Papyrus Adventures (The): Development Thread [NEW]!
Thought I'd recreate this thread due to oldness.
(The) Papyrus Adventures
"Once upon a time, years before Seth's fate, When Dink finished senior high school, he ought to go on a trip in the seas with his buddy, Mike. But they got caught in a storm, and sank on a very small island. There, as he explores it, he discovers a papyrus which transports him in an earthquaked village. He'll soon discover that Seth, the evil's master is behind all those, and make a travel through various mysterious worlds to stop the next destructive part of Seth's Plan...."
Pictures:
World 1: The Earthquaked World:
http://i45.tinypic.com/2gxhhra.jpg
http://i46.tinypic.com/15n29hz.jpg
World 2: Wasteland:
World 3: North Pole:
World 4: Spoohot Desert:
World 5: Dioneia:
World 6: Goblin And Food:
World 7: Gates of Hell:
World 8: The Caves And The Stronghold:
NOTE: By world i do not mean SOB's type, they'll just be TPA's parts that slightly differ to each other, i do not try to copy SimonK's Idea!
Here is a list on what you should excpect in TPA:
~ New emake script, gigantic rewards...
~ Humour
~ 8 Worlds, Earthquaked, Wasteland, Spoohot, North Pole, Dioneia, Goblin's Meal, Hell gates, Stronghold of Seth.
~ New music
~ Maths...you will need to know how to solve equations...[Maybe]
~ Complex story [Maybe]
(The) Papyrus Adventures
"Once upon a time, years before Seth's fate, When Dink finished senior high school, he ought to go on a trip in the seas with his buddy, Mike. But they got caught in a storm, and sank on a very small island. There, as he explores it, he discovers a papyrus which transports him in an earthquaked village. He'll soon discover that Seth, the evil's master is behind all those, and make a travel through various mysterious worlds to stop the next destructive part of Seth's Plan...."
Pictures:
World 1: The Earthquaked World:
http://i45.tinypic.com/2gxhhra.jpg
http://i46.tinypic.com/15n29hz.jpg
World 2: Wasteland:
World 3: North Pole:
World 4: Spoohot Desert:
World 5: Dioneia:
World 6: Goblin And Food:
World 7: Gates of Hell:
World 8: The Caves And The Stronghold:
NOTE: By world i do not mean SOB's type, they'll just be TPA's parts that slightly differ to each other, i do not try to copy SimonK's Idea!
Here is a list on what you should excpect in TPA:
~ New emake script, gigantic rewards...
~ Humour
~ 8 Worlds, Earthquaked, Wasteland, Spoohot, North Pole, Dioneia, Goblin's Meal, Hell gates, Stronghold of Seth.
~ New music
~ Maths...you will need to know how to solve equations...[Maybe]
~ Complex story [Maybe]
You can't post direct images here.
Just hotlink the address using <a href="WEBLINK" >< /a>
Minus the spaces on either side of/next to the ><
Just hotlink the address using <a href="WEBLINK" >< /a>
Minus the spaces on either side of/next to the ><
News: the earthquaked world is almost over, i just need to fix some code errors!
One of them is this:
void main(void)
{
int &malakies;
&malakies == 0;
}
void talk(void)
{
if (&magican1 == 0)
{
freeze(1);
freeze(¤t_sprite);
say_stop("Wow, are you a magican?", 1);
wait(200);
say_stop("`0What a bad way to start your day, what do you want?", ¤t_sprite);
wait(200);
say_stop("Can you teach me magic?", 1);
wait(200);
say_stop("`5Only if you have 3 magic, i could teach you fireball", ¤t_sprite);
wait(200);
if (&magic >= 3)
{
say_stop("Hehehehe, i already have!", 1);
wait(200);
say_stop("`0dang, here you go!", ¤t_sprite);
add_magic("mag-fbl",437, 1);
unfreeze(1);
unfreeze(¤t_sprite);
}
else
{
say_stop("dang, be right back!", 1);
&malakies += 1;
}
&magican1 += 1;
if(&magican1 == 1)
{
say_stop("`0What do you want again?", ¤t_sprite);
if(&malakies == 1)
{
say_stop("I dont think i need something at the moment...", 1);
}
if(&malakies == 0)
{
if (&magic >= 3)
{
say_stop("I have the magic that fireball requires!", 1);
add_magic("mag-fbl",437, 1);
}
if (&magic >= 3)
{
say_stop("I dont have the magic that fireball requires!", 1);
}
}
}
unfreeze(1);
unfreeze(¤t_sprite);
}
It just doesnt work, it doesnt crash, but it doesnt work too..
