Title: * Scenario Lives *
dw817 - May 16, 2006 06:03 PM (GMT)
Okay !
After piddle-pomming around with very difficult-to-program-in DragonBASIC for Gameboy Advance pretty close to a year now, I have decided to rewrite a new Scenario in GFABasic for windows !
Folks, GFABasic really is the best and easiest programming language to use and I can =FINALLY= use my much-desired GOTO and GOSUB statements that were impossible in DragonBASIC, hah, it's been too long !
This Scenario engine will run only in 800x600 (or 1024x768) screen, but not 640x480.
The engine will be finished FIRST.
The engine will be composed of the ability to animate ALL sprites on the screen (should be up to 255 of them), random movement, avoiding collision with each other, special FX like FOG/RAIN, use the original 32x32 tile/sprite displays at 11x9 double-scaled compared to earlier Scenario's 9x7. Critters will be 64x64 exactly, storyboards can and will be imported as well as be compatible with all current Scenario Add-Ons.
The system will be quite a bit different too so expect faster map scrolling and (hopefully!) up to 128x128 size maps, 32 deep. It will also incorportate the early "inside" flag that was seen in way-beta early and incomplete version of Scenario for GBA.
Objects can and will operate independently of their own scripts so the system will truly be object-oriented with the ability of any object "yelling" to other objects to engage in their script, etc. (like a cluster of guards arriving at the king's request).
It will (sigh) probably NOT run on anything except Win98.
Pplz, I don't have the time or patience to try and make it compatible with all systems. IN DOING THIS you can and WILL be able to compile true single-file game-only .EXEs.
I am still deciding on the RPG interface and how it will function. I have quite a few new ideas that were never implemented into current Scenario that I'd like to see, so no hurry there; the animation/object engine will be finished first.
It's nice to be programming again in my fav. programming language, GFABasic !
Welcome back, Worldbuilders ! :)
David
Jed - May 16, 2006 08:05 PM (GMT)
I feel a mountain of 7up inside of me, shaking, wobbling, ready to burst out. Not a literal vat of 7up fizzy pop, but, well, I'm feeling great about this news.
Thanks, David.
I must offer my support in this and really, I think you've got a great head to set out such a plan. It's the one I feel made you happy when you were working with GFABasic in the past. And, I love the Scenario system as-is. It's so useable.
I think there's a few things you've mentioned that will make a lot of people happy. Namly, 32 deep maps, greater interaction for NPCs, that seems fantastic to be able to have the lively movements of concurrent sprites.
But for me, this "yelling" concept looks like one to anticipate fondly. I have great ideas waiting already for my cutscenes.
And, there's plenty more in the works I can tell.
*raises placard of joy*
Shadow - May 17, 2006 06:31 AM (GMT)
Whoa.
All the best with this David, I thought we'd never here from you again.
I'm really anticipating this.
One question, will we be able to import current world files into this engine? I know that Jed and I are developing worlds that we've come so far with and will still take a considerable amount of time to finish, will these worlds be obsolete? May we able to continue with them in the new engine?
Anyway, great news. I'm really pleased to hear this.
Goodluck, David.
Cheers.
Kira, (Chun) - May 17, 2006 04:27 PM (GMT)
If this new software is easier to use than the current scenario but has as many interfaces and abilities like rpg maker xp. then I would probably come back again when I finish university and make Evermore 2, the return of the dragon.
But... no other plans if not that game, I may make a mystery sort of game like kindaichi, god bless hope I don't get sued for using that. ^_^
well maybe make the mystery game first. as I got a good idea to a mystery murder game. but no further comments on that for now. b^_^
Kira!
Ru Mane - May 18, 2006 01:30 PM (GMT)
Indeed... I can hardly wait! Very good David! I sound very promising... I can wait to dig in. Will you still take suggestions if they should arise? I remember there were things that Old Scen never had that, though understandable you chose not to try, could have given the designers a better edge to their games.
Ah, yes... I return yet again to Scen... with school out finally, my freetime is... yet again, free.
KiteOrca - May 18, 2006 01:35 PM (GMT)
Whoa...breaking news from David Wicker....long time not hearing anything,and David bring me amazing news...great!
Right now im using RMXP as my game making tool,but if David have finished creating the new scenario,i may will use both of this tool...
dw817 - May 21, 2006 02:38 AM (GMT)
Wow !
What a nice gathering of Worldbuilders !
Okay, it's DEFINITELY underway and my Dad gave me a suggestion on pocketing my new Scenario files in RAM.
That is, I am using a consistent and ordered RAM pointer for every single image and instance of recorded data. And should the memory pull get too great it uses your HD cache so you have unlimited memory.
A small directory is made called "Pocket" with an open world file.
Close to 3k (3072 bytes) will be used in external files inside the directory despite the actual space used to map the world file. Do not delete this directory or file while you are editing your world file or it could crash and lose your current work.
What does this mean ?
Infinite Critters and Anime Portraits just to name a few.
ALL images will be NAMED including TILES, not numbered. This will probably (unfortunately) make for HUGE maps since every single map cel will have at least 32-char. 8 for tile name for this map cel, 8 for tile #2, 8 for Sprite, and 8 more for switch name. PKZIP will crunch that pretty nicely I expect however.
No longer will there be single fat .BMP files that house several images.
You can import/export what you like including Editor Frames, Cursors, Fonts, unlimited Beta Objects (Beta objects are Alpha Objects that insert leaving the background showing through so you can have non-rectangular images).
Each tile can be one, two, or four animation images so you can have flickering torches, moving water, etc. And Sprites can be 4, 8, or 16 images. Extra images for Sprites include command entered & ready to do combat move in battle, attacking, victory, injured, defeated (fallen over).
This still leaves room for custom animations per sprite for looks of shocked, laughing, disappointment, etc. It's up to you what images you want to have for each sprite or tile.
Any world file will be able to compile to a single .EXE from the editor actually quite easily now that I have a better understanding of pocketed [ram]. The early compiler will not be very intelligent and it will be up to YOU to use Scenario 2006's file database to remove image, audio, maps, and anything else that you don't want compressed in your final world file.
Because of the inability of pocketed [RAM] having Window accessible files, there will be a file/image importer/exporter for all facets of new 2006 Scenario. There is - no other way to import/export files I can see right now if I am to maintain the streamline pocketed [RAM]. There are NO files you can see working in Scenario once imported to the pocket [RAM].
You will hit [ALT] [TAB] to switch between two running programs, the editor and the Testplay engine. GFABasic is smart enough to know when you change window tasks and since I am not using massive "must-load" files every time like older Scenario and everything is called instantly on the fly from pocket [RAM] when needed then Testplay and editor will be very rapid when switching tasks, and because they are truly =2= separate programs, the "runtime" module operates exactly as it is supposed with or without the editor since no part of it will be part of the editor itself.
The Testplay engine is separate so you can indeed make true single .EXE with no editor attached. There will not be passwords to open .EXE files. If you compile to a .EXE, you should backup your single .WR3 file because no source code is kept in the compiled .EXE, thus, no reverse engineering. .WR3 files are pocketed [RAM] files and meet no normal conventional DOS filing so it would corrupt if you tried to take out one bitmap manually and replace it with another although the filenames will appear normal. They cannot be expanded manually nor any files changed except through the Scenario 2006 editor. There is no way to view the "work" of the data files in your world file except through the eyes of Scenario 2006.
They will be auto-compressed through a variation of PKZIP I am making.
No longer will you need to use PKZIP to compress .WR3 files, they will ALREADY be compressed maximum. Using PKZIP is still permitted though (and suggested when posting your world file on the internet) but will probably not compress much more than 1% extra.
Because of the extensive amount of work several of you have done with current Scenario I will ATTEMPT to make a program to convert world files in the late future, but know this, the system will be considerably different. Not one-thing-at-a-time but ALL things running at the same time so Sprite Messenger scripts will need to be adjusted to account for the new object's ability of independence both in movement and script.
It is VERY likely that map scrolling will not be as smooth as current Scenario since I will be redrawing the map image every game cycle (to account for tile animation & multi-sprite animation) which IS a bit slower than drawing the entire map first and then scrolling around a static image. I'll let you know once I get the first module finished. If I decide on this model for mapping, while it may not be smooth animation (Testplay player jumping 32 pixels instead of clean animation 4-pixels at a time like current Scenario) then map sizes can be HUGE indeed like 128x128 or even bigger, and no limit to the number of maps you can make since each are NAMED, not numbered.
Data for the most part will be sequential to account for infinite expansion but should still run very quickly on a 1.0ghz computer.
Combat will be side-view.
Ru Mane, suggestions are ALWAYS welcome. :)
Now, here's the confusion for my predicted final model regarding players.
Would you like to have a single player with up to 8 optional "companions" that operate independently with unique individual abilities that you cannot readily rely on ? This is my current work model.
Or backtrack just a bit and lock it down for true 4-player RPG with varied balances for each of the 4-players and no independently operating companions ? Doing this I may give each "player" their inventory bag, suggestions are welcome on how to proceed in this !
This next statement is concrete unless met with great opposition.
