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Re: A tool to help write "Virtual Date" games

Postby tlaero » Sat, 13Aug17 01:37

You're definitely NOT a pest, Wolf.

You can already do what you want. Both CfK and Meeting Keeley use css settings to adjust the say sizes depending on how many are there. If the example doesn't make sense, ask and I'll explain it.

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Re: A tool to help write "Virtual Date" games

Postby Wolfschadowe » Sat, 13Aug17 04:17

Word of the day - Baffled.

I looked at the CSS from MK. All I know about CSS is that I know nothing about CSS. I tried to poke around and divine what was going an and thought maybe the td#say0_1 stuff, assuming that 0_1 meant one entry, and 0_2 meant two entries, copied the same into my size.css and size2.css. Made the appropriate adjustments for the table width and....notihing. No change at all to any of the pages, no matter how many table entries.

I'm not too proud to say "Stumped." :)

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Re: A tool to help write "Virtual Date" games

Postby tlaero » Sat, 13Aug17 17:32

I just checked BEW. You also need to go to AdventureCreator and select Edit->Encode Number of Table Entries. That changes the class id on the table entries from "say1" to "say1_1" when there's only one entry and "say1_2" when there are two entries, etc. Set that and do File->Update All to add the encoding to your files.

Here's the relevant css bits from the example that comes with adventure creator:
table
{
width: 1250px;
}
td
{
width: 416px;
}
By default, the table is 1250 wide and each entry is 1/3 of that (416).

However, that 416 is overridden in the case of 1 or 2 entries.
td#say0_1
{
width: 195px;
}
td#say1_1
{
width: 860px;
}
td#say2_1
{
width: 195px;
}
If 1 entry, the outer (empty) ones are 195 and the middle one (has text) is 860.

td#say0_2
{
width: 625px;
}
td#say1_2
{
width: 0px;
}
td#say2_2
{
width: 625px;
}
If 2 entries, the outer 2 (has text) use half the table and the middle one (empty) is 0 wide.

Does that make sense?
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Re: A tool to help write "Virtual Date" games

Postby Wolfschadowe » Sat, 13Aug17 23:42

Makes perfect sense. That is what I guessed was going on from looking at the MK. It was the option in AC that I was missing.

Two entries is working fine, but single entry is being odd. I tried setting those to 0px, and the center for 1250px, and the results were...unexpected.

--EDIT-- I got it figured out. I changed the td#say stuff to 0% / 100% / 0% for the singe entry and 50% / 0% / 50% for the two entry's and that fixed the issue. I had to leave the standard td at 1250px because setting that to 100% borked the debug columns, but that's immaterial. It works great now that I checked the "Encode Number of Table Entries" button. Re-saving 1200+ webpages took a little while, but that's what going for a coffee is for. :)

Thanks Tlaero!

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Re: A tool to help write "Virtual Date" games

Postby tlaero » Sun, 13Aug18 00:31

I'm glad you got it working, Wolf.

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Re: A tool to help write "Virtual Date" games

Postby Super » Wed, 13Aug28 14:50

So I wanted to try my luck at this even though I suck at visual art. I have sims 2 and 3, though I dunno how to actually use them tbqh. I have daz 3d installed but that'd be a lot tougher to learn and I'd have no clue how to begin.

So if anyone had any ideas or suggestions for 3D art, that's be great.

Also, was thinking or having the story be about dating a shy, nerdy girl and helping her come out of her shell, both socially and sexually. I think that would be relatively easy and fun for me to write. Otherwise, was thinking of making a serial game. Like each date would be its own small game, and data could be shared between the , kind of like in something in the air but what I hoped the system would be. Just wanted to know if I'm crazy for wanting to so something like that
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Re: A tool to help write "Virtual Date" games

Postby Wolfschadowe » Wed, 13Aug28 17:30

Superawesomemans wrote:So I wanted to try my luck at this even though I suck at visual art. I have sims 2 and 3, though I dunno how to actually use them tbqh. I have daz 3d installed but that'd be a lot tougher to learn and I'd have no clue how to begin.
I have sims as well, and I can tell you that daz3d is significantly easier to do something like this than using Sims, in my opinion. The Daz site has some great videos that are free that can get you started. If you look at BEW, the available intro and office scenes were some of the first things I ever did with DAZ. I played with it for about 4 hours, not including watching about 2 hours of videos here and there, before starting that. When the next section drops you will see how my skills with the program improve over time, but I'll bet you could start having some great stuff out of Daz within a day or two, or faster if you actually devote a whole Saturday to it.

Daz can seem overwhelming and daunting at first, but like any common program (Word, Excel, Internet Explorer) I only use a small part of the programs' true capability. Each componenet is actually pretty easy to use, there are just a lot of components, and it's a matter of figuring out which ones you need.

