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The joy of box tree navigation

 
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Sun Oct 12, 2008 8:16 am    Post subject: The joy of box tree navigation Reply with quote

I tried to finish this feature last night, but I couldn't, so I ended up dreaming about it all night :)

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Pepsi Ranger
Reality TV Host




Joined: 05 Feb 2003
Posts: 493
Location: South Florida

PostPosted: Sun Oct 12, 2008 8:28 am    Post subject: Reply with quote

Such a beautiful sight.

...overload...
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LeRoy_Leo
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Class S Minstrel



Joined: 24 Sep 2003
Posts: 2683
Location: The dead-center of your brain!

PostPosted: Sun Oct 12, 2008 10:07 am    Post subject: Reply with quote

Oh, wow! I can see the applications of this feature being very helpful. Happy
Are you sure it's not a text box "vine"? Jk jk
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Sun Oct 12, 2008 10:36 pm    Post subject: Reply with quote

Now this is what I'm talking about! I'm not going to be able to live without this feature.

Thank you so much, for making everyone's lives 50% easier.
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Onlyoneinall
Bug finder




Joined: 16 Jul 2005
Posts: 746

PostPosted: Sun Oct 12, 2008 10:42 pm    Post subject: Reply with quote

This is amazing! You're really rolling out features for textboxes which, is magnificent!

Do you think while you're at it, you might be able to make it so EDIT CHOICES has more than two possible choices? Maybe three?

And I don't recall where, but I heard some talk about making ammo a possible stat.... what say you think of doing some tweaks here and there to bring that about? Eh? Eh? Happy
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Mon Oct 13, 2008 9:34 am    Post subject: Reply with quote

Onlyoneinall wrote:
Do you think while you're at it, you might be able to make it so EDIT CHOICES has more than two possible choices? Maybe three?


I am uncertain of how to proceed. One possibility that has been discussed before is the idea of auto-converting all choice boxes into new menus, and then linking those to text boxes.

What I don't like about that is that choiceboxes are tightly bound to their parent text boxes, and that isn't possible (yet) with menus.

Simply adding a few more choices to the existing choice box implementation is a valid possibility, and doesn't break the above possibility for later.

Actually, one thing I would really like to do is make it so a choice box could link directly to another text box without any tags needed. It would save a lot of tags, and make it much easier to make branching conversations

Onlyoneinall wrote:
And I don't recall where, but I heard some talk about making ammo a possible stat.... what say you think of doing some tweaks here and there to bring that about? Eh? Eh? :)


Are you thinking of 'Plan for more flexible stats'?
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The Drizzle
Who is the Drizzle?




Joined: 12 Nov 2003
Posts: 432

PostPosted: Mon Oct 13, 2008 12:26 pm    Post subject: Reply with quote

Those updated stats would be amazing. I can't wait. I'm already salivating. Unfortunately it'll probably distract me even more. Also, what about customizable elemental resistances/bonuses?
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Mon Oct 13, 2008 12:51 pm    Post subject: Reply with quote

The Drizzle wrote:
Those updated stats would be amazing. I can't wait. I'm already salivating. Unfortunately it'll probably distract me even more. Also, what about customizable elemental resistances/bonuses?


That would be 'Plan for more flexible elementals'
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Mon Oct 13, 2008 3:13 pm    Post subject: Reply with quote

Now you can insert new text boxes directly from the box connection tool. Check it out!

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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Tue Oct 14, 2008 5:07 am    Post subject: Reply with quote

Jinkies! Vast usefulness even more in working with already made text boxes. I think this feature is the most functional and convenient of the new features so far.
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TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN?
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NeoSpade
Of course!




Joined: 23 Sep 2008
Posts: 249
Location: Wales GB

PostPosted: Tue Oct 14, 2008 8:54 am    Post subject: Reply with quote

Hmm, just wondering, will there be percentages that affect the chances that a text box pops up (a.k.a: talking to a random villager who says different things) appears? ('cause man that'd save tags!)
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Moogle1
Scourge of the Seas
Halloween 2006 Creativity Winner
Halloween 2006 Creativity Winner



Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Tue Oct 14, 2008 9:18 am    Post subject: Reply with quote

You might want to write a plotscript for that.

Code:
script, villager, begin
 show text box(random(23,25))
end


One-line script to display a random textbox (either 23, 24, or 25). Change to suit your needs.
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NeoSpade
Of course!




Joined: 23 Sep 2008
Posts: 249
Location: Wales GB

PostPosted: Tue Oct 14, 2008 11:13 am    Post subject: Reply with quote

thanks Moogle1, now I'll actually be able to make this game work properly, yay!
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