There will be 16 items with fixed definitions and custom 32x32 images to each.
There will be 4 armor, 4 shields, 4 weapons(bladed), and 4 pistol types that take 4 different kinds of ammo. This will change if there are to be truly 4 players as I will have to expand weaponry for the additional 3 players. If I can I will try to use pocket [RAM] for all items and armaments so you can have an infinite # of items but if I do this, I will have to allow unique item creation and that could get tedious very rapidly. I am still shooting for overall simplicity in the final 2006 model.
At this time I am not considering the complication of allowing Worldbuilders to create from-scratch items. If anything, this Scenario will be even simpler than the current model.
Audio files will be simple .MID and .WAV first release. Because of GFABasic's root in Windows 3.1, all filenames imported and exported will always be only up to 8 characters and always uppercase.
That's all from here !
I am at this point writing the pocket [RAM] module and driver now and so far memory strain is considerably less than current Scenario even though there is the potential to add any amount of space for this engine model. All green lights for use in Scenario 2006 ! This creation MAY run in WinXP as well since I was mistaken about earlier file access limitations in Win98, and will be using internal file conventions separate from any version of Windows (requiring DOS), we will have to see. :)
David
Jed - May 21, 2006 07:47 AM (GMT)
This is all very good news and highly interesting.
I remember the good old days of reading my commodore format magazine, for the C64 computer, what they did, was much the same as you, they had an insight into the gradual development of in their case, games. It's great to know how development flows and what concepts are being put into operation.
I had a few concepts myself, so since suggestions are welcome, here I go:
ConceptA-Way to edit critter values. (This touches on something you mentioned above with the "infinite critter" possibility.)
Effect#1-can have more than one critter that is the same strength.
Effect#2-can have the same critter of different degrees of strength.
ConceptB-ability to change player's portrait via sprite messenger
Effect-a player can change appearance midway through the game, like class change or scarred face, or plagued progression of a curse.
ConceptC-editor contains map copy function that may or may not include any sprites.
Effect-rapid duplication of maps, possibly to create different times of same area.
ConceptD-in-game option to switch bewteen characters as main. (again, since you are considering 4/8 players, and of a choice of models. I'd like to be able to play so you can literally play as the other players, so there could be some times in game where your team is together and you can use them all in battle as a party, or others where you are separate but very much alive, just in different locations)
Effect-teamworking when coupled with effective warp placing to control secondary PC.
That being said, I'll go back to the layout you've provided us. *hopes upon windows in general, I really do want to discover what issues there are and how to understand compatibility*
I am LOVING the concept of tiles having upto 4 animation images. That will really create some neat effects. Oh it really will.
And then the extra sprite images, I have vague ideas, but that sounds rather powerful too.
You mentioned:
| QUOTE |
| Because of the inability of pocketed [RAM] having Window accessible files, there will be a file/image importer/exporter for all facets of new 2006 Scenario. There is - no other way to import/export files I can see right now if I am to maintain the streamline pocketed [RAM]. There are NO files you can see working in Scenario once imported to the pocket [RAM]. |
Can you explain that in context? I'm not too sure what implications that has.
Also, what access will be have to say, other worlds? In that, can we access the full editor as with current scenario?
And my congrats and appreciation is sent for your mastery of file handling and conversion. It looks like this will be a very powerful engine indeed.
To clarify the 4/8 player model... How will either option affect a)battling and b)map travelling and c)shared/individual-trading item bags?
And, finally, if there are to be a number of weapons, will this mean there'll be different strike animations to reflect these?
Ah, really finally, I like the current scenario model's custom item option. :(
dw817 - May 23, 2006 01:14 AM (GMT)
As always, it's going to be a slow start. :)
Hello, I will probably not write EVERY day but once a week maybe in here.
OK, my good friend Chris said that he also would like -4- players in the game, so indeed there will be, and the end of 8 fixed-ability random-operating companions.
This opens up custom items, quite possibly removing the 32x32 pixel images of them and going the way of current Scenario where you can name, program, describe them, and determine who can use what.
While it will be interesting to have 4 unique player types each with weaknesses and strengths, I imagine you will want to have the ability to change this balance, so I will make a custom player balance-editor.
1st stage is complete. I am hooking in the object-engine. While windows are bouncing into appearance, the world still continues on. While you are reading text, other sprites will continue to wander. I think this is important as too many RPGs and RPGMakers get lazy and freeze everything while you read message windows and will pave the way for multiple sprite animations.
I haven't locked it completely but I THINK I can speed up the map plotting by caching (to internal RAM) a large collection of predicted TILES, ones that are used for most maps. I'll have to ponder it out.
What will especially be noticeable is that the font is no longer 8x8 but 8x16.
This will allow for 16x16 Sprite Messenger Icons and let's face it, 800x600 the dots are quite a bit smaller so we need all the space we can get to see the commands !
If there is a great deal of Worldbuilder interest, I can go to 16x16 pixels per letter in the font instead of 8x16 as it is now, with the understanding that yields 25 characters across instead of 50 characters across as it is now.
That's all from here !
1st release will be simple demonstration of object ability and full file import/exporter. I will tell you now that window frames will be 80x72. Window frames will be the BACKGROUND of windows. As all files, you can have as many as you want. I am using a simple rectangle for the window border itself; no custom borders are going to be made yet, and I suspect that the window backdrop of each window will supercede the want for custom borders.
David
Shadow - May 24, 2006 09:48 PM (GMT)
Hi David,
Will you be releasing an exemplar, that will brief worldbuilders on the new basics and some of the more complex functions, much like with 'Suzi's Quest' for Scenario, or 'Answers'?
Jed - May 24, 2006 10:34 PM (GMT)
Ah I certainly am happy if there can be the items. I have been fiddling with the concept of using custom items as summons that will affect the surrounding critters and aide you in varying ways depending on which summon you chose.
And, the party of 4 with the addition of random ability "aides", that seems workable indeed.
I think there's just going to be a very big jump from one character, and it will really be an extra strength to the Scenario of the future.
Glad to hear about the window control, that seems ideal to me.
I'm going to do a bit of research on map redrawing and plotting when I can. I'm sure I've read something related to this once upon a time...
But, predicted tiles? Will it be of any benefit to worlds that are not consisting of areas of regular tiling, like, regions of grass, wall structure etc. I like to build things without symmetry, and eventually, having lots of imported tiles on top to really create the environment.
Finally, about the size of the text. I like the size of teh text at current. There's alot of different dialogue styles in games for Scenario so far, and personally, I have the largest amounts of dialogue I think :P
I think I like the idea of 8x16 pixels for the text, but I am not too sure about the 16x16. Maybe a screenshot of a text dialogue message would convince me otherwise, but I am in doubt for the maximum size suggested.
dw817 - May 25, 2006 06:51 PM (GMT)
Hi Shadow & Jed:
Here are two screens of the demo engine I am working on:
You can see that the text is 8x16, but is this desired by the Worldbuilders, or should I stay with 8x8 font ?
Jed:
~~~
The other 3 players to assist the main player are not random, nor do they do random things. They must be controlled in much the same way that Final Fantasy 1 for the NES is directed in combat.
If the items were fixed at a limit of say 16 and their ability could not be changed, I could then make your 3 additional players "intelligent" enough to act on their own.
As there is now the ability of completely custom items, you must control the 3 extra players in combat yourself.
The companions (8 of them) were going to operate randomly based upon fixed item definitions, but since items can be custom made, they have no guide to tell them what is what so they are removed in favor of 100% customizeable items.
As for the spells, I am not going to make them auto-learned but like the premise of Final Fantasy 1 for the NES and will make them "scrolls" or "jewels" you must purchase that teach the player spells.
Players not capable of learning all spells (both red & blue) or if they are prohibited from learning any spells at all, will be taken into account.
And the tiles are not predicted tiles, Jed, but custom tiles, with up to 4 animation steps per (really I could do more but that might make for a fat world file indeed) :)
Shadow:
~~~~~~
This first engine will be a demo of sorts to show you the ability of compiling all your world data (pictures, music, and maps) to a single .EXE.
The final .EXE can be ported to a 3 & 1/2 inch disk, then copy to a friend's HD, run it, and find ALL your world data included cleanly with protection from them being copied or duplicated.
Once the engine is underway and the system can be built in, I have in mind an Answers world file that will answer initial questions regarding the ability of controlling all objects on the screen at one time in true Object-Oriented Programming.
File types available now:
*.fon - 96 character 8x16 pixel font bitmap file with auto-mask to insert text
*.fra - single 80x72 pixel window frame background bitmap file
*.cur - single 16x16 pixel game cursor with auto-mask to insert image
*.scr - full-screen 400x284 pixel bitmap image
Additionally planned, but not yet available
*.mid - midi music
*.wav - wav sound effects
*.rif - midi riff
*.ins - instructions on how to play in this world file
*.cre - full-screen credit to whomever made the world file
*.map - map files, can have as many maps as you like, no limit
*.scr - system developed scripts for game
*.sav - saved games, (preferably for NEW game development)
*.spr - 16x32x32 sprite images with auto-mask generated
*.til - (up to 4)x32x32 pixel image
And remember, you can have any # of these, no limit.
