The Hero of Eastcliff

You had me at Paladin, I’ve been waiting for a fantasy choice game with paladins

Paladin? Oh sh!t it’s here.

A few snips from the stats pages.

EDIT: Fixed the bugs and uploaded new snips.

I AM SO SORRY

I got so caught up with everything I had going on that I may have shelved this project for nearly a year (eek). BUT I AM BACK. Expect more questions and teasers within the next few weeks. :slight_smile:

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Good to have this thread back, I have been watching (spying from beyond) for a long time now and I’m shocked it’s been dead for a year…wow.

Yeah… to be honest I was surprised at how long it has been. I’ve been working at it for about 3 hours now, just trying to fix some bugs I have been encountering with what I already have.

That actually brings me to a question:
This is my current scene list.

*scene_list
  startup
  Class
  Equipment
  Beginnings
  choicescript_stats

Now I have one scene that is not present in the scene_list, as it is only used when manually allocating your stats. At the end of this scene, it redirects you to the second to last label in Class, at which point you follow the pathing as if you had chosen to automatically allocate your stats. Upon finishing the last label in Class, and reaching a *finish, the game would send me to a Replay list, instead of taking me to the next scene in the list. I fixed this by changing *finish to *goto_scene equipment start, but now I am having the same issue with *finish lines in Equipment.

Prior to working the Stats scene (the one not in the list), this problem never occurred. Even after adding it to the list I still seem to encounter this issue.

Anyone have any ideas what is going on, and how I can fix it? I would prefer to be able to use *finish again, rather than *goto_scene.

You didn’t accidentally use the *ending command instead of a finish, by any chance? Or capitalized the names of the .txt files differently from those in the scene list?

Oh, and you don’t need to have choicescript_stats below the scene list. Maybe it messes up there somehow.

All scenes in the scene_list have the same capitalization as the .txt files they are intended to refer to. And no, no *ending at all. I personally want to keep the choicescript_stats in the scene_list, because I like games that toss you over to the stats page when the game ends, so you can look over what you ended with.

I’m not sure if ChoiceScript likes that. Have you tried the same thing without having choicescript_stats in the scene list? It could be that this way it just ends the game after you’ve looked at the stats screen or something.

I’ll give it a try. But I have had that scene in the scene_list since I started the coding and writing, and never once have I had this issue until working my Stats scene in to go to the Class scene.

AAAAAAAAAAAA
That face when you created a variable last year and cannot remember what you created it for D:

Okay so I decided to set up the game on a ChoiceScript hosting website. Bear with me, as there is still a great deal of work left to do. Feel free to take a look at what I do currently have (which is mostly just coding q.q) and please, provide feedback.

Edit: Removed link.

If anyone knows how to make that ‘write your own name’ choice, please let me know :sweat_smile:

*input_text name

Or however you called that variable.

Just looked at the example coding for the startup for Choice of Dragon. Here is what I found.

You know, it's going to get annoying to keep calling you "great and mighty dragon."  What is your name?
*choice
    #Gorthalon.
        *set name "Gorthalon"
        *goto gender
    #Sssetheliss.
        *set name "Sssetheliss"
        *goto gender
    #Calemvir.
        *set name "Calemvir"
        *goto gender
    #These names are all terrible!
        Oh! Please forgive me.
        *label input_name
        What name would you prefer?
        *input_text name

        *comment check capitalization
        *if ("${name}" != "$!{name}")

            Your name is $!{name}, is that right?

            *choice
                #Yes.
                    *set name "$!{name}"
                    *goto gender
                #No, my name is ${name}, just as I said.
                    *goto gender
                #Er, wait, let me try that again.
                    *goto input_name

So I guess I need to use *input_text name, *if ("{name}" !- "!{name}")

However I am a little unsure what the *if ("{name}" !- "!{name}") does.

It looks like the only function of that code is to check if the name is capitalized or not. I guess whoever made the game wanted to make sure people didn’t accidentally begin their name with a lower case letter.

For just the name you only need the *input_text name bit.

Alright.

So I have
*create name “”
and
*create surname “”

If I wanted to alter that code to affect the surname only, do I replace name with surname in the coding?

Exactly. Sounds like you’re getting the hang of it.

*page_break

So let us get the first part of the character creation out of the way.
Are you going to be a male, or a female?

*choice
  #Male
    *set gender "Male"
    *set armor (armor_base + arm_value)
    Great! Now that we got that out of the way, what is your name?
    *choice
      #Garrick
        *set name "Garrick"
        *goto male_name
      #Landro
        *set name "Landro"
        *goto male_name
      #Wolf
        *set name "Wolf"
        *goto male_name
      #These names are all terrible!
        Oh! Please forgive me.
        *label input_name
        What name would you prefer?
        *input_text name

        *comment check capitalization
        *if ("${name}" != "$!{name}")

            Your name is $!{name}, is that right?

            *choice
                #Yes.
                    *set name "$!{name}"
                    *goto male_name
                #No, my name is ${name}, just as I said.
                    *goto male_name
                #Er, wait, let me try that again.
                    *goto input_name
        
  #Female
    *set gender "Female"
    *set armor (armor_base + arm_value)
    Great! Now that we got that out of the way, what is your name?
    *choice
      #Alayna
        *set name "Alayna"
        *goto female_name
      #Kyonna
        *set name "Kyonna"
        *goto female_name
      #Kristen
        *set name "Kristen"
        *goto female_name

*label male_name
${name}, how quaint. What shall your Surname be?
*Choice
  #Thorne
    *set surname "Thorne"
    *finish
  #Calrissian
    *set surname "Calrissian"
    *finish
  #Akarian
    *set surname "Akarian"
    *finish
  #These surnames are all terrible!
    Oh! Please forgive me.
    *label input_surname
    What surname would you prefer?
    *input_text surname

    *comment check capitalization
    *if ("${surname}" != "$!{surname}")

      Your surname is $!{surname}, is that right?

      *choice
        #Yes.
          *set surname "$!{surname}"
          *finish
        #No, my surname is ${surname}, just as I said.
          *finish
        #Er, wait, let me try that again.
          *goto input_surname

Ran into an issue. After adding the option to customize your surname for males, testing produces a bug saying this: startup line 134: It is illegal to fall out of a *choice statement; you must *goto or *finish before the end of the indented block.

The bug happens right after you click ‘Next’ on the page where you type in your prefered first name. Did I do something wrong? The option to customize male first names went smoothly before adding in the option to customize your surname.

You have an ‘open’ if-statement here.
As it is you will just skip that bit of code entirely if you’ve typed in a surname with a capital letter. Just add an *else statement with code indented in the same way as this if-statement to check if the player typed their name correctly and end it with a *goto. If done properly that should work.

That was indeed what was happening.

*else
          Your name is ${name}, is that right?
          *choice
            #Yes.
              *set name "${name}"
              *goto male_name
            #Er, wait, let me try that again.
              *goto input_name

Issue is resolved
Thanks again, Cecilia :smile:

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