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Yolkfolk Prophecies [PROGRESS THREAD]

Started by SALEHMARLEY on 22 May 2011 • 26,767 views

🔒 Closed63 posts
#54959

"It was a Sunday like any other in the land of Yolkfolk. The children were playing football….jumpers as goalposts of course. The hierarchical women making Sunday lunch, whilst the characters we have all come to love and cherish were all standing round listening to Grand Dizzy.
There he stood upon his soap box, preaching of times once had and stories of old……."

Well guys,
It has been a long ardious task learning scripting from scratch!!! With a lot of intensive tutorial courses and questioning i think the first part of my journey is now over!!!?
I have managed to learn enough for me to start the creation of my first Dizzy adventure.
Although I have taken onboard the basics, I find when implementing new puzzles, there is always something that does not work logistically/logically, so I find myself reverting back to Forums, blah, blah, blah....
Anyway, enough of that boring talk.
I have a basic storyline which needs a bit of improvement before submitting in here and I have created around 25 rooms with nigh on 15 puzzles. The problem being that once i create a puzzle, something else will pop up therefore having to implement something else before that original piece becomes viable!!!
Not sure how to submit screen shots but I have a few that are fully decorated and ready to parade.
Also, on a slightly different note,
As this is probably one of the few passtimes that I actually enjoy, I would like to donate but i believe i read somewhere about paypal....I am not signed up for paypal and to be perfectly honest, I am not sure what it is exactly, neither how to use it :blush: ????

Well, here are my first screen shots.......

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#74503
couple of things. Firstly to display screenshots you first need to create a free account on a site such as Photobucket, then upload them to there (best in .png format). Then you can get a direct link to the image, and post it on here using the image button thing in the 'post reply'. :smile:

secondly you don't need to have a paypal account to donate, you can use card details instead.

Is the name of the game Yolkfolk Prophecy? Looking forward to the screenshots! :cool:
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#74504

[quote data-userid="150" data-postid="74502"]

Paypal is the preferred payment method for quite a few major websites including ebay.

[/quote]

That's because ebay own paypal :wink:

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#74505

[quote data-userid="260" data-postid="54959"]

Well guys,
It has been a long ardious task learning scripting from scratch!!! With a lot of intensive tutorial courses and questioning i think the first part of my journey is now over!!!?
I have managed to learn enough for me to start the creation of my first Dizzy adventure.

[/quote]

Gotta start somewere!! {dizzy}:cool:

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#74506

I will eventually get round to both posting screenshots and donating but until that time I certainly am enjoying using Dizzage and creating a game. With the rate I am going, I have set a goal to achieve around 100 rooms...I am hoping this is not slightly too much for a novice to adhere to????
  {yolkfolk}:scratch:

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#74507
Personally (it's a silly beginning, isn't it?), I'd rather play a game with 25 interesting and varied screens and smart puzzles, than one with 100 similar screens (you'll probably find it hard to keep them interesting and different!). If there aren't puzzles pretty much everywhere, it turns into trudging objects around and long walks. So think "quality, not quantity"!
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#74508

Deflated!!!!

I feel like my 4 year old daughter being sent to the Heads office!!!!
  :blush:

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#74509
haha don't worry about how many rooms it has! DMD was my first game, and it had 115. In my view, as long as there is enough to do in the game, and the rooms aren't just there as a 'filler', then it'll be fine. :smile:
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#74511
Saleh: exactly. If there's enough to do in the game, it doesn't matter how many rooms! And I'll certainly play your game, 25 or 100 rooms. Oh, and I certainly didn't mean to "deflate" you, sorry! Cheers!
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#74513
Good Luck with this!
Dont worry about the number of rooms, as the guys above have said, the important thing is not the number of rooms, but making those rooms count and be useful. Personally, nothing frustrates me more than walking around a huge map and having to wade through 50 screens with nothing to do just to get to the next puzzle. Small is beautiful!!
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#74517

Thanks for the feedback...
I am trying to work 1 puzzle per room with the exception of a couple of cloud jumping rooms and dead ends for the closure of the map.
I am struggling on a code for a puzzle at present though, if anybody can help?