void main(void)
{
int &malakies;
&malakies == 0;
}
void talk(void)
{
if (&magican1 == 0)
{
freeze(1);
freeze(¤t_sprite);
say_stop("Wow, are you a magican?", 1);
wait(200);
say_stop("`0What a bad way to start your day, what do you want?", ¤t_sprite);
wait(200);
say_stop("Can you teach me magic?", 1);
wait(200);
say_stop("`5Only if you have 3 magic, i could teach you fireball", ¤t_sprite);
wait(200);
if (&magic >= 3)
{
say_stop("Hehehehe, i already have!", 1);
wait(200);
say_stop("`0dang, here you go!", ¤t_sprite);
add_magic("mag-fbl",437, 1);
unfreeze(1);
unfreeze(¤t_sprite);
}
else
{
say_stop("dang, be right back!", 1);
&malakies += 1;
}
&magican1 += 1;
if(&magican1 == 1)
{
say_stop("`0What do you want again?", ¤t_sprite);
if(&malakies == 1)
{
say_stop("I dont think i need something at the moment...", 1);
}
if(&malakies == 0)
{
if (&magic >= 3)
{
say_stop("I have the magic that fireball requires!", 1);
add_magic("mag-fbl",437, 1);
}
if (&magic >= 3)
{
say_stop("I dont have the magic that fireball requires!", 1);
}
}
}
unfreeze(1);
unfreeze(¤t_sprite);
}
It just doesnt work, it doesnt crash, but it doesnt work too..
What exacly doesn't works?
Anyway, what I've seen for now:
==========================
void main(void)
{
int &malakies;
&malakies == 0;
}
==========================
'==' is different than '='.
A double '=' means 'compare', when the game reads '&malakies == 0;' it will load the last saved varial '&malakies' and compare to 0
Put only a single '=' there and the varial '&malakies' will become 0 once the screen is loaded
============================
say_stop("`5Only if you have 3 magic, i could teach you fireball", ¤t_sprite);
wait(200);
============================
A simple detail, at the other talks the magician says with `0, in this one you used `5, but I guess that's to call the player attention to the talk, maybe
============================
if (&magic >= 3)
{
say_stop("I have the magic that fireball requires!", 1);
add_magic("mag-fbl",437, 1);
}
if (&magic >= 3)
{
say_stop("I dont have the magic that fireball requires!", 1);
}
============================
Both the 'if' commands have the same varial '&magic >= 3', so, if the player is not on that condition the game will crash
EDIT:
===================================
if (&magican1 == 0)
{
freeze(1);
freeze(¤t_sprite);
say_stop("Wow, are you a magican?", 1);
wait(200);
(...)
else
{
say_stop("dang, be right back!", 1);
&malakies += 1;
}
&magican1 += 1;
<---- Close Bracket here
if(&magican1 == 1)
===================================
Anyway, what I've seen for now:
==========================
void main(void)
{
int &malakies;
&malakies == 0;
}
==========================
'==' is different than '='.
A double '=' means 'compare', when the game reads '&malakies == 0;' it will load the last saved varial '&malakies' and compare to 0
Put only a single '=' there and the varial '&malakies' will become 0 once the screen is loaded
============================
say_stop("`5Only if you have 3 magic, i could teach you fireball", ¤t_sprite);
wait(200);
============================
A simple detail, at the other talks the magician says with `0, in this one you used `5, but I guess that's to call the player attention to the talk, maybe
============================
if (&magic >= 3)
{
say_stop("I have the magic that fireball requires!", 1);
add_magic("mag-fbl",437, 1);
}
if (&magic >= 3)
{
say_stop("I dont have the magic that fireball requires!", 1);
}
============================
Both the 'if' commands have the same varial '&magic >= 3', so, if the player is not on that condition the game will crash
EDIT:
===================================
if (&magican1 == 0)
{
freeze(1);
freeze(¤t_sprite);
say_stop("Wow, are you a magican?", 1);
wait(200);
(...)
