simplesabley, The Wordsmith

Member Since

7/14/2012

Last Activity

8/14/2018 11:29 AM

EXP Points

475

Post Count

840

Storygame Count

1

Duel Stats

11 wins / 12 losses

Order

Marauder Exemplar

Commendations

0

Currently reorganizing some of my old projects, shelving a few that were published but need work.

Might even tackle a few bugs/grammar issues in Daphne if I feel like diving into scripting I haven't looked at in 6 years. 

Also playing around with a new storygame that I might actually finish xD.

Trophies Earned

Earning 100 Points Having 1 Storygame(s) Featured

Storygames

Featured Story The Secret of Daphne

When a young family moves into the sleepy little town of Daphne, they find themselves in a virtual utopia. The small cottage they move into is lovely, but not so old that it has problems. The people are all friendly, a close knit town with a population of only 300. Both of the family's daughters begin to make friends in their new school and the husband and wife find themselves entranced with the romantic scenery.
But, if something is too good to be true, it probably is.

Disclaimer:

Graphic Violence

Drug Reference

Sexual Reference

Special Thanks:

BerkaZerka & Aman

For their invaluable feedback and help in the making of this game.

 

Update 1:

Fixed minor script issues

Update 2:

Fixed minor spelling/grammar errors

 

 


Featured Story Project Origin: Atrophy (Part 2)
unpublished

I'm temporarily unpublishing this game. 

It's been about 6 years since I've really been active on this site and coming back after all of this time and looking at my work I realize that the first installation in this game series is absolute crap and needs to be redone. 

It doesn't makes sense to have a part 2 published without a part 1. So until I feel up to doing a total overhaul of part one, I'm unpublishing both of them.

I'll leave this one with a sneak peak option since it's actually decent and people seemed to enjoy it.


Project Origin: The Unraveling (part 1)
unpublished

Unpublished until I get around to completely redoing this game.

It's way too linear and needs a lot of work.

 


Recent Posts

Fresh Meat - baiting and hooking thread on 8/14/2018 9:59:04 AM

It's the nectar of the gods. Thanks! I'm glad to be back. :D


Fresh Meat - baiting and hooking thread on 8/14/2018 9:57:39 AM

Well I have a lot of dirt still in my hair from clawing my way out of the grave, but otherwise not too bad. A little coffee and I'm good as new. :P


Scripting a functioning in game phone on 8/10/2018 6:25:11 PM

You are all things wonderful and good in this world. Thank you!

I can finally put this script to rest, implement it, and go back to actually working on my story. :D


Scripting a functioning in game phone on 8/10/2018 6:17:37 PM

I semi accidentally lied. I got it to show up in correct order and correct text but it's all smushed together. I'm currently hunting the help and info for how to fix that.

For future reference if anybody tries to do something similar to this. The script I used is this:

 

IF %NPC1TEXT1 = 1 THEN $PAGETEXT := $PAGETEXT + "Text Message shows player choice option 1.1" ELSE
IF %NPC1TEXT1 = 2 THEN $PAGETEXT := $PAGETEXT + "Text Message shows player choice option 1.2" ELSE
IF %NPC1TEXT1 = 3 THEN $PAGETEXT := $PAGETEXT + "Text Message shows player choice option 1.3"

$PAGETEXT := $PAGETEXT + "Second NPC Response"

IF %NPC1TEXT2 = 1 THEN $PAGETEXT := $PAGETEXT + "Text Message shows Player choice option 2.1" ELSE
IF %NPC1TEXT2 = 2 THEN $PAGETEXT := $PAGETEXT + "Text Message shows Player choice option 2.2" ELSE
IF %NPC1TEXT2 = 3 THEN $PAGETEXT := $PAGETEXT + "Text Message shows player choice option 2.3"

$PAGETEXT := $PAGETEXT + "3rd NPC text"

IF %NPC1TEXT3 = 1 THEN $PAGETEXT := $PAGETEXT + "Text Message shows player choice option 3.1" ELSE
IF %NPCTEXT3 = 2 THEN $PAGETEXT := $PAGETEXT + "Text Message shows player choice option 3.2" ELSE
IF %NPC1TEXT3 = 3 THEN $PAGETEXT := $PAGETEXT + "Text Message shows player choice option 3.3"


Scripting a functioning in game phone on 8/10/2018 6:06:49 PM

Well, actually. I'm a little stumped on having multiple $pagetext scripts on a single page and how to make it appear in the right order. So far I'm getting blank pages or some serious jumbles xD


Scripting a functioning in game phone on 8/10/2018 5:49:57 PM

I actually had some time today to get around to attempting to work on the text message part of the script and pretty much did what you are suggesting. Great minds think alike lol!