Do certain codes conflict with other codes? I have tried creating a flash of colour to happen between speeches in which a character will also appear directly after the flash happens. Now my problem is, when i change the status of a character from 0 to 1 and use the 'else' function all is well and the code works (this is before i tried entering the flash code and the brush draw code for the character appearance). When I try entering the code to produce the flash and the characters appearance inbetween the speech, although I have changed the status to 1 it will automatically return to the speech I had originally put on to status 0.
I hope this makes some sort of sense and somebody is able to help cos I have had a couple of sleepless nights trying to work it out!!!!!?? :wall:

Ps, Kirkub, you didnt really offend me, I was only joking about my deflation....I just enjoy a challenge and am not only doing this for the community but to better myself with something that i have previously been illiterate at!!! {yolkfolk}:thumb:

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#74518
Post the code? :smile:
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#74519

[quote data-userid="23" data-postid="74518"]

Post the code? :smile:

[/quote]

Here you go, it is a little diluted!!!!

func ActionObject_3003()//dylan
{
idx = ObjFind(3003); // DYLAN
if(ObjGet(idx,O_STATUS)==0)
{

Message1(14,6,"HELLO, DYLAN!");
MessagePop();
Message2(3,8,"HELLO, DIZZY!");
MessagePop();
idx = BrushFind(10001);//FLASH OF RED LIGHT(DRAW PROPERTY = 0)
BrushSet(idx,B_DRAW,3);//FLASH OF RED LIGHT(NOW VISABLE)
Message0(14,6,"EVIL RED EGG APPEARS");
MessagePop();
idx = BrushFind(10001);//10001 = ID OF RED FLASH OF LIGHT
BrushSet(idx,B_DRAW,0);//FLASH OF RED LIGHT(NOW DISABLED)
idx = BrushFind(3004);//(3004 = EVIL RED EGG, DRAW PROPERTY = 0)
BrushSet(idx,B_DRAW,3);//(NOW DRAWS EVIL RED EGG)

return;

ObjSet(idx,O_STATUS,1); // advance the status of the conversation
return;//
}
else
{
// next time talk
Message1(14,6,"BLAH,BLAH,BLAH!");
MessagePop();
return;
}

}
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#74520
Ah that's quite simple.

The first 'return;' is stopping the function before the next line changes the status to '1'.

To fix it, remove that first 'return;'. That will allow the game to carry on and read the remaining code. :smile:
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#74524
Err, is it me or should there be a CMD_REFRESH command there to update the drawing of the Brushes?
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#74525
Hi Grandad/Jamie,
I had tried taking that 'return' out several times but it would just throw up an 'invalid object index error'.
Am I right in thinking the 'refresh' needs to be added where I originally placed the 'return'?

or....should it be in place of the second return?
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#74526

yes, you're both right. I posted that from my phone last night, after a quick scan through the code!

Here's the same code, modified so that it should work:

func ActionObject_3003()//dylan
{
idx = ObjFind(3003); // DYLAN
if(ObjGet(idx,O_STATUS)==0)
{
Message1(14,6,"HELLO, DYLAN!");
MessagePop();
Message2(3,8,"HELLO, DIZZY!");
MessagePop();

idx = BrushFind(10001); //FLASH OF RED LIGHT(DRAW PROPERTY = 0)
BrushSet(idx,B_DRAW,3); //FLASH OF RED LIGHT(NOW VISABLE)
[color="Red"]GameCommand(CMD_REFRESH);

Message0(14,6,"EVIL RED EGG APPEARS");
MessagePop();

idx = BrushFind(10001); //10001 = ID OF RED FLASH OF LIGHT
BrushSet(idx,B_DRAW,0); //FLASH OF RED LIGHT(NOW DISABLED)
idx = BrushFind(3004); //(3004 = EVIL RED EGG, DRAW PROPERTY = 0)
BrushSet(idx,B_DRAW,3); //(NOW DRAWS EVIL RED EGG)
[color="#ff0000"]GameCommand(CMD_REFRESH);

[color="#ff0000"]idx = ObjFind(3003);
ObjSet(idx,O_STATUS,1); // advance the status of the conversation
return;
}
else
{
// next time talk
Message1(14,6,"BLAH,BLAH,BLAH!");
MessagePop();
}
}

I've highlighted in red the bits that Grandad refers to, and the line that fixes Saleh's problem.

Saleh, every time you want to show a change of property of a STATIC BRUSH, you need to use GameCommand(CMD_REFRESH); to refresh the game so that that change shows up.

Also, the last line wasn't working because you'd re-defined variable IDX as STATIC BRUSH 3004, rather than DYNAMIC OBJECT 3003.

  :smile:

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#74527
Thanks to the both of you.....I will try it at lunchtime and show my jubilation if all goes well!!!!!! :tup:
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#74537

  {yolkfolk}:yahoo:
All good now thanks Jamie/Grandad.

On a different note, through another ardious task of learning something new......please now see my first screen shots uploaded at the beggining of this thread!!!!!!

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