That’s totally cool. Hey, I’m not going to preach and practice. My game currently has a fair bit of custom j/s in it, but I am being very through with my testing, chrome, opera, ie, ff, android, iPod/iPhone and even Windows Mobile. The difference is, I’m not bothered about this particuar game being on kindle. You’ll likely see why that is if I post any info on it.
@CJW, if your game works on chrome, it should work on the Kindle 3’s WebKit-based browser. That’s if you want to allow access to your game over the web, and aren’t concerned about making a native Kindle app for it.
@CJW, it’s unfortunate you’re having so many difficulties with other browsers. It should, in theory, not be having those problems, as the code is setup to load both scenes before the text is parsed and the labels are created. Personally, I wouldn’t use this mod for anything other then a web-based game either. I’m probably going to rewrite the code from scratch soon to see if it works any better, then I’m going to throw together a good test game to run it with.
@epsoic - Oh, really? Oohh, I’ll have to collar someone with a Kindle and try that out. Thanks!
@stainedofmind
As I say I’ve made a lot of my own customizations so it could very well be that one of them is causing the issue. I’m not entirely sure. I’ll keep trying!
@CJW
You mentioned a few posts back on this thread that you were trying to get some information about royalty percentages and commercial licenses. Did you get a response back and what did they say?
I am curious as I have been thinking on that same subject and wondering just what kind of trouble we will have to get through to get our hands on a commercial licenses.
I’ve received no reply yet my friend, but I’ll be sure to let you know when I do
I don’t know if this is the right place to ask, but what the hell. I’m wondering. How difficult is it to learn choicescript? I know little to nothing about coding. But I wanna start writing my own games. If it requires ALOT of time to just learn choicescript I’ll leave it be, but if it doesn’t that hard to learn I’ll give it a shot.
Not really the best place, but you start by reading this thread: http://www.choiceofgames.com/forum/discussion/418/i-need-help-with-choicescript-what-do-i-do/#Item_1
It’s far from easy, but it’s about as easy as anything like this is ever going to get. That’s how I’d put it.
@dno256, if you haven’t read the intro to CS, you’ll want to do that:
That will give you the basics, and you can make an interesting game with nothing but the commands described there. Let what you read there determine whether you should continue or not; if you find the intro difficult to understand, then you will be spending a lot of time trying to learn CS. If you grasp the intro easily enough, then download the zip file and see if you can get the simple demo game to run. If you get that far, then try making minor changes to the scene files, and see what that does to the demo game when you play it again. By that point, you’ll have a real good idea whether you want to invest more time on it.
For editing, it will really help to have a good editor. To hear what others have to say about that, check out this thread:
I think the consensus is for Notepad++. I use Eclipse, but wouldn’t recommend it for inexperienced programmers. Whatever you use, you want something that will do automatic indents of the next line based on the current line, so you don’t have to keep tabbing or spacing over when you start a new line of code.
@CJW, you’re not actually tagging me, my friend. Should be @eposic. I’ve seen you switch the o and s more than once now.
Okay, thanks guys. I’ll take a look at it when I get some time
My issues seem to have ceased now I’ve stopped calling routines in the global choicescript within my first loaded scene. I call the exact same ones at the top of my second scene and haven’t had any issues.
Just thought I’d share that incase anyone else hits a similar snag.
So this - while a magnificent idea - didn’t quite work as intended, 100% of the time.
I’ve since worked out an alternative solution, it’s much simpler and seems to work the majority of the time, although it has a number of extra(?) limitations.
Before I post anything about it though, is there anyone who has a game that’d benefit from a global scene mod that’s willing to do some extra testing for me?
@CJW the goto_scene you help set up works far more stable the the mod, of course knowing the work you do it probably blow me away lol. But I use the goto_scene as Global with no drawback as of yet, and very little extra code. The nice thing is I don’t have to mod any files. But I will check out, as always, anything you put out.
@lordirishdas - Did I already send you this method in private then?
The basic principle is you load another scene without removing the generated content of the old one.
It’s extremely simple, but useful as!
@CJW No, the way you helped me was *set lastscene and *goto_scene. This sound interesting, but I fear I have enough on my plate as I am struggling to understand and modify the container system and adding your text affect. I would like to see it, but not sure if I will add it into this build as I am hip deep already.
Not at all. It’s just a one line removal/adaption of *goto_scene.
Javascript function:
//addon test
function appendScene(SceneId) {
this.finished = true;
this.skipFooter = true;
var scene = new Scene(SceneId, this.stats, this.nav, this.debugMode);
scene.screenEmpty = this.screenEmpty;
scene.prevLineEmpty = this.prevLineEmpty;
scene.execute();
}
END (for obvious reasons) of the text file you want to add the scene to:
*script appendScene("global")
Where “global” can be any scene file’s name.
@CJW lol I never going to get this JS down. Ok so if I have it right I would make a .js file then link it in the index like I have done for the others. And I call the function buy *script appendScene(“global”)
But I have no clue how to use this. Lets take my files for a sec.
I have
spirial_1
spirial_2
spirial_3
spirial_4
spirial_5
So in spirial_2 you can choose to pull up the lapstone and then return.
I use
*set lastscene "spirial_2"
*script document.getElementById("potion_one").src="pics/icons/ps1f.jpg";
*set slot1 "ps1f"
[i] (Journal Updated) [/i]
*line_break
*line_break
*label return
*if (lapstone="sp2")
*goto sp2
*elseif (lapstone="sp2_2")
*goto sp2_2
*else
*goto sp2
*label sp2
*choice
#Check my lapstone
*set lapstone "sp2"
*script document.getElementById("story_image").src="pics/icons/lapstone.jpg";
*goto lapstone
*label lapstone
*choice
#Scrolling Maps
*goto_scene stats_scene_7
#Help Files
*goto_scene stats_scene_9
#Contracts.wd
*goto_scene stats_scene_8
#Spell Files.wd
*goto_scene stats_scene_6
#Monster.wd
*goto_scene stats_scene_4
#Journal.prm
*goto_scene stats_scene_2
#Notes.wd
*goto_scene stats_scene_1
#wnw.TheStateNews.gc
*goto_scene stats_scene_10
#Shutdown
*goto_scene lastscene
I shorten it so you would not have to read all the code.
If I have two text files, one like this:
Intro.txt
I did nothing but wait
*script appendScene("choice")
Choice.txt
*choice
#And wait some more...
*goto waitsomemore
#And despair
*goto despair
The end result would be:
I did nothing but wait
[[choice]]
That’s all there is too it, it just allows you to add extra code to a scene file (you know for subroutines perhaps, that you don’t want to copy and paste to each one).
It’s not a replacement for you navigation system.
Ok that makes sense and I can see a use for it. I will let you know when I get to that point. Thanks as always @CJW
@lordirishdas - Anytime!