stages) - verb, actor, detail.
Numbers in detail for speak actions refers to an item in another ini file which is just dialogue lines.
Active object with alterable values/strings acts as intermediary between the two. Stores the tokens as variables/strings which are then used to access dialogue/show text or buttons for options.
Hope this helps someone, even if someone comes along and suggest how I could improve this. Seems like not many people do this kind of thing, unless I've missed something.
Bobafonts - you there? ;-)
I'm here, but right now I'm focusing on another part of the big picture: pathfinding without bouncing ball movement.
What you're trying to achieve is something that fascinates and scares me at the same time: I'd really like to have a working custom scripting system but I fear I lack experience. Anyway, check your PM.
Well, I've got the conversations working fine. Just working on a primitive options display and acting on that. Will post when I feel it's worthy.
With regards to adventures being one of the easier genres to make - I'm not sure. If it's at the easier end of implementation, why hasn't anyone done it (or at least recently)?
Although the gameplay is quite simple in a way and pretty standardised - formulaic in a way - there are a lot of systems which are not exactly straight-forward to implement. Plus, it's getting things to a point where you can have transferable systems that don't have to be redone for each game.
For example, the conversation system I'm working on at the moment isn't that straight forward, well, at least not for me! I suppose it's straight-forward once you KNOW how to do it. But then, isn't everything? Maybe it's my inexperience.
I just wish the XML extensions worked with iPhone/Flash. I have a good program called Chat Mapper which I'm using to do the conversations which exports to XML. But I want to retain the flexibility to publish to Flash and iPhone at a later date. Why are so many extensions patchy in their support in this regard?
I can only hope for some miracles come Jason's book. Anyone got any idea of what those new objects that are being released with it are or will do?
1) not sure what you mean... the string *is* the item in the group.
2) I'm going to say compatibility with exporting but I'm not totally sure. All I know is that I use tokenizer for some reason I don't remember... it might just be that parser is outdated or something. =P
I'm curious as to why you're representing dialogue lines with the numbers at the end... why not just put the dialogue lines in that string item?
1) Sorry, let me make it clearer.
What I meant was would the string be picked up in the following:
[1]
This is an example sentence.
Or do I have to make it do this:
[1]
1= This is an example sentence.
I think the answer, through trial and error, is the latter. But I was hoping that there might be a way to do otherwise. It's to do with how another program that I'm using exports to text. Trying to cut time and be lazy! :-)
2) The parser seems to work well enough, maybe the tokenizer is faster because it's simpler and therefore leaner? As long as I don't need the other parsing functions, maybe I should use the tokenizer?
The reason why the dialogue entries are in a seperate file is for ease of editing and ease of use. Another program I use exports to rtf and then I edit it down into ini format and save it as pure text. I'm trying to think about the future when I will be handling LOTS of lines dialogue.
However, I may restructure it yet. My system works well for conversations, but I'm not sure about options. Another system on the board works well for options, but not conversations where dialogue alternates between two actors. Now I just need one system to bring them together (and in the darkness bind them.....!).