Phew !
That's enough information for now.
And I will do my level best to make it (if at all possible) easier to use and more flexible than current Scenario.
David
Shadow - May 25, 2006 11:55 PM (GMT)
Hi David,
I just want to check something out with you, I don't understand items completely.
Are we still able to build are own items, like you can do in current Scenario? The thing here is, some 'author-built' items may be crucial to gameplay and the storyline in order for progression, and if all we have is pre-made potions and the like, then this will limit a world's full potential.
Thanks.
Sayonaran Avon - May 27, 2006 04:18 AM (GMT)
Hey guys, long time no see! I haven't much comments, still fiddling with fussy computers that like to eat completed Scenario data and backups... >_< But I hope the new scenario will be cool and easy to use. It's going to be a little like the old one with new improvements, right? Meh, I'll keep an eye out for the new version!
Keep up the good work, David! ^_^
dw817 - May 28, 2006 02:29 PM (GMT)
Good morning !
Shadow, to answer your questions, I would need to ask a few.
The current template is 16 items (4x4 set of 32x32 pixel images), and 16 token items (serve no purpose except to run a script). Would you like this ?
Or, would you prefer to have items with no attached picture and an up-to 8-char. description always having an attached script ? This would yield unlimited items.
Remember, I am still trying to make this the easiest-of-all to build-in RPGMakers.
Having had a thorough look at the latest competition RPG Maker 2003 for Windows by Enterbrain/Agetec/ASCII, I definitely DO NOT want to make it as complex as this.
While I would prefer fixed comfortable measurements for everything to maintain simplicity of the engine, much like current Scenario, it does seem like there is a pretty hungry set of Worldbuilders out there that do NOT want limitations and want more flexibility at the learning curve handicap of added complexity.
For ease of convention, unless otherwise stated, Maps are going to be limited to 63x63 but you can have as many as you want, each named with up to 8-characters.
I still want tiles to not have a limit so I will experiment with this to see if it is truly possible, if not, there will be 96 tiles. You also have the ability of writing an individual script for every tile, and I want to set it so you can label it as a terrain class #0 (all-pass-thru) to #7 (none pass thru), and #1-#6 are custom to your liking so you can only enter one terrain class from a matched terrain class you are leaving unless you are using the stairs or bridge.
This might yield only 6 different combat backdrops, but I haven't crystallized this yet, and may make it truly custom for each tile the player is atop, and/or each tile yielding a script stating which random monsters appear.
So you might make 16 tiles or so that are copies of themselves each optionally darker than the last, with the darkest having very difficult indeed random encounters.
The disadvantage to this is that Forest on the outside map would always have the same class of random encounters unless you made more than one forest tile which had a different definition; thus the probable need for infinite tiles.
The engine is coming along well. I see the need for importing/exporting not just definitions but single images as well. It is likely there will be added files to maintain definitions without disturbing the image file associated with that definition.
I anticipate well over 800 reference files getting pocketed to demonstrate the system, but this will all PKZIP down nicely to less than 1 meg, including the editor and testplay engine. :)
World files that are compiled will be well protected. Using compressed and encrypted files attached to the single runtime engine, you can indeed play a world from one .EXE and protect all your bitmaps, MIDI, WAVs, maps, and script data from prying eyes.
Originally I wanted Scenario to be an open system, and to this day, it is.
There were quite a few Worldbuilders who contacted me regarding protecting their work and compiling to a single .EXE.
The engine underway will have this feature available, and not require my presence to compile the world file additionally since it will be intrinsic to the Scenario editor.
Sayonaran Avon:
I am anticipating it to use a similar, if more intuitive version of the Sprite Messenger. My main concern regarding it now is doodling several hundred icons in a 16x16 area to signify Sprite Messenger commands.
David
MaverickPrincess - May 29, 2006 03:30 PM (GMT)
Wow David! Now you've got me excited! And glad to see you back at it again!
So the question is, will this new engine be backwards-compatible with current Windows Scenario? Or will this be an entirely new engine with new capabilities whereby we'd have to begin our games all over again?
Shadow - May 30, 2006 04:01 AM (GMT)
To reply to your 'question' David, I feel, and I'm sure others do, that the system that we are working with now (regarding items) is a simplified version of basically what we're happy with.
In current Scenario, you have combat-items, token items AND make-shift items.
I'm happy with this, and I'm sure most (if not all) world builders are too.
Some additions to this could be a 'click to use' item, ie., walking up to another sprite and activating it in front of them to cause an interaction. Another could be the ability to make combat items with various different effects IN battle, that last until the battle is over. The author would make these items.
And as for pictures, I'm not entirely how others would feel on that one, but I'd think a 'yes' for that one.
Thanks David.
Cheers.
Sayonaran Avon - June 3, 2006 02:43 AM (GMT)
I was thinking about the differences of old Scenario and the upcoming new Scenario and I have a few more questions:
Will the new Scenario have a gun combat option? (One of the games I've written used it extensively, but the computer ate the finished copy... <_< I was gunning for something like a 2D FF7) :lol:
Will the new Scenario have combat meter? (I really didn't care for it, I was just wondering.)
In battle, will the enemies flash or will they bop the player on the head? (I actually liked the bopping. It was cute. The flashing was just too meh, what's the word I want...? Mainstream? Boring? You try to fill the blank on that one.) :P
Will the new Scenario have different screen effects? Rain, Snow, Fog, Sea-motion and the like? Also, what about the different tints? (red, green, blue and grayscale?)
Will you have different tile types? Like the ladder, slick floor, loose edge and such?
Will you have goto statements and multiple inquries? (aka beeline and screw-it)
I'm really hoping the new scenario will have all the old stuff that's in the current stable release, but will also add new ones... you know, new AND improved! :D
As for what I'm looking for in the new release?
Copy protection and able to port into an exe. That's all. If new scneario can do it, I'm ready and set to go. I just hope it can update the old data into the new format, like the current stable release did for 03-0101. It was nice.
Well, that's all for now. I think I covered all the bases! B)
dw817 - June 3, 2006 07:32 PM (GMT)
HELLO WORLDBUILDERS !
I didn't think my downstairs neighbors upon moving out would chop up my internet pedestal (Charter Cable) but they did, so I was without internet for a-while as Charter came by to replace it with a new one. :( Hopefully they won't make this a weekly ritual even though they are now living somewhere else.
Here's the latest what I've been working on.
It is just about 100% guaranteed that this will NOT run in WinXP for the mere fact that the long-forgotten QBasic 4.5 will be running everything from on high.
I have seen the unpredictable nature of calling a SHELL to unzip files in GFABasic and 3 times out of 10 results in the computer hanging BIG (requiring power down), or something glitches in the computer that doesn't show up for as long as 45 seconds, the blue screen of death, or worse.
Instead I will be using a DOS Booster program that will run EVERYTHING written in fond memories OF Q-Basic 4.5. This will be your single executable. From HERE it will load and run the Windows .EXE. It will be keeping a sharp "ear" out from the Windows engine for requests to do anything DOS related. Essentially I am modifying a simple text file and once a "request" is made by GFABasic, the BOOSTER still sitting in the background catches it and does a very clean DOS SHELL upon the request using it's own safer shell, then zaps the request (so the Windows program knows it was executed correctly). The .PIF ensures that the main QBasic 4.5 engine DOS task runs in the background even if you are doing other Window tasks.
I have checked this many different ways now with very good success and stability.
GFABasic SHELL calling was fly-by-night at best and often lead to system crashes, the blue screen of death, and worse, code-loss. There was an alternative way to call a SHELL in GFABasic but it too had problems and was not as compatible with complex commands.
QBasic 4.5 is accurate every single time (since it already IS a DOS task). I remember using SHELL in QBasic years ago for several things and have never had any problems with the Win98 platform.
What does this mean ?
You will NOT be able to run the booster direct from a DOS SHELL (because your DOS task may not be set to run truly in the background in all circumstances and a DOS PIF is ignored this being the case), instead you can click on Start, Run, (filename) or create a shortcut to it on the desktop. The booster calls everything else. World files will still be very compact and a much needed stabilizer to calling DOS for several things, not just zip & unzip but direct file transfers, ability to use LONG filenames for everything (since calling upon DOS is NOW not a hazard).
This opens up MANY good ideas and possibilities.
Because the SHELL is stable now, it also means that you will NOT need to load in a bunch of stuff when you re-run it later, which I had to do in current GFABasic not wanting to risk the wrath of a DOS SHELL. One SHELL command will get everything up to where it was in a single step. Quicker loading time from current Scenario (no world need be unpacked) will also be apparent.
This message does not address the latest inquiries of Sayonaran, MP, and Shadow.
These will be answered later starting next week; have patience.
I am in full programming mode now. :)
David
Sayonaran Avon - June 5, 2006 08:30 AM (GMT)
Why are you using QB4.5? You know there's a version 7 out there known as Q-basic Extended, or QBX. It has more advanced features and you can port 4.5 code into it, from what my sister has told me. I thought I would pass it along so you'll know. If you need the files or anything, just ask! I'll ring her up and she'll zap them to me! B)
dw817 - June 7, 2006 06:24 PM (GMT)
Hi Sayonaran Avon & Shadow:
* Augh !
