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

Postby tlaero » Thu, 13Oct03 05:52

I'll update the tutorial _functions.js as well as the word docs to remove the curly braces. Sorry for the confusion.

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

Postby tlaero » Thu, 13Oct03 05:56

me3 wrote:Chrome/chromium and opera has developer tools too...firefox comes with it by default too...so that covers all major browsers really.
So in short, you can use any of the browsers, this is far from anything specific to IE, so use the browser you're most familiar with etc


Right, but I was giving specific steps to follow, and my wrists can't handle explaining how to do it in all browsers.

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

Postby me3 » Thu, 13Oct03 10:50

tlaero wrote:
me3 wrote:Chrome/chromium and opera has developer tools too...firefox comes with it by default too...so that covers all major browsers really.
So in short, you can use any of the browsers, this is far from anything specific to IE, so use the browser you're most familiar with etc


Right, but I was giving specific steps to follow, and my wrists can't handle explaining how to do it in all browsers.

Tlaero

And i was just letting ppl know that it would work in other browsers too so they didn't have to start using different browsers just for this.

As for the instructions on it in all browsers, that's fairly simple. With the except of IE, which you already pointed out uses F12, the others, opera (old and new using the webkit engine), firefox and chrome/chromium, all seem to agree on using ctrl + shift + i for their developers tool

(I'm not really a fan of sites etc telling you that you have to view it in specific browsers because this and that...something as "simple" as html, css and javascript is possible to make work in all major browsers, and if a site tells you otherwise, it's generally down to who ever making it either not bothering to test it in different browsers, bad coding, or some other lazy reason.
Telling you to upgrade your browser is a different matter, as that even relates to their and everyones security etc, but you shouldn't have to use a specific browser. Browsers today generally don't have that many quarks so this really isn't the challenge it used to be. Sorry if my post came across as anything else than informing)
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Re: A tool to help write "Virtual Date" games

Postby tlaero » Fri, 13Oct04 04:52

me3 wrote:I'm not really a fan of sites etc telling you that you have to view it in specific browsers because this and that...something as "simple" as html, css and javascript is possible to make work in all major browsers


That's only recently true. Now that Firefox finally supports mp3, though, things are pretty good. It's rare now to find code that works in one and not the others.

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

Postby Wolfschadowe » Thu, 13Oct17 21:05

Don't know if this is an AC bug, or something I need to change in BEW, but there's an interesting issue that occurs when switching between recent AC games.

If you go to a stats page in one recent AC game, let's say CfK and then close the game. Open up BEW which opens to the _startmenu and go to the load game screen. Once at the load screen, not loading a game, and choosing Cancel instead returns the player to the last CfK page, leaving BEW entirely. The cancel in BEW uses ReturnFromStatsPage().

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

Postby tlaero » Wed, 13Oct23 04:47

Warning: I just discovered a bad bug in AdventureCreator.

If your _size.css has the line:

img#image

and the natural size of your images are not the small size, then the hit targets you create in AC won't go to the right place in your htm files. You'll carefully place a hit target on a face only to have it show up down and to the right in the image. I'm working on a fix. The easiest workaround is to remove the "#image" in _size.css until I get it fixed.

When you're using AC, the image should be sized to match the dimensions in _size.css, NOT _size2.css. If it's the larger size, something is wrong. (Probably this bug.)

Hopefully none of you are using #image yet.

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

Postby tlaero » Thu, 13Oct24 05:19

Updated to 4.2, which just fixes the bug I found last night:

https://hotfile.com/dl/251904232/313650 ... r.zip.html

You just need to update AdventureCreator.exe

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

Postby Super » Fri, 13Nov01 00:17

So... I was writing Celina, when I came to a place that I think would make a perfect achievement. But I'm at a loss on how to make it exactly. Should I just set a variable using the thing from achievements or what? Sorry, bit of a noob here, so a simple but full explanation would be appreciated :p
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Re: A tool to help write "Virtual Date" games

Postby tlaero » Fri, 13Nov01 03:00

Best bet is to look at the Example's _game.js specifically:

// This is the list of achievements you use in your game.
var gameAchieves = ["wonEasy", "wonMedium", "wonHard", "won10"];

If you look at finisheasy.htm you'll see how to set the achievement. (preload setAchieve("wonEasy");)

And if you look at achieve1.htm, you can see how to make it only show if you've achieved it (preload GotoPageIfNoAchieve("achieve2.htm", "wonEasy");)

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

Postby Super » Sun, 13Nov17 21:31

So I have a bit of a trouble with functions and checking... I checked meeting keeley in adventure creator and it seemed like I was doing it right... Basically, I have nothing in the href, and the name of the function followed be a ; in the onClick. It stays on the same picture when I click it. I also have problems with images, where the links on the image don't work... :/
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Re: A tool to help write "Virtual Date" games

Postby tlaero » Sun, 13Nov17 23:16

Post or send me what you have and I'll take a look.

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

Postby tlaero » Mon, 13Nov18 02:14

You don't have a _functions.js nor a _size2.css. Instead you have, _functions (1).js and _size2 (1).css. Give the files the right names and things will start working.

Also, there are a lot of errors in _game.js.
Many of the functions don't have "function" in front of them.
checkProjectPark doesn't have a closing }
checkProjectScore has a line with an extraneous ;
else if (test >= 7);

Each of these errors is causing _game.js to not load. You can tell something is wrong with _game.js because the debug info isn't showing. Whenever you add code, you should test it immediately. That way, if there's an error, you'll know where to look.

Also, you really should run jpgConv on your images. They're needlessly enormous. 34M for 70 pictures. All of MK is 54. I ran jpgConv with 70 quality and the total size of the images shrank to < 7M.

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

Postby Super » Mon, 13Nov18 02:59

Ah, the functions and size2 probably got messed up when Sy and I were emailing it back and forth to each other before we switched to google drive and one of us made a mistake in copying... Well, that solves that problem at least :p Anyway, fixed all of those, and I'll look at lowering image sizes and talk to sy about that. Google says there are a bunch of programs, or is there a built in function for that?
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Re: A tool to help write "Virtual Date" games

Postby tlaero » Mon, 13Nov18 07:48

jpgConv.exe is a command line tool I wrote. It's in the AC distribution. Cd into the directory with the images and run
jpgConv *.jpg converted 70
And it will convert all the images to 70% quality (generally not visible to the human eye) and copy them into a subdirectory called "converted"

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

Postby sylakone2 » Mon, 13Nov18 11:05

tlaero wrote:jpgConv.exe is a command line tool I wrote. It's in the AC distribution. Cd into the directory with the images and run
jpgConv *.jpg converted 70
And it will convert all the images to 70% quality (generally not visible to the human eye) and copy them into a subdirectory called "converted"

Tlaero



Yeah I have been saving them in 100% jpg from poser.
I guess the reason i did that is when i did what was suggested in Uni dreams converting from png to jpg at 70% quality I could see the graphics quality was not as good.
I really noticed the Graininess I now save directly from poser in jpg instead of png as png was considerably larger.
I thought the size of the images now was not that bad but I can always save them in 70% it will reduce the size but also the quality.

I guess as I use the resolution of 1280 x 696 for my images which is a preference of mine since I play these games on a 24" screen at 1920 x 1080 res.
It seems a waste to play these games at a tiny 800 x 600 window I like to see all the detail the artist has put in.
Being an artist I know how much work my fellow artists would have to have put in for all the previous games I have played.

I thank all artists and writers for the great games you have put out and yes the Tlaero and Freaky games are my favourites.

Cheers

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