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- Oct 3, 2015
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So you will complete the whole quest system by the end of Sunday night? I think I will include this Quest System in my game too.
you releasing your full game by Monday nightSo you will complete the whole quest system by the end of Sunday night? I think I will include this Quest System in my game too.
I'd say make it configurable to show up to n steps, where the default is 1, and let the user set however many. I say this because while on the default resolution it may only look like 3 at most, I know many people are running at 1280x720 and not many plugin menus have been made with this scaling in mind, so info looks cramped and there is a ton of unused space. By allowing the user to set the max number of steps shown, those who run higher resolution games can show more, using their menus to their full potential.I've got a few ideas for the rest of the quest info window, but wanted to get some insight. Should I show just the current step or try to show like the three steps at most? Might make this configurable but I want to make sure there's enough room to draw everything. My other idea was to have the contents be scrollable, so if you click on a quest you can press up and down to scroll the contents. This would also help too if quests had a ton of rewards.
That would be a cool idea.Hey! Can't wait for this to be released!
Do you think you could add an optional way to find out how many quests were completed out of the total number of quests, so completionists can know how many other quests they have to find? Like, maybe by each type of quest (Main, Side, etc), there could be a fraction like 5/30, so the player would know there are 25 more quests to find.
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I dunno if I can honestly find a spot in the layout for that. What I can do is give you a function that returns the number of quests and a function that returns a number of completed quests. If anything, I'll have to add it to a later version, for now I'd like to get an initial release out for people to start playing around with. Struggling with the quest info window right now, as it's not wanting to draw all of the quest's steps.Hey! Can't wait for this to be released!
Do you think you could add an optional way to find out how many quests were completed out of the total number of quests, so completionists can know how many other quests they have to find? Like, maybe by each type of quest (Main, Side, etc), there could be a fraction like 5/30, so the player would know there are 25 more quests to find.
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sounds more then fair.I dunno if I can honestly find a spot in the layout for that. What I can do is give you a function that returns the number of quests and a function that returns a number of completed quests. If anything, I'll have to add it to a later version, for now I'd like to get an initial release out for people to start playing around with. Struggling with the quest info window right now, as it's not wanting to draw all of the quest's steps.
Of course, that's perfectly fine!I dunno if I can honestly find a spot in the layout for that. What I can do is give you a function that returns the number of quests and a function that returns a number of completed quests. If anything, I'll have to add it to a later version, for now I'd like to get an initial release out for people to start playing around with. Struggling with the quest info window right now, as it's not wanting to draw all of the quest's steps.
Woo! Finally kicking this script's butt. Here's a preview I'm sure you'll all love! This makes it so you can ultimately have as many steps/rewards as you want in any quest.
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Hey, gameus, I'm fiddling around with your editor and got an error message you might want to know about. I tried changing the default quest to one of mine in game, which means I changed the name, the icon, ect. but what gave me a problem was when I tried changing the quest steps. I deleted them all then added mine which was changing the description and the corresponding variable to 002 with a max value of 2. Once I clicked okay, I got this:
See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at GameusQuestEditor.Form1.btnEditStep_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
GameusQuestEditor
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///D:/Sword%20Art%20Online/GameusQuestEditor.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34250 built by: FX452RTMGDR
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
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System
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----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Editor was released just no the in game portion.Sorry to sound impatient but has it been released or are you a tester for him?
Ahh right ok thanks for a fast reply, im just holding back on my game now for thisEditor was released just no the in game portion.