I hate it when the computer powers down right as you're getting ready to send a reply ! I'm not retyping it all over again. :blink:
Briefly:
MaverickPrincess:
* It seems unlikely you will be able to port stuff since current Scenario uses fixed definitions. Since all definitions (even for Tiles) are completely custom in Scenario3 in the works, I cannot see a way to "port" over world files. Further Scripting is done ALL in the background. That is, you could direct 20-30 sprites to move forward all at once simply by "yelling" to them to "move" for which they are waiting for the word to be yelled at them.
Now, if there is a far cry for limitations, like tiles, critters, and the like, I'll bite, and the version I write could allow transferring of older world files.
What I am shooting for currently is unlimited boundaries (save the space you munch on your HD with all your creations) :)
Shadow, ALL items, spells, abilities, weapons, armor, etc. will ALL have a script. Nothing will be "fixed" outside of the default (and changeable) script I will try to assign for everything.
You are referring to :touch:
I had forgotten about that since I started Scenario earlier.
In this, you could walk up to someone or something and use a specific object for a unique outcome script.
Sayonaran, all items are independent of each other unless you link them.
Since weapons have a script, you can attach (and I will have a working example for Pistol with Ammo). This could also be used for example a laser sword that requires recharging between combat intervals.
To all:
Combat will be side-view, it will not use a combat meter (which I detest since I'm not that fast on the fingers) and operate much like Final Fantasy 1 for the NES. I CAN set it so when it is that person's turn (from a shuffled random list) that their activity occurs RIGHT THEN, or maintain the FF1NES way where who-goes-first is shuffled until all 8 actions are done (for 4 critters and 4 players instance).
There may be MANY different flags and laws to change for the way a RPG operates. Custom poison-steps would need to be defined if you want it in your world:
@AfterAnyPlayerMoves
[icon-SelectPlayerUponNextInquiryTrue][icon-status]="poison"
[icon-IfSoThen][icon-hits]-
Thus:
IS="poison"TH-
The logic may be simpler than this in the future, I will have to see what I can to simplify it
Since all tiles have an associated script, it will be up to the Worldbuilder to define them:
@Tile:VerticalLadder
[icon-selectplayer]icon-Forbid][icon-movement][icon-left]&[icon-right]
thus:
PFML&R
Each tile will also have a DEFINITION, quite different from a script:
@Tile:VerticalLadder
(Begin Definition)
Category: Tile 0 (All may pass)
Random Encounter=NONE
I MAY set it so you can place definitions inside a script but that might make the scripting language considerably more difficult to manage.
There will be some unique scripts you can enter for beginning and ending combat. Saga Frontier for the PSX is unique in that it recovers ALL hitpoints for all players after every combat. So you could make a script for victory-combat:
@ScriptAfterVictoryInCombat
[icon-SelectAllPlayers][icon-HitsAdjust][icon-MaxValue]
So it would appear as 3 8x8 Sprite Messenger icons.
AHM
You could also use "AHM" for recovery from an INN if you didn't want recovery of spell/ability points additionally
Sayonaran:
QBasic 7.0 ?
I -can't- really remember if I had seen this or not.
If you can suggest the URL to download or find it, I can check this out.
Currently I just need QB for the clean stable way it can do a SHELL so I can do behind-the-curtains PKZIP and PKUNZIP as well as long filename handling. Unless QB 7.0 is a windows-only programming language (which would be SWEeET !) I cannot think of what else they could add to it to make it better than QB 4.5 ?
Regarding compatibility.
Well, not really ..
Here is why. Current Scenario has limitations. About 90 or so tiles.
Scenario3 in the works you can have unlimited # of tiles.
Because of the complexity I am seeing in retrieving filenames based upon their long name and ability to choose between several hundred files based on a search, SOME items like tiles MAY NOT have long names like the tiles; will see.
Regarding FX like bopping on the head and screaming like a schoolgirl when you run away:
I'll put it in if you can remind me when I'm working on the combat code which is a bit a-ways from now. :)
Current work:
+ Stabilize the QB Booster
+ Change from 8x16 to 8x8 (a few Email complaints on the new 8x16 in development, request that I keep it 8x8 as original)
+ Finish Compiler (no engine, Testplay or MapEdit is needed for this just yet)
I MAY go the route of 640x480 screen and maintain that for 800x600 screen as well, will see. If 800x600 is truly desired, then I SHOULD go the route of 16x16 pixel area for both letters & icons.
David
Sayonaran Avon - June 8, 2006 01:54 AM (GMT)
Hey, Spinner here again and I have found a site for all your QB needs!
http://www.qbcafe.net/english/There you can find QB 4.5 (but you already have this) and QBX (QBasic Extended or 7.1) Happy programming! B)
Sayonaran Avon - June 9, 2006 02:47 AM (GMT)
I have digged up the old scenario readme and cleaned it up a little. (I found that I was working on it some time ago, but the computer ate it. I just came across the backup recently!!) I've made it clear and concise. I thought this would be useful to new worldbuilders that may not understand the current read me. I even wrote down all the Sprite Messenger functions and what they do in detail! :D
I've just sent it along to you, David! I have it as RTF, TXT, and PDF. Choose one! :)
dw817 - June 9, 2006 10:51 AM (GMT)
| QUOTE (Sayonaran Avon @ Jun 9 2006, 02:47 AM) |
I have digged up the old scenario readme and cleaned it up a little. (I found that I was working on it some time ago, but the computer ate it. I just came across the backup recently!!) I've made it clear and concise. I thought this would be useful to new worldbuilders that may not understand the current read me. I even wrote down all the Sprite Messenger functions and what they do in detail! :D
I've just sent it along to you, David! I have it as RTF, TXT, and PDF. Choose one! :)
|
Good morning Spinner !
The *.TXT help will be good for now, thanks, unless you can convert your RTF and/or PDF to HTML (read below to see how to make single .EXE from this).
I am trying out the QB7.1, it is very tasty !
Appears to house 4x the amount of memory of QB4.5 (and the more memory, the more stability). It appears to have more mathematical functions designed for businesses and banks. Since it includes a free compiler-to-EXE, the same as QB4.5, I will use it as the engine for the DOS Booster for added stability.
THANK YOU !
I have given some thought as how to handle scripting (and this should answer some of your questions <not just you Spinner, but other Worldbuilders>)
There will be a script queue.
When a new script is added to be run with all the other ones taking place, then a loop is performed to do ALL scripts one line of Sprite Messenger coding (this invalidates the PAWS <pause>) and may require a new timing definition.
So if you yelled, "Charge" to say 10 Sprites.
All 10 Sprites are already on the lookout for this keyword.
Once found each Sprite running independently would move forward in their Sprite Messenger script. In this, you can indeed have Sprite Messages talk to each other for complex effects including scrolling the screen to an auto position while text appears to tell a story.
You can have races (as would pertain to the story in your RPG) to see which Sprite finishes first since they are all independently operating now.
I =MAY= set it so one machine cycle counts as a single Script but I'd like them ALL to at least run one line/character in their script before control is released to the player to prevent timing issues with slow Sprites because of their script placement and design.
In all cases, a growing array will keep track of each and every Sprite Message taking place, and the exact X & Y location in your script.
Regarding documentation:
* I have since found and been using a program that converts an online or offline website to a single .EXE. The compression for it is as high as PKZIP.
I see future Scenario3 having explicit instructions with graphic examples and information for everything. The unique .EXE the WebEXE makes does not require an internet browser and runs entirely on it's own. With the ability to create a single EXE from one or more offline webpages with all images and examples included, it should be enough information to get even the most novice Worldbuilder started.
[example included of Alpha Objects]
http://geocities.com/dw817/scen3/add-alph.zipKeep in mind that this is a .EXE and does not use either Opera or Internet Explorer for it's browser. Building comprehensive instructions as a massive OFFLINE webpage will be very good for those learning Scenario..
The program goes so far as to allow you to include .ZIP and .EXEs auto-run upon clicking a link as well so I could include World Files and even the main engine itself as part of the tutorial.
.. or ..
If you or other Worldbuilders want to develop a comprehensive set of instructions as one or more webpages. If you send the "site" PKZIPed, I can convert it to a single .EXE available for download from Scenario site (which I NEED to update now !) and of course, give you credit for providing such comprehensive instructions on current Scenario.
Merging of instructions from multiple Worldbuilders (make your own HTML files) can also be done. Not this week (since I see Rose today), but NEXT week, I'll start to clean-up main Scenario site and have everything ready for Scen3 in the works.
It is POSSIBLE I will go to non-scrolling maps (25x17) and 16x16 Sprites/Tiles if I cannot get the speed of the background map plotter to handle multiple running scripts, will see.
David
Jed - June 10, 2006 07:46 AM (GMT)
I have some comments regarding the functionality, but I'll post them next time since I have misplaced my notes :unsure:
But, regarding the system, yes, there is a QBasic7, is that a happy motion?