else
{
say_stop("dang, be right back!", 1);
&malakies += 1;
}
&magican1 += 1;
<---- Close Bracket here
if(&magican1 == 1)
===================================
I found some other errors so I've remade the script for ya
----------------------
void main(void)
{
int &malakies;
&malakies = 0;
}
void talk(void)
{
freeze(1);
freeze(¤t_sprite);
if (&magican1 == 0)
{
say_stop("Wow, are you a magican?", 1);
wait(200);
say_stop("`0What a bad way to start your day, what do you want?", ¤t_sprite);
wait(200);
say_stop("Can you teach me magic?", 1);
wait(200);
say_stop("`0Only if you have 3 magic, i could teach you fireball", ¤t_sprite);
wait(200);
if (&magic >= 3)
{
say_stop("Hehehehe, i already have!", 1);
wait(200);
say_stop("`0dang, here you go!", ¤t_sprite);
add_magic("mag-fbl",437, 1);
}
else
{
say_stop("dang, be right back!", 1);
&malakies += 1;
}
&magican1 += 1;
goto end;
}
if(&magican1 == 1)
{
say_stop("`0What do you want again?", ¤t_sprite);
if(&malakies == 1)
{
say_stop("I dont think i need something at the moment...", 1);
}
if(&malakies == 0)
{
if (&magic >= 3)
{
say_stop("I have the magic that fireball requires!", 1);
add_magic("mag-fbl",437, 1);
&magican1 += 1;
}
if (&magic <= 3)
{
say_stop("I dont have the magic that fireball requires!", 1);
}
}
goto end;
}
if(&magican1 == 2)
{
say_stop("`0Bla Bla Bla", ¤t_sprite);
}
end:
unfreeze(1);
unfreeze(¤t_sprite);
}
-----------------------------------
If you have trouble due the changes just ask
Ok, that seems to work, thank you all, im pretty much a noob with variables
but without 'if's they are quite useless, so they are also important
void main(void)
{
fade_up();
freeze(1);
int &boat;
&boat = create_sprite(45, 180, 0, 903, 9);
sp_speed(&boat, .25);
move(&boat, 6, 580, 1);
say_stop("We are going slowly...", &boat);
say_stop("`2Too slowly", &boat);
say_stop("Well, everything is ok, as long as nothing cuts our way", &boat);
say_stop("`2Second that.", &boat);
say_stop("`2But we are in a storm danger area...", &boat);
say_stop("Umm....i have a bad feeling...", &boat);
say_stop("Its getting cloudy", &boat);
say_stop("`2No, my friend, we are going towards the clouds!", &boat);
say_stop("Yea...WHAT?!", &boat);
wait(500);
int &rainc;
&rainc = create_sprite(420, 280, 6, 899, 1);
preload_seq(899);
say_stop("`2Get inside, get inside!!", &boat);
}
When the rain is created, it just stays there, it doesnt have 6 brain!
{
fade_up();
freeze(1);
int &boat;
&boat = create_sprite(45, 180, 0, 903, 9);
sp_speed(&boat, .25);
move(&boat, 6, 580, 1);
say_stop("We are going slowly...", &boat);
say_stop("`2Too slowly", &boat);
say_stop("Well, everything is ok, as long as nothing cuts our way", &boat);
say_stop("`2Second that.", &boat);
say_stop("`2But we are in a storm danger area...", &boat);
say_stop("Umm....i have a bad feeling...", &boat);
say_stop("Its getting cloudy", &boat);
say_stop("`2No, my friend, we are going towards the clouds!", &boat);
say_stop("Yea...WHAT?!", &boat);
wait(500);
int &rainc;
&rainc = create_sprite(420, 280, 6, 899, 1);
preload_seq(899);
say_stop("`2Get inside, get inside!!", &boat);
}
When the rain is created, it just stays there, it doesnt have 6 brain!
What do you mean exactly? It does have brain 6 (repeating animation)... if you want an animation sequence to loop, I think you need to do sp_seq(&rainc,899); as well.
Hello world, The Quaked World is almost over, and i've started mapping Wasteland. Stay close for updates!
UPDATE:
Here is a list on what you should excpect in TPA:
~ New emake script, gigantic rewards...
~ Humour
~ 8 Worlds, Earthquaked, Wasteland, Spoohot, North Pole, Dioneia, Goblin's Meal, Hell gates, Stronghold of Seth.
~ New music
~ Maths...you will need to know how to solve equations...[Maybe]
~ Complex story [Maybe]
Here is a list on what you should excpect in TPA:
~ New emake script, gigantic rewards...
~ Humour
~ 8 Worlds, Earthquaked, Wasteland, Spoohot, North Pole, Dioneia, Goblin's Meal, Hell gates, Stronghold of Seth.