I also use this tool by Tlaero to make the web pages and handle the game logic. Tlaero has been great in supporting me with answering questions and adding functionality. Similar to Daz, I barely scratched the surface in functionality of the tool to create the intro and office scenes, and even the Bar scene, but over time in making a game as large and complex as BEW, I've learned even more. Best thing to do is to get Adventure Creator, and then use it to open a game like Meeting Keeley or even BEW and see what's going on. The most difficult part is figuring out the _game.js file, but once you know the tricks, even that's pretty easy, and Talero can help with questions you have, or if you're lucky, I may be smart enough by now to help too. :)

I think your game ideas sound interesting. My recommendation would be to create a new thread under projects to talk exclusively about your game and get help for it, watch some tutorial videos on Daz3D, start with a standalone game first to get it all figured out without the added complexity of interlinking, (I like the nerdy girl idea...I've always had a soft spot for nerdy girls.) and go for it!

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Re: A tool to help write "Virtual Date" games

Postby Super » Wed, 13Aug28 19:30

Hm, but with daz, you'd need to buy a bunch of stuff right? Don't have money to spend on stuff like that. But yeah, sims would probably be a lot of work as well as restrictive. But I just dunno the best way to begin diving into a 3d modeler like daz. That, and I suck at doing pictures. Any help getting started with art would be great. I have no problems with understanding how adventure creator works, it's all the art to me.

Do u model the backgrounds or just the actors and place them on a prerendered background?
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Re: A tool to help write "Virtual Date" games

Postby Wolfschadowe » Wed, 13Aug28 21:47

There is a lot of free content available for Daz/Poser. Daz will use most Poser stuff just fine, in my experience. I model all the backgrounds, but that's a preference thing. I think Tlaero and Phreaky did a lot of their stuff against prerendered backgrounds. There's a Daz thread in the Projects board that has information about free content stuff and you are welcome to PM me for advice on getting started, or ask in the Daz thread. I know there are several other's here that use Daz, most who are probably better at it than me. (I don't want to hijack Tlaero's AC thread.) :)

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Re: A tool to help write "Virtual Date" games

Postby TeineWolf » Mon, 13Sep02 06:38

This is just something I am curious about. On the tables for the dialog options, in blank cells I see '<a href="#">'. Which normally is used to provide a link, to an internal anchor (<a name="">). If it's to create an empty cell to keep formatting consistant, why not use the extended html code for a blank space. Which is &nbsp;, aka non-breaking space character.
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Re: A tool to help write "Virtual Date" games

Postby tlaero » Mon, 13Sep02 07:14

I need the href for my parser, and an href to # doesn't cause any trouble. I don't think you can href to &nbsp;

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Re: A tool to help write "Virtual Date" games

Postby Super » Fri, 13Sep06 16:30

So I still am clueless about making visuals, but I managed to make a strictly text version of my intro. Look at it and tell me if my writing sucks or not, I guess.

https://hotfile.com/dl/243708888/9e638d ... e.zip.html
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Re: A tool to help write "Virtual Date" games

Postby fleet » Fri, 13Sep06 18:54

I took a look at it; I did not follow all of the paths. Your writing does not suck. [img]images/icones/icon13.gif[/img]
Check out my latest adult visual novel "After She Left"
at http://the-new-lagoon.com/viewtopic.php?f=3&t=4363
I moderate at http://undertow.club
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Re: A tool to help write "Virtual Date" games

Postby Super » Sun, 13Sep08 01:48

Thanks. I know my writing doesn't suck, just wanted to hear any thoughts if it as is

I wanted to make a sweet and rather innocent dating sim, possibly with a threesome but I wanted to focus more on the mutual attraction between the two and have the challenge be building up her confidence. Too many sex games have infidelity and unromantic relationships so I wanted something different. Of course, I have no visual art abilities so it probably will never go anywhere :/. So just wanted some thoughts on how I wrote them more or less
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Re: A tool to help write "Virtual Date" games

Postby tlaero » Sun, 13Sep08 06:10

The writing is good. I'd quibble with a phrasing here and there, but nothing major. Luke seems like kind of a jerk. I'd like to be able to play him as nicer than he's represented, but maybe he'll improve as we get to know him. We could use a good shy girl game. I hope you continue with this.

I think a threesome would be counter to your stated goals for the game. It also seems out of character for both Jessie and April.

A few technical things:
First, in AdventureCreator, you want to make sure there's a checkmark next to Edit->Automatically Position Table Entries. That will let you always write them top to bottom and it will position them correctly for you (middle, if there's one, sides if there's two).

Second, the syntax is
varPlus1('happy')
not
varPlus1'happy'

And you can only call one function in an onclick. So this won't work.
varPlus1('happy'); varPlus1('confidence');

To do that, you'd need to write a new function that updates both variables. I can show you how to do that if you'd like.

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