I mailed something to you some days back regarding basic languages, whether it be Q, quick, visual, or real.
And, RealBasic seems like it allows Qbasic to run in XP, although, without actualyl playing about with it I can't say.
Reference 1and
reference 2Also, how does Scenario 2003 run? Does that use a QBasic shell? It works fine on my WinXP.
Sayonaran Avon - June 12, 2006 10:31 PM (GMT)
Well, any old program (Win98/Win95) should run on WinXP. On my other computer with XP (I also have 98 Box in which I'm currently working on) I've always ran it on my FAT32 drive with the 16-bit subsystem turned on, since the compatibilty mode kept erroring out! <_< So the new Scen3 should be compatiable on most windows platforms! Ain't that gravy or what? :)
dw817 - June 15, 2006 12:35 AM (GMT)
Hi Jed:
* It is indeed a happy motion that there is a QBasic 7.1.
To the best of my knowledge, that part of programming is finished; the Booster in QBasic.
Now I am integrating it with the map editor underway.
Spinner:
* The last time I tried to run a true DOS program (GWBasic) in WinXP's infernal CMD.EXE, I couldn't get a speed faster than 20mhz, which I GUESS is just fine for the Booster I wrote at this point, but that is indeed CLUMSY that they are so afraid of DOS they have to write a botched emulator for it. What kind of XP thinking is that ?
Also, ALL fonts are being changed from 8x16 to 8x8 so no surprises there. You can still use your custom fonts from current Scenario and still use the same Sprite Messenger commands.
David
Sayonaran Avon - June 15, 2006 01:57 AM (GMT)
Ya, the Virtual DOS Machine really does suck. I forgot about that... >_<
MaverickPrincess - June 16, 2006 12:26 AM (GMT)
| QUOTE (dw817 @ Jun 15 2006, 12:35 AM) |
Hi Jed:
* It is indeed a happy motion that there is a QBasic 7.1. To the best of my knowledge, that part of programming is finished; the Booster in QBasic.
Now I am integrating it with the map editor underway.
Spinner:
* The last time I tried to run a true DOS program (GWBasic) in WinXP's infernal CMD.EXE, I couldn't get a speed faster than 20mhz, which I GUESS is just fine for the Booster I wrote at this point, but that is indeed CLUMSY that they are so afraid of DOS they have to write a botched emulator for it. What kind of XP thinking is that ?
Also, ALL fonts are being changed from 8x16 to 8x8 so no surprises there. You can still use your custom fonts from current Scenario and still use the same Sprite Messenger commands.
David |
Don't really have time to log in fully, so just some quick comments:
Custom fonts in current Scenario? How is that possible?
All this programming stuff is over my head. My background is in journalism, English literature, and psychology -- not computer programming, which is why I thank God there's Scenario....
I actually never tried XP's compatibility mode in Scenario. It's one of XP's little-talked-about features. It's not foolproof though....
Will there be sort of an automatic text wrapping thing where when you type the text wraps and you don't have to keep watching the end of the lines?
I like the sound of the ability to use more than one sprite, the "Charge" thing... a use for that command is if your hero or something is commander of an army and he/she/it has to lead troops somewhere...
Sayonaran Avon - June 16, 2006 12:46 PM (GMT)
| QUOTE (MaverickPrincess @ Jun 16 2006, 12:26 AM) |
Custom fonts in current Scenario? How is that possible?
All this programming stuff is over my head. My background is in journalism, English literature, and psychology -- not computer programming, which is why I thank God there's Scenario....
I actually never tried XP's compatibility mode in Scenario. It's one of XP's little-talked-about features. It's not foolproof though....
Will there be sort of an automatic text wrapping thing where when you type the text wraps and you don't have to keep watching the end of the lines?
|
Ya, don't you remember the ability to import a new font (Trebechet) into Scenario? He had that feature implemented, but later either took it out or disabled it... don't really remember that part.
You can try compatibility mode for Scenario, but like I said earlier, I found it best running on a true FAT32 drive with 16-bit subsystems on. Ususally most XP computers have a Recover drive (some may be accessible, others not) and that Recover Drive is usually Fat 32. I know Medion has an accessible drive (rather, partition) but Hewlett Packard doesn't. You might have to check your computer to see if has such a drive. If it does, try it, if not, then try compatibility (use Windows 98, that should work). I'll try to test it out myself... and I'll give you an update if you don't beat me to it! ^_^
P.S. How's the game writing going, MP? Long time no write, eh? :lol:
Guest - June 21, 2006 01:13 AM (GMT)
Good evening:
* I have been hit by a virus.
A very nasty one.
And it is preventing me from uploading and loading in a webpage completely.
Downloads must be started, stopped, restarted, etc. Anything up to a meg is impossible as it reseeds to restart the file all over again.
I can't get anything to upload.
I have tried Scan Mcaffee, Norton Anti-Virus, Spy-Removal, and Kapersky with no luck. From homebrew tools people wrote to indentify virii when these tools fail, as nearly as I can tell it is some very bad spyware that desperately wants access to the internet, it has attached itself to my hard-drive boot sector.
My firewall is preventing it acces, but my computer crashes whenever I try to do any serious internet activity like uploads or downloads bigger than 16k.
I - wish I knew what to do.
I can continue to program in GFABasic, but I will not be able to post any work until this virus is resolved. I am hoping the problem is on the end of Charter Cable's. I will determine this tomorrow as I am going to unplug my computer and put my smaller Closet Computer in it's place, which also has an ethernet plug.
If the internet connection is also plagued and crashes this computer as well, then it is Charter's fault my Internet is bad, failing them fixing it (my requesting several times) I will quit them and go dial-up. If, however, the internet connection is gossamer, I will start to XFER files from 3 & 1/2 inch floppy and do uploads from my Closet Computer.
- - -
8:40pm huum, June 20th, 2006.
~~~~~~~~~~~~~~~~~~~~
UPDATE:
* I found the viruses, or rather I know where they came from.
There is a wonderful internet browser called Mozilla Firefox.
There are literally thousands of plugins for it.
The premise behind the Firefox browser is a great one.
It's all Freeware, open-source, and all the plugins are for it too.
It is by far the BEST and most powerful browser I have yet to use recently, especially for handicapped people, and those who want to have cutting-edge technology "must-have" items in your browser with more features than I can name off the top of my head.
See here:
https://addons.mozilla.org/search.php?app=f...&sort=downloadsbut DO NOT install Firefox Mozilla unless you want to get plagued by viruses which are NOT written by the plugin authors. There is - no-one to blame here.
Here's the problem:
Since everything is open-source, including the plugins, what better way to install an internet virus into someone's computer by either writing a plugin which may do what it says if you compile the source, but suppose someone changes the included .XPI file for it so it APPEARS that someone just nicely compiled it for you. Virus.
I was reading about this serious unblockable backdoor in the Mozilla Firefox forums.
We are WARNED to be careful about what we PLUGIN to Firefox because obviously they must have internet access thereby bypassing any and all virus-check, firewall programs you may have.
.
I took no heed since I was downloading them direct from the Mozilla Firefox plugin area AND I knew that Firefox was Freeware; no worries there.
All of my plugins were downloaded direct from the Mozilla Firefox plugin area.
Because Firefox is so open to modification being both Freeware and open-source, it is a very simple task to attach viruses on to the end of useful and popular Freeware Firefox plugins. My internet problems occured once I started using Firefox with the some odd 100+ plugins I installed, downloaded, and activated.
Attaching a plugin VIRUS for Mozilla Firefox has to be THE KEY way a hacker can inject a virus into your computer because obviously you are going to grant all internet rights to both Firefox and it's plugins. You're not going to FIREWALL your browser so they effective jump-vault over your Firewall every time.
I ... wish ... we ... didn't live in such a world that you can't even enjoy a good Freeware browser without being plagued by viruses. I ... guess ... we ... don't live in that world.
I had heard of this serious vulernability and ease of injecting viruses into Freeware javatoys too, including chat forums, and message forums that are even open-source.
Some of the viruses in the forums are not so subtle and wipeout thousands of messages in spite. If it can access the internet, do you grant it permission, even if it is part of a collective Freeware and open-source project ? I thought I could.
. . .
I will reformat my computer for WinXP and (SIGH) NOT use Firefox because of it's high vulnerability to backdoor entry by malicious programmers who write viruses THEY KNOW will not be denied internet access with ANY Firewall present, for the very fact they are attached to a browser that has already been granted internet access.
Pplz, keep your Firewalls up, try to download only software that regularly does not access the internet, like video game emulators, maybe some nice business tools and video games, but PREVENT ALL from accessing the internet with a good Firewall like ZoneAlarm. If you have a program that wants access to the internet and it has NO GOOD reason for accessing the internet, deny it, and question yourself, what or why did it need access to the internet at all ?
... Scenario Progress continues. I was - tempted - to learn the language and write some Mozilla Firefox plugins that would allow future Scenario to allow online worlds and online gameplay, but now, I am not going to pursue this because of how truly corrupt the internet is today.
- - -
Our program, who art in Memory,
"Hello" be thy name.