~ New music
~ Maths...you will need to know how to solve equations...[Maybe]
~ Complex story [Maybe]
Woooo, a comment after ages...
Not really though, i've already finished emake, the worlds are planned EXACTLY, Sounds are downloaded...
But yea it's really tough to make!
Not really though, i've already finished emake, the worlds are planned EXACTLY, Sounds are downloaded...
But yea it's really tough to make!
Sounds like an epic in the making for certain!
I hope the story is good though as well but if you need any assistance with that just let us know, many of us have pretty deep imaginations.
I hope the story is good though as well but if you need any assistance with that just let us know, many of us have pretty deep imaginations.
Thanks all of you, i hope this D-mod will become a success!
Also, one feature that i forgot to mention is...liars!
Thats right, liars tell you for things that arent true, so there may be a case that you get into an adventure for nothing than danger!
Also, one feature that i forgot to mention is...liars!
Thats right, liars tell you for things that arent true, so there may be a case that you get into an adventure for nothing than danger!
Well, im facing a problem
I ve created some lettuce, and when i pick it up and come again to this screen, even if ive done all the editor thingy it reappears!
Any help?
I ve created some lettuce, and when i pick it up and come again to this screen, even if ive done all the editor thingy it reappears!
Any help?
Just kill the sprite when you want it to disappear. Like this:
//Kill the sprite
sp_hard(¤t_sprite, 1);
draw_hard_map(¤t_sprite);
sp_active(¤t_sprite, 0);
Playsound(10,22050,0,0,0);
int &hold = sp_editor_num(¤t_sprite);
if (&hold != 0)
{
//Make the sprite stay dead for ever.
editor_type(&hold, 1);
}
//Kill the sprite
sp_hard(¤t_sprite, 1);
draw_hard_map(¤t_sprite);
sp_active(¤t_sprite, 0);
Playsound(10,22050,0,0,0);
int &hold = sp_editor_num(¤t_sprite);
if (&hold != 0)
{
//Make the sprite stay dead for ever.
editor_type(&hold, 1);
}
not only doesnt work, but cancels the effect of sp_brain_parm...
Delete everything else from the script, just put that. Then check if it works. If it does, build the rest of the script around it. That's how I do it, at least.
int &hold = sp_editor_num(¤t_sprite); if (&hold != 0) { //Make the sprite stay dead for ever. editor_type(&hold,1); }
This part makes sure the thing will not appear on the screen again. Perhaps there is a typo in the script?
Here's a more detailed list on what to expect:
~ Not so long dialogue
~ New tiles (of course)
~ SOULS!!
~ NO RIDDLES
~ Maths
Please feedpack me!
~ Not so long dialogue
~ New tiles (of course)
~ SOULS!!
~ NO RIDDLES
~ Maths
Please feedpack me!
Hey hey hey hey!! This is not supposed to be a walkthrough or anything!
Guys, i have a very big problem, when i open the cache with the graphics, WinDinkEdit crashes...EVERYTIME!
Pleeease help me!
Pleeease help me!
Ok guys, fixed the problem...turns out new dmod buttons were corrupted...thanks all!
D-mod will continue growing
D-mod will continue growing
Guys, i've just came up that i cannot continue this dmod now. I will continue it in a year or so.
Epics are for skilled programmers, while i am a noob.
Instead of an Epic, i'm looking to create a romp dmod, with the name "Quest for Revenge".
New dev. thread coming up in some time!
NOTE FOR FORWARD LOOKERS FOR TPA: Im very sorry for that, but SarbeTrout is right, i will first complete a small and simple D-mod rather than making a huge yet crappy dmod. When i learn more about this DinkC stuff, i will maybe move on to the Papyrus Advetures.
Epics are for skilled programmers, while i am a noob.
Instead of an Epic, i'm looking to create a romp dmod, with the name "Quest for Revenge".
New dev. thread coming up in some time!
NOTE FOR FORWARD LOOKERS FOR TPA: Im very sorry for that, but SarbeTrout is right, i will first complete a small and simple D-mod rather than making a huge yet crappy dmod. When i learn more about this DinkC stuff, i will maybe move on to the Papyrus Advetures.
Yeah, it's always good to learn the basics (Something you obviously haven't) before doing something complicated like an epic.
I'll have to second these last to comments, this is good news. Nobody has any use for highly ambitious files that are never released.