Some more questions

DaLeroy Hi guys (again).

I seem to be asking lots of questions here....Hope you don't mind entertaining me... :)

I'm creating an RPG game of sorts (think Hero's Quest) and need to be able to flick to a Stats screen when the user presses Control-S for example (much like in Hero's Quest). Is there any easy way to do this? Would it be possible to make a seperate 'stat' room, which then displays all this information? How would I call this room up? Is there is a command that can switch to any room? (sort of like the entranceTo command with doors?) Or is there any other way to do this?

Also, is there anyway to send variables to the Print command? (eg Print("You have 'variable' gold coins") and if variable = 10 display "You have 10 gold coins") I can only seem to send variables to the screen using the Display function.

Thanking you very much for your time.

Leon
Eigen I would reccoment putting the Stats into the Menubar. Just make a new room for that.
About the printing variable:
FormatPrint("You have %d gold coins." variable)



-Eigen
DaLeroy Thank you very much for that.

Do you know if there is a command to switch to a room whenever you want to? (rather than having to walk off the edge of the screen or via a door control?)

Eigen wrote:

I would reccoment putting the Stats into the Menubar. Just make a new room for that.
About the printing variable:
FormatPrint("You have %d gold coins." variable)



-Eigen
Eigen To go to another room use:

(send gRoom: newRoom(Number))


-Eigen
DaLeroy Awesome!!!!!!!!

Thank you VERY much for all your help Eigen!! ;D

Eigen wrote:

To go to another room use:

(send gRoom: newRoom(Number))


-Eigen
Brian_Provinciano have a look at my Lockergnome Quest source code. It should answer a lot of questions for you!
Paladinlover Say Brian, you should make an archive of questions like these, they could be very useful.

Also, I've signed up for a two month course on C++, once I'm done, I should now all the ins and outs of C++ and I'll make a few test programs and then I'll be ready to start making my own games from scratch!

However, I have a question, when you said that making games from scratch is for experts, what did you mean exactly? Experts in C++ or making games?

Another thing, you said that making the template took you a couple of months, what exactly took you so long in making it? I'm really curous to know.

In any case, when I start making games, I think that copying vocabs and the like should be common, since that would save a lot of time. Another thing I should do is learn more grammer and literature, it's been so long, I've forgotten the difference between a noun and verb! (but I still know the difference between singular and pular anyway).

Thanks for everything Brian.

Till next time stay cool 8)
Brian_Provinciano Say Brian, you should make an archive of questions like these, they could be very useful.

That's a good idea--should get around to it one day.

[/ode]Also, I've signed up for a two month course on C++, once I'm done, I should now all the ins and outs of C++ and I'll make a few test programs and then I'll be ready to start making my own games from scratch!


Great!

However, I have a question, when you said that making games from scratch is for experts, what did you mean exactly? Experts in C++ or making games?

Making games in general. Starting out, you're best off coding the game itself, but using graphic/sound/input libraries made by others. That way, you can do all the fun stuff and forget the low level tedious stuff.

Another thing, you said that making the template took you a couple of months, what exactly took you so long in making it? I'm really curous to know.

Have you looked through it? hehe. 29 scripts, 63 classes, full documentation, etc. I needed to reverse engineer the original class system by Sierra to make a completely accurate representation. The game is all in the scripts. There's no obstacle control, moving the player with the keyboard/mouse/joystick, etc. stuff built in. Heck, the interpreter doesn't even know what "rooms" are. It's all built in the scripts. All the interpreter really is a virtual CPU with graphic and sound capabilities. Kind of like a console, such as the NES. It's just a normal CPU with graphic/sound chips. There's no Mario Bros. stuff in the hardware, it's all in the code (or scripts if you like).

In any case, when I start making games, I think that copying vocabs and the like should be common, since that would save a lot of time. Another thing I should do is learn more grammer and literature, it's been so long, I've forgotten the difference between a noun and verb! (but I still know the difference between singular and pular anyway).

Here's the trick. Let's say you want to add "apple". Look up "orange", see what grammer type is is, then use that for your "apple". No english skills required, heh.
Eero R

Making games in general. Starting out, you're best off coding the game itself, but using graphic/sound/input libraries made by others. That way, you can do all the fun stuff and forget the low level tedious stuff.


Well, I'd suggest to start from scratch. You'll learn much more so.

Have you looked through it? hehe. 29 scripts, 63 classes, full documentation, etc. I needed to reverse engineer the original class system by Sierra to make a completely accurate representation. The game is all in the scripts. There's no obstacle control, moving the player with the keyboard/mouse/joystick, etc. stuff built in. Heck, the interpreter doesn't even know what "rooms" are. It's all built in the scripts. All the interpreter really is a virtual CPU with graphic and sound capabilities. Kind of like a console, such as the NES. It's just a normal CPU with graphic/sound chips. There's no Mario Bros. stuff in the hardware, it's all in the code (or scripts if you like).


Well, how much did the documentation take? Oh, and if interpreter doesn't know what rooms are, can I really make something like raycasting (or 3D) engine, when creating the script system from scratch? If it's possible, I could waste few spare months... :D
Paladinlover Yeah I know, I counted the amount of scripts right after I asked you the question.

In any case, when I actually make the game, I'll probably rip off some stuff from QFG 2 to use, like the Blue Parrot inn and Wilmer at the corner to serve drinks, I wonder if I could add in more than a dozen drinks and see what will happen ;D

However, in regards to the C++ classes I've signed up for, I just hope I can apply all that I've learned in them. I remember a long, long, LONG time ago, when I was 8 or 9 years old, we learned Basic and flow charts and all that stuff on computers in our class, I learned them so darn well, I even made a 'vending' machine program and cycles and all that.

I've forgotten how those are done since it's been more than 10 years, but none the less, I hope that now, as I'm pretty much grown up, can learn all the stuff needed.

Also, by the time my course is finished, I hope you would finish the new SCI studio with the ability to edit and see the games scripts! I'd love to poke around some games and see what makes them go, very useful for a budding game maker if you ask me.

Till next time stay cool 8)
Pikachu14 Why use a seperate room? I've been dabbling around a bit with a Window-based status screen a long time ago.
Just make sure the window fills the screen.
DaLeroy
Kyoufu Kawa wrote:

Why use a seperate room? I've been dabbling around a bit with a Window-based status screen a long time ago.
Just make sure the window fills the screen.


That's what I'll be doing. Game is coming along nicely...0% Graphics, but lots of code :)

Thanks for all the help guys!