Thy operating system come, thy commands be done,
at the Printer as they are on the Screen.
Give us this day our daily data,
and forgive us our I/O errors
as we forgive those whose logic circuits are faulty.
Lead us not into Frustration,
and deliver us from Power Surges.
For thine is the Algorithm, the Application, and the Solution,
looping for ever and ever.
Return.
- - -
David
MaverickPrincess - June 21, 2006 02:25 AM (GMT)
| QUOTE (Sayonaran Avon @ Jun 16 2006, 12:46 PM) |
| QUOTE (MaverickPrincess @ Jun 16 2006, 12:26 AM) | Custom fonts in current Scenario? How is that possible?
All this programming stuff is over my head. My background is in journalism, English literature, and psychology -- not computer programming, which is why I thank God there's Scenario....
I actually never tried XP's compatibility mode in Scenario. It's one of XP's little-talked-about features. It's not foolproof though....
Will there be sort of an automatic text wrapping thing where when you type the text wraps and you don't have to keep watching the end of the lines?
|
Ya, don't you remember the ability to import a new font (Trebechet) into Scenario? He had that feature implemented, but later either took it out or disabled it... don't really remember that part.
You can try compatibility mode for Scenario, but like I said earlier, I found it best running on a true FAT32 drive with 16-bit subsystems on. Ususally most XP computers have a Recover drive (some may be accessible, others not) and that Recover Drive is usually Fat 32. I know Medion has an accessible drive (rather, partition) but Hewlett Packard doesn't. You might have to check your computer to see if has such a drive. If it does, try it, if not, then try compatibility (use Windows 98, that should work). I'll try to test it out myself... and I'll give you an update if you don't beat me to it! ^_^
P.S. How's the game writing going, MP? Long time no write, eh? :lol:
|
Um, actually, no I don't remember the custom font importation in current Windows Scenario. I actually arrived late in the game.
I'm able to run current Scenario fine w/o compatibility mode issues. I'm just worried about being unable to run the next version since both puters (this one and my laptop) run XP Home or Professional.
As far as game writing goes, I've done nothing of the sort in months. I do live in Louisiana and you do know what happened here last August, I don't need to regurgitate it to ya. :) On top of that, I've been caring for a sick mom.... and that adds up to no game-writing time. I'm slowly getting back in the swing of things though.
MaverickPrincess - June 21, 2006 02:28 AM (GMT)
Yowzers, David! Really sorry to hear it. All I can say is good luck with finding whatever caused this malicious virus. I had a nasty worm about a year and a half ago, which was apparently attached to a freeware program I'd downloaded.
Jed - June 21, 2006 08:17 PM (GMT)
Firefox: That is some nasty problems you've had there. I think that what you've discovered is in fact the sad state of vicious internet play, the freeware are the ones that suffer. It is such a good browser, I use it to make sure anything I produce in html is cross compatible with an equally popular browser as IE. But alas, it does come unstuck when it requires all the extensive plugins, and there is indeed vulnerability there.
If I ever get to developing something in Java, I would try and make Java applets with their corresponding code to be handled online. I'm considering buying a .net package too sometime, it's supposed to be really powerful but no doubt overwhelming.
I would be interested in producing something to add to any worldbuilders HTML based instructions. My HTML and Style sheet knowledge is supposedly growing, so I'll enjoy doing that sometime.
Back to Scenario3:
Items= Pictures are always good. They're a strong visual tool, making the system familiar to worldbuilders. But token items that can be scriptable would be a valuable tool that I know I would make use of.
You mentioned the ability of writing an individual script for every tile, labelling it as a terrain class #0 (all-pass-thru) to #7 (none pass thru).
This concept seems really quite powerful. I can foresee just switching up and down in the editor with a shortcut like we do switch through the maps, or up and down through critter images. This would be very effective for defining the option of random encounters and differing monsters.
This makes me wonder, will there be a variety of levels of difficulty we can set for each critter? Currently, this can only be altered in custom boss battles. But to have graded levels of each critter might be an idea.
The yelling concept, I'm happily awaiting the development of this. It's a new thing to be able to see multiple movements on the map in a Scenario game, quite exciting.
Regarding scripting. Just how possible is it to set up a default level of scripts that the tiles, weapons, sprites, items etc all run by, but then allow them to be adapted for each individual placement that we as worldbuilder can use, then edit the script in varying ways?
That would satisfy both kinds of builders at once, those who don't script can simply leave the trickier details at rest and manage with the default as-is selections, and the techie builders will have the option to fiddle with the way each object acts.
I have been fiddling with the idea of hiding sprites if they are out of view. In production, I would activate a switch to reveal the sprites as you get nearer, like if they are behind a wall on the map. Would there be a way to make them hidden by clever recongition of the player's position, rather than by switch?
Also, is there a way that you'd permit us to edit the credits scene? I find it awesome to watch every now and again from 2003 Scenario. I love the music, and the effects. If we could put our own dialogue for the end of our games, I'd be =honoured=
Sayonaran Avon - June 22, 2006 03:37 AM (GMT)
Man, David, that sucks! I should know, cos I'm always getting nasty viruses that like to eat data! >_< I use firefox too, but I never download any plugins cos i don't use it all that much. (Just surfing the web and downloading spyware/adware remover updates and antivirus updates). The only antivirus program i use is avg but i don't know if it can get out that bug you have without having to re-slap in winxp. (I thought you was running 98 at first??)
well, i hope this doesn't halt progress of scen3! Happy coding! B)
Jed - June 22, 2006 09:37 PM (GMT)
Here's a really interesting website I have stumbled across through digg.com
game programming infofull of algorithms and code snippets, not specific to basic, but the feel of researching this kind of site is quite inspiring, I find.
dw817 - June 23, 2006 05:52 PM (GMT)
Hello:
* Well this virus has now shutdown ZoneAlarm, I am running on Kaspersky's Firewall.
Nearly half of my computer has been backed up (virus-checked first !).
What I need to do is find the original CDs that the system required me to BURN when I first brought up this computer. That is a full system initialization to system & factory prefs. Dad has them in his safe I think.
Since several of you have gotten Scenario to work for WinXP, I am confident I can both work and program Scenario for WinXP. WinXP is a very stable system too. My computer, on the average crashes 9+ times per day (has been for the last 2 years) requiring me to hold in the reset button for several seconds to power it down since it can't even crash well enough to reboot.
During this transition time, I will transfer all Scenario3 work to my closet computer.
From there I can continue to work on Scenario3 while my computer is formatted cold.
In the future, it is likely the ONLY internet tool I will use is Internet Explorer provided by WinXP and it's collection of official Microsoft updates for security.
Microsoft does not and will no longer support Win98, which is another reason for a transition to WinXP. Normally I am encoding videos in the background as I work on Scenario. There is a large collection of video encoding software only for WinXP that I will now have and look forward to accessing in WinXP.
To everyone:
Thank you for your interest in Scenario !
I will endeavor to make Scenario3 the most flexible yet, and I will assert myself to listen to each and everyone's suggestions as this program is very much for you and the Worldbuilder community.
I will gear myself to answer more of the technical questions regarding Scenario3 at a later date.
David
Sayonaran Avon - June 24, 2006 12:19 AM (GMT)
Well, I hope things turn around for you, David! I still run Win98 and have it armored to the teeth with a strong firewall, anti-virus, spyware and adware blockers/removers. The only time something funky happens is when I forget to update it! >_<
I'll be here to test Scen3 on Windows 98 for ya and tell you what works and what doesn't since I appear to be the only one that still use it. :blink:
Don't bow down to Microsoft! hehehe :lol: But hey, if you trust 'em, go right ahead. I just... meh... don't and only use Windows cos i have to.
Used to have a Mac but i dropped it. How do you drop a Mac? Easy! :o
dw817 - June 28, 2006 02:07 AM (GMT)
Jed:
* I have added the website listed to my bookmarks and have backed up all bookmarks in readiness for new OS. Thanks for the info. :)
Worldbuilders:
* Hello !
Well I have some good news.
I have completely backed up all of my computer and Scenario3 work on 8 DVDs.
Me and my Dad were over at Parts N' PCs, a fellow works there I trust, and asked him how much it would cost to format my computer and put WinXP on it. He said $90 for the labor and $120 for WinXP since I didn't have my own copy on it.
Well, I thought that was a bit steep and asked him how they could sell a computer that was on sale for $150 at Fry's Electronics, whole computer, at 3mhz, 3gig HD with WinLinux.
He said that the system WinLinux is Freeware and open-source which is why the computer wasn't more expensive. He said it is an archetype OS, and will not run the programs I normally use in Windows but instead requires it's own unique programs, some of which I've seen for download on the internet as Linux software.
I was disappointed on hearing this, told him that I bought my computer that had WinXP formatted on it but payed a different computer tech shop to force-format it with Win98 several months after buying the main computer. He brightened up a bit and asked if I still had the installation CDs for it. I said no, me and Dad couldn't find them. He said if I can find a curious sticker on the bottom-right-hand side of my computer that shows that this computer is licensed WinXP through Microsoft he could install WinXP at no cost to me, save the labor !