The way I have done it is a variable per character per text conversation. So NPC1Text1 is the variable for example and then the variable accounts for which option they chose (1,2, or 3) in the first conversation with that NPC. Unfortunately I can't use the same variable for all of the text convos for a single character. The second the player has another conversation then it will override the previous one and the text will change accordingly. However your idea of a single variable per NPC is a good one, it's exactly what I'm doing to track player/npc relationship in the game. Then it will effect player encounters with that NPC throughout the game based on that variable. 

I don't plan on the game having a ton of text messaging in it so it shouldn't be too terribly time consuming especially since I'm working out the kinks in a test game. The issue I'm currently running into is getting it to display the correct text on the page where the player can read through the messages. Originally I did it with %%variable%=%1%Text%% But it just showed up as blank so now I'm about to stop being lazy with my scripting and dust off my $pagetext skills. That should fix the problem.

If it does then I've successfully got it all working, though I have no idea if it will hold up once I switch it over to use in my actual game with more complex branching conversations xD.


Scripting a functioning in game phone on 8/10/2018 11:48:42 AM

I'm adding you as a co author now. I've almost got the call function working correctly. 

Thank you! I'm glad to be back. I've really missed working on games on here and the community. 


Scripting a functioning in game phone on 8/10/2018 10:42:04 AM

Alright, I've got about 6 years worth of rust on my scripting skills.

I think I know how to do what I want, but I'd like a second opinion(or ten) on whether I'm going in the right direction or even possibly overcomplicating it.

So what I'm trying to accomplish is a cell phone item. When that item is used it directs the player to a home page for the phone. From there they can access various contacts with npcs they have met in the game. From those contacts they can then view text message convos that have happened previously in the game or attempt to call the npc.

What I've done so far is base the phone script off the codex script(Only difference is the iscodex variable is isphone in my script). I have that functioning properly. So the player can access the phone, use it, then return to the story exactly where they were no problem. I've also got the script working to show contacts for what npcs the player has met and hide the ones they haven't.

What I need an opinion on going forward is the two scripts for calling the NPCs and reading the past text messages.

My idea for the phone call script is to keep the actual phone call conversation within the "codex" so that it does not effect the player's place in the game. I'd set up a variable for each NPC that can be tripped from 0 to 1 if the player is located on a page where I want them to be capable of calling a certain npc to trigger an interaction with that NPC. The script would also read which page the player is on to calculate which interaction it sends them to. I can do that simply enough, but I want to make sure I'm being efficient.

Now for the one where I know I'm not being efficient. The previous text message conversations. I don't plan on having a ton of them in the story, but I do want to have a dialogue system so that the conversations are based on player choice. And I need the text messages to show up in the correct order and the correct choice of dialogue the player went with. I know how to do it in theory, but the way I know to make it work involves an unholy amount of variables. Literally a variable for every text to account for which option the player chose. Then script the page to show the correct text based on those variables. I'm willing to do that, but if anyone knows a simpler way you'll be my hero for all of eternity.

(If anyone wants to have a look at how it works I set up a storygame just for script testing that I'd be happy to show if you let me know. I just haven't finished the scripting for some of it yet) 

 

 

 


Need Daphne II Suggestions on 10/1/2014 9:30:03 AM

Ugh sorry for the extended absence. I've been very busy lately and haven't been able to get on and write.

Luckily I'm feeling a bit inspired, so hopefully I'll be able to keep the Halloween deadline. I'll update when I get the chance


Need Daphne II Suggestions on 9/9/2014 10:15:35 AM

Thank you! It's good to be back on regularly. There's not much to do on the base in my free time, so I pretty much just dedicate what time I have free to this site. 

I have to say, I'm really flattered that so many people are excited about a game I'm working on. I haven't played the most recent addition to Eternal, but now I will definitely have to. I absolutely love that storygame and just about every other one Endmaster has written. 

Anyway, after I finish Daphne 2(I gave myself a deadline of this Halloween), I plan to go back to work on The Street Children. I'll have to start over from scratch so that I can properly script and organize the game now that I actually know how, but I won't change any of the concepts. Hopefully I'll be able to give an estimate of how long it'll take me once I get to working on it again.