Now, you MAY be thinking, why don't I just use a pirated copy of WinXP instead of going through this purchase hassle ? Well, one Worldbuilder did send me a copy of WinXP encouraging me to format one of my two computers to experiment and make Scenario WinXP compatible, but I have since heard that when you LOGIN the internet, if you are running WinXP, that the serial # is broadcast to Microsoft whenever you ask to download Microsoft security updates and the like and FORBIDs it. No other penalties from Microsoft. I don't agree with this practice of theirs but from a HUGE company viewpoint, it does make intelligent sense.
So I got home and checked and sure enough, there is a rainbow sticker on the bottom-right-hand side of the computer that shows it is official microsoft WinXP computer with serial #. So YAY ! I need the Microsoft internet updates to keep up with the latest anti-virus tools and updates from Microsoft for WinXP.
Now, since my neighbor passed away a new family is living there and the husband is selling AT&T high-speed internet for $10/mo. Dad is going to get the high-speed internet from him and I am definitely coaxed to drop Charter Internet which is $35/mo. for me.
Back to the neighbor, I need to check with him and see if he knows how to format a computer with WinXP from the ID code on the side of a computer by corresponding with Microsoft over the telephone.
If he does, I can PROBABLY get a better price than $90 for the labor.
Failing that, Monday me and Dad are going back to Parts N' PCs with the computer, sticker on it, and get fresh WinXP.
Where does this leave you Worldbuilders ?
I have had a few of you write me in Email showing the curious and tricky ways you got WinXP to run my Win98 Scenario2. I will probably need this useful information in the future when I am coding Scenario3. So if you are running WinXP and have ANY version of Scenario working, PLEASE LET ME KNOW HOW YOU DID THIS once I write in here that I am ready for the info.
I have also made GREAT progress in Scenario3 coding in a part of the HD area I will burn to CD prior to formatting it. I have created a graphic-library in Scenario3 similar to my virtual-variable minder for Scenario2 that instead of storing data values stores image pointer information.
What does this mean ? Up to 3000+ direct read-from-RAM images of any pixel-size that I can recall with 9-char. names, 1st being type of image, 8-more being the name or reference-code name of it.
This will be far better than having to use a cache-pocket which would require me to read off the HD every time I needed to plot any image. The way it is now, it reads it from the HD cache, THEN once it is known (loaded at least once) it will display very quickly indeed. GFABasic has the ability of creating pointer-images which I use to create 12+ virtual-hidden pages for Scenario2. Plotting these pointer-reference images is lightning fast compared to reading it from the HD.
OK, I may get cheers, I may get boos on this one, but I am sorry that I am going BLIND trying to read that squirty 8x8 pixel font in an 800x600 screen display.
[The new font size will be 16x16 with optionally no lowercase letters]
The pixel-size and shape are FIRM and will not change despite all the bawling.
Remember that Dungeon game I made years ago that had that very nice RPG-looking typeface at 16x16 pixels ? I will be using that and of course allow you to doodle your own font. I can repost a copy of it once I can UPLOAD again with the new computer.
Colors in font. A really good RPGMaker should allow you to twinge hinge and tint text anyway you like. Similar to the technique in coding for Dungeon I will allow you to change to a large # of tints including custom generated tints with shimmer effect for the letters.
It is likely that the Sprite Messenger will use true-color 16-bit 16x16 pixel images UNLESS there is some interest for me to save them, as the font will be, in 2-bit and color tint information saved in a separate table. Truly the strength in the Sprite Messenger icons I believe are the large # of varied colors you can get to a single icon.
If there is a serious interest in true-colored fonts where you can change the color of every 16x16 pixel in each character for the font, I can consider both types or just allow a color-shift for plotting text so you can adjust the TINT if your text were say solid white $FFFFFF, I will have to give this some thought.
Fading images in/out is still tricky.
It would be easier to do with controlling every single pixel, but I may make for a "persistent" palette adjustment that allows true fade from black to text and black again. I don't think I can intermix this with a tiled background, will see.
Fades will probably be like Scenario2 and use the matte-effect but I will STRIVE to do true fades so you can fade in/out sprites and text over areas.
. . .
I may not have the patience to consistently update the Scenario site as I did in the past and am more interested in starting a weekly BLOG of sorts to keep you informed to additions to Scenario3 as they become available. I have only looked around briefly at current BLOG ability on the internet. If you have some suggestions of a good company/site that does Freeware BLOGS ONLINE for others, is easy to use and update, once I get the new WinXP computer installed, please let me know and I will post there (or if you want updates in here instead) can post here weekly information.
Blogs may have ability to include images easier than here so I will prefer that feature to writing in here, unless there is an easy way to include one or more images in here that do not require me to have the images already uploaded say from my Geocities website.
. . .
I - wish - my Dad was doing better. The medicine that stabilized his Parkinson's is working I believe, but dementia or Alzheimer's is now setting in strong. My Dad is like 74 years old. Sometimes it is funny, sometimes it is not, but Dad's wife (my stepmother) is having very little patience for the thinking Dad does sometimes.
My Stepmom is type A++ .. MUST have everything correct, she threw out a ton of neat stuff in the recycle recently just cause it wasn't the right YEAR for it, like magazines one month old and calendars from 2005. Yeeph ! I retrieved most of it for Rose and me.
and Dad is now type Zzz
Not much seems to bother him. Very little in fact.
He is sleeping a great deal and when he is up and we're doing things he is REALLY lazy and smiley about it. Kinna like someone in an innertube in the lake going where the current leads him.
Dad is doing really odd things too that make no sense to anyone except him and sometimes dangerous things too. Like forgetting really obvious stuff, or going somewhere to do something when the location he chose has nothing to do with nor can he do what he planned. He has cycles that go up and down in this thinking processes and he did very nice job driving me to dentist for checkup so I think his driving is still great.
. . .
I see Rose this Friday so HUZZAH !
The landlady said that i can buy an A/C window-unit if I want since the A/C for the Apts is not always working. A/C run about $90 so that's yet another expense to consider !
. . .
(up on a soapbox)
** Scenario3 WILL be FREEWARE ! **
I have noticed that a LARGE portion virtually ALL of the internet areas of interest require a payment of some kind, even for simple things like download a <16k DLL or clipart. The more the internet becomes a bastard and commercializes what once was free a month prior, the HARDER I will strive for my programs to be Freeware. This is really a principle thing for me which I will stick by and it's sad nearly the whole internet has gone the way of the wallet and credit-card use.
Worse still is stuff I have installed for Freeware but look a month later and find the author has gone Shareware. What's the great BIG feature in the new commercial version ? 10x filesize, slower execution, higher instability, and memory hog resources.
Evils of Shareware ?
Well, first you are charging people money so you had BETTER have ALL the bugs worked out of it. If you don't, then you are required MORALLY to repair each and every problem that it has. LEGALLY you had better have the ability to pay them back if they aren't satisfied with their software or you WILL get sued.
The worst Shareware or commercialware today ?
Well, you don't even buy the software you RENT it on a monthly basis !
You may have already seen some signs of this in internet and anti-virus software.
Freeware is a bit different.
You listen to suggests, try to work out the bugs, but if for some reason you can't satisfy everyone, ah well, they can always get a refund for their purchase price. :)
Freeware is easier to maintain too.
No worries about people cracking the protection on it.
NO ONE can write a perfectly protected program. I can give you a few bookmarks on the subject to show EVERY commercial program in the world has been already cracked.
With Shareware you have to worry about compatibility with other versions of Windows and not just for the software to run in their system but chances are real good you are doing something malicious in your coding to "protect" it from unregistered users. (the creatures without the Star on their belly from Dr. Seuss if you need a pictoral reference)
Freeware has a larger audience too.
Woody Allen stated that bisexuality automatically doubles your chances for a date on Saturday nite. Freeware is like that, but not quite so promiscious. :D
Both the creatures with and without the Star on their belly can use it.
If I did go Shareware with future Scenario3 I KNOW I would lose a good portion of you Worldbuilders and I WILL NOT ALLOW THAT to happen both for your sake and mine.
Some of us just can't afford Shareware at any price and I certainly won't be the one to disallow users like this, which I find are often the most AMAZING Worldbuilders I have ever seen from the works they have posted !
That is all from here !
I hope everyone is doing well and surviving this Summer heat.
Despite this, keep your Firewall blazing red hot and don't EVER let that fire go out !
:)
David
dw817 - June 28, 2006 02:07 AM (GMT)
Jed:
* I have added the website listed to my bookmarks and have backed up all bookmarks in readiness for new OS. Thanks for the info. :)
Worldbuilders:
* Hello !
Well I have some good news.
I have completely backed up all of my computer and Scenario3 work on 8 DVDs.
Me and my Dad were over at Parts N' PCs, a fellow works there I trust, and asked him how much it would cost to format my computer and put WinXP on it. He said $90 for the labor and $120 for WinXP since I didn't have my own copy on it.
Well, I thought that was a bit steep and asked him how they could sell a computer that was on sale for $150 at Fry's Electronics, whole computer, at 3mhz, 3gig HD with WinLinux.
He said that the system WinLinux is Freeware and open-source which is why the computer wasn't more expensive. He said it is an archetype OS, and will not run the programs I normally use in Windows but instead requires it's own unique programs, some of which I've seen for download on the internet as Linux software.
I was disappointed on hearing this, told him that I bought my computer that had WinXP formatted on it but payed a different computer tech shop to force-format it with Win98 several months after buying the main computer. He brightened up a bit and asked if I still had the installation CDs for it. I said no, me and Dad couldn't find them. He said if I can find a curious sticker on the bottom-right-hand side of my computer that shows that this computer is licensed WinXP through Microsoft he could install WinXP at no cost to me, save the labor !
Now, you MAY be thinking, why don't I just use a pirated copy of WinXP instead of going through this purchase hassle ? Well, one Worldbuilder did send me a copy of WinXP encouraging me to format one of my two computers to experiment and make Scenario WinXP compatible, but I have since heard that when you LOGIN the internet, if you are running WinXP, that the serial # is broadcast to Microsoft whenever you ask to download Microsoft security updates and the like and FORBIDs it. No other penalties from Microsoft. I don't agree with this practice of theirs but from a HUGE company viewpoint, it does make intelligent sense.
So I got home and checked and sure enough, there is a rainbow sticker on the bottom-right-hand side of the computer that shows it is official microsoft WinXP computer with serial #. So YAY ! I need the Microsoft internet updates to keep up with the latest anti-virus tools and updates from Microsoft for WinXP.
Now, since my neighbor passed away a new family is living there and the husband is selling AT&T high-speed internet for $10/mo. Dad is going to get the high-speed internet from him and I am definitely coaxed to drop Charter Internet which is $35/mo. for me.
Back to the neighbor, I need to check with him and see if he knows how to format a computer with WinXP from the ID code on the side of a computer by corresponding with Microsoft over the telephone.
If he does, I can PROBABLY get a better price than $90 for the labor.
Failing that, Monday me and Dad are going back to Parts N' PCs with the computer, sticker on it, and get fresh WinXP.
Where does this leave you Worldbuilders ?
I have had a few of you write me in Email showing the curious and tricky ways you got WinXP to run my Win98 Scenario2. I will probably need this useful information in the future when I am coding Scenario3. So if you are running WinXP and have ANY version of Scenario working, PLEASE LET ME KNOW HOW YOU DID THIS once I write in here that I am ready for the info.
I have also made GREAT progress in Scenario3 coding in a part of the HD area I will burn to CD prior to formatting it. I have created a graphic-library in Scenario3 similar to my virtual-variable minder for Scenario2 that instead of storing data values stores image pointer information.
What does this mean ? Up to 3000+ direct read-from-RAM images of any pixel-size that I can recall with 9-char. names, 1st being type of image, 8-more being the name or reference-code name of it.
This will be far better than having to use a cache-pocket which would require me to read off the HD every time I needed to plot any image. The way it is now, it reads it from the HD cache, THEN once it is known (loaded at least once) it will display very quickly indeed. GFABasic has the ability of creating pointer-images which I use to create 12+ virtual-hidden pages for Scenario2. Plotting these pointer-reference images is lightning fast compared to reading it from the HD.
OK, I may get cheers, I may get boos on this one, but I am sorry that I am going BLIND trying to read that squirty 8x8 pixel font in an 800x600 screen display.
[The new font size will be 16x16 with optionally no lowercase letters]
The pixel-size and shape are FIRM and will not change despite all the bawling.
Remember that Dungeon game I made years ago that had that very nice RPG-looking typeface at 16x16 pixels ? I will be using that and of course allow you to doodle your own font. I can repost a copy of it once I can UPLOAD again with the new computer.
Colors in font. A really good RPGMaker should allow you to twinge hinge and tint text anyway you like. Similar to the technique in coding for Dungeon I will allow you to change to a large # of tints including custom generated tints with shimmer effect for the letters.
It is likely that the Sprite Messenger will use true-color 16-bit 16x16 pixel images UNLESS there is some interest for me to save them, as the font will be, in 2-bit and color tint information saved in a separate table. Truly the strength in the Sprite Messenger icons I believe are the large # of varied colors you can get to a single icon.
If there is a serious interest in true-colored fonts where you can change the color of every 16x16 pixel in each character for the font, I can consider both types or just allow a color-shift for plotting text so you can adjust the TINT if your text were say solid white $FFFFFF, I will have to give this some thought.
Fading images in/out is still tricky.
It would be easier to do with controlling every single pixel, but I may make for a "persistent" palette adjustment that allows true fade from black to text and black again. I don't think I can intermix this with a tiled background, will see.
Fades will probably be like Scenario2 and use the matte-effect but I will STRIVE to do true fades so you can fade in/out sprites and text over areas.
. . .
I may not have the patience to consistently update the Scenario site as I did in the past and am more interested in starting a weekly BLOG of sorts to keep you informed to additions to Scenario3 as they become available. I have only looked around briefly at current BLOG ability on the internet. If you have some suggestions of a good company/site that does Freeware BLOGS ONLINE for others, is easy to use and update, once I get the new WinXP computer installed, please let me know and I will post there (or if you want updates in here instead) can post here weekly information.
Blogs may have ability to include images easier than here so I will prefer that feature to writing in here, unless there is an easy way to include one or more images in here that do not require me to have the images already uploaded say from my Geocities website.
. . .
I - wish - my Dad was doing better. The medicine that stabilized his Parkinson's is working I believe, but dementia or Alzheimer's is now setting in strong. My Dad is like 74 years old. Sometimes it is funny, sometimes it is not, but Dad's wife (my stepmother) is having very little patience for the thinking Dad does sometimes.
My Stepmom is type A++ .. MUST have everything correct, she threw out a ton of neat stuff in the recycle recently just cause it wasn't the right YEAR for it, like magazines one month old and calendars from 2005. Yeeph ! I retrieved most of it for Rose and me.
and Dad is now type Zzz
Not much seems to bother him. Very little in fact.
He is sleeping a great deal and when he is up and we're doing things he is REALLY lazy and smiley about it. Kinna like someone in an innertube in the lake going where the current leads him.
Dad is doing really odd things too that make no sense to anyone except him and sometimes dangerous things too. Like forgetting really obvious stuff, or going somewhere to do something when the location he chose has nothing to do with nor can he do what he planned. He has cycles that go up and down in this thinking processes and he did very nice job driving me to dentist for checkup so I think his driving is still great.
. . .
I see Rose this Friday so HUZZAH !
The landlady said that i can buy an A/C window-unit if I want since the A/C for the Apts is not always working. A/C run about $90 so that's yet another expense to consider !
. . .
(up on a soapbox)
** Scenario3 WILL be FREEWARE ! **
I have noticed that a LARGE portion virtually ALL of the internet areas of interest require a payment of some kind, even for simple things like download a <16k DLL or clipart. The more the internet becomes a bastard and commercializes what once was free a month prior, the HARDER I will strive for my programs to be Freeware. This is really a principle thing for me which I will stick by and it's sad nearly the whole internet has gone the way of the wallet and credit-card use.
Worse still is stuff I have installed for Freeware but look a month later and find the author has gone Shareware. What's the great BIG feature in the new commercial version ? 10x filesize, slower execution, higher instability, and memory hog resources.
Evils of Shareware ?
Well, first you are charging people money so you had BETTER have ALL the bugs worked out of it. If you don't, then you are required MORALLY to repair each and every problem that it has. LEGALLY you had better have the ability to pay them back if they aren't satisfied with their software or you WILL get sued.
The worst Shareware or commercialware today ?
Well, you don't even buy the software you RENT it on a monthly basis !
You may have already seen some signs of this in internet and anti-virus software.
Freeware is a bit different.
You listen to suggests, try to work out the bugs, but if for some reason you can't satisfy everyone, ah well, they can always get a refund for their purchase price. :)
Freeware is easier to maintain too.
No worries about people cracking the protection on it.
NO ONE can write a perfectly protected program. I can give you a few bookmarks on the subject to show EVERY commercial program in the world has been already cracked.
With Shareware you have to worry about compatibility with other versions of Windows and not just for the software to run in their system but chances are real good you are doing something malicious in your coding to "protect" it from unregistered users. (the creatures without the Star on their belly from Dr. Seuss if you need a pictoral reference)
Freeware has a larger audience too.
Woody Allen stated that bisexuality automatically doubles your chances for a date on Saturday nite. Freeware is like that, but not quite so promiscious. :D
Both the creatures with and without the Star on their belly can use it.
If I did go Shareware with future Scenario3 I KNOW I would lose a good portion of you Worldbuilders and I WILL NOT ALLOW THAT to happen both for your sake and mine.
Some of us just can't afford Shareware at any price and I certainly won't be the one to disallow users like this, which I find are often the most AMAZING Worldbuilders I have ever seen from the works they have posted !
That is all from here !
I hope everyone is doing well and surviving this Summer heat.
Despite this, keep your Firewall blazing red hot and don't EVER let that fire go out !
:)
David