No name yet, text-base game with futuristic cowboys

Post and discuss creative ideas

What type of title should this game go for?

More sci-fi
6
35%
Something punny
5
29%
Anagram dat joint
0
No votes
Something with deserts
1
6%
Something with decay and toxity
0
No votes
Punkish
4
24%
Go back to the original Title
1
6%
 
Total votes : 17

Re: No name yet, text-base game with futuristic cowboys

Postby Duplicity » Mon Dec 02, 2013 8:03 am

I'll have a crack at coding something, no promises.

Damn freaking hot here at the moment. So I can't really use my laptop during the day, otherwise everything inside will melt.
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Please log them by throwing a rock at the darkest corner you see.
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Re: No name yet, text-base game with futuristic cowboys

Postby Aisy » Mon Dec 02, 2013 10:48 am

One letter commands might seem like the best option, but there's a lot of stuff you're going to eventually need take into account. Cock length, width, type, overall size - sharing the same letter you'd need for Cum type, Cum volume, Clit length/width, etc etc. You can make shorthands like [coL] [coW] [clL] [clW], but it's actually a lot easier for writers to understand the [cockSize] format.
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Re: No name yet, text-base game with futuristic cowboys

Postby Duplicity » Mon Dec 02, 2013 2:08 pm

Sometimes I feel CoC has too many descriptions. I think you could shrink a few body parts to have just one descriptor. And I don't want to get started on the multicock and multi row of breasts. Though I suppose the amount of effort everything else is going to take, we may as well.

Once my head stops melting and I can read for more than a few minutes I will start on my mock up description parser. I think I will group sizes in 2-3 lots. So 6 inches and 7 inches cock have the same descriptions. I'll try using switch and break. Trying to couple them to read the input fields of various parts.
Though I will probably end up dumping the code and incohesive mess of code here for someone to help me fix.
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Re: No name yet, text-base game with futuristic cowboys

Postby Aisy » Mon Dec 02, 2013 3:39 pm

To get coding on the actual game, your best bet is to set up the dynamic text boxes, buttons etc. and build a simple Description page showcasing a standard human. Have buttons that alter different aspects such as breasts, facial features, and test out how the description looks when you change various parts. Move on to building an inventory that houses these buttons, focusing on the items and the effects they have. If you want to go in a different direction, code the transformations you want to add first, keeping in mind that avoiding setting up the framework for more complex transformations like breast rows and piercings might hurt you in the future.

As long as the numerical values are still able to be found, referring to sizes in broad terms like 'large' or 'tiny' is definitely a better idea than finding adjectives for every inch in size. Certain parts such as hair require attention to detail, but regular body parts don't need it.
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Re: No name yet, text-base game with futuristic cowboys

Postby BlueLight » Mon Dec 02, 2013 6:38 pm

Aisy Wrote:One letter commands might seem like the best option, but there's a lot of stuff you're going to eventually need take into account. Cock length, width, type, overall size - sharing the same letter you'd need for Cum type, Cum volume, Clit length/width, etc etc. You can make shorthands like [coL] [coW] [clL] [clW], but it's actually a lot easier for writers to understand the [cockSize] format.


But that takes effort... However your reasoning is good.... *bashes head on nearest wall* Why did i say it would be easier for writers.

Duplicity Wrote:Sometimes I feel CoC has too many descriptions. I think you could shrink a few body parts to have just one descriptor. And I don't want to get started on the multicock and multi row of breasts. Though I suppose the amount of effort everything else is going to take, we may as well.

Once my head stops melting and I can read for more than a few minutes I will start on my mock up description parser. I think I will group sizes in 2-3 lots. So 6 inches and 7 inches cock have the same descriptions. I'll try using switch and break. Trying to couple them to read the input fields of various parts.
Though I will probably end up dumping the code and incohesive mess of code here for someone to help me fix.


thats what lok is for. you might need to hold my hand while i look over your code.
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Re: No name yet, text-base game with futuristic cowboys

Postby Anonymouse » Mon Dec 02, 2013 10:24 pm

Did anyone look at my swf? I know it's pretty basic, but I don't really want to spend the time improving it until I know it's what you guys are aiming for.

Still in moderation period unfortunately, so it takes a while for my posts to show
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Re: No name yet, text-base game with futuristic cowboys

Postby Aisy » Mon Dec 02, 2013 10:37 pm

Haha, a project like this (even with minimal effort) needs quite a bit of work to get running. There's a lot that writers and coders need to do, but thankfully a larger group on both sides can help ease the pain. For artists, all they need to worry about is how visually intense the game is going to be!
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Re: No name yet, text-base game with futuristic cowboys

Postby Duplicity » Tue Dec 03, 2013 8:53 am

Every time I look at the source files for CoC I feel like running way and never trying to learn code again. But then I calm down and cry or something. Just have to take it one step at a time. Initially I just wanted to help write the stories. Oh why did I try to help with code???? Oh well.

@Anonymouse. Yeah I looked at the swf. Looks similar to what we are all talking about. Could you provide a fla?
We should probably work out the coding style we are going to use. Since I am learning I don't really have any style. I know BlueLight doesn't like Flash, but even the advice dished out is helping a lot.

I'm going to mostly ignore the code for a while(phew!) and try to make a description page(with boxes to display the changing body parts in the correct order), an inventory page, a home base page and a travel page. Just a mock up to maybe test the code when someone works it out. Also nice to have something to work with.
Then Cthulhu can come along, pretty up the design and change the layout to whatever they want.

@Cthulhu could you come up with a list of status bars you want? I don't want to copy CoC with having all those on the side. I don't think you always need to know speed, sensitivity, strength and all that all the time. They can live in the status page.
Health, lust/arousal, maybe radioactivity? Is the power you have in your example image power of the character or power of the pip-boy?
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Parser code

Postby Anonymouse » Tue Dec 03, 2013 10:45 am

Well, there is no FLA, it's all just made from code in a single AS3 file, shown below:

Spoiler (click to show/hide):

Code: Select All Code
package
{
   import flash.display.Sprite;
   import flash.events.Event;
   import flash.text.TextField;
   import flash.text.TextFieldType;
   import flash.text.TextFormat;
   
   /**
    * ...
    * @author Anonymouse
    */
   public class Main extends Sprite
   {
      private var inTf : TextField;
      private var outTf : TextField;
      private var thesaurus : Object;
      
      public function Main():void
      {
         if (stage) init();
         else addEventListener(Event.ADDED_TO_STAGE, init);
      }
      
      private function init(e:Event = null) : void
      {
         removeEventListener(Event.ADDED_TO_STAGE, init);
         
         addChild(inTf = new TextField());
         addChild(outTf = new TextField());
         inTf.defaultTextFormat = new TextFormat("Verdana", 12);
         inTf.width = 600;
         inTf.height = 200;
         inTf.type = TextFieldType.INPUT;
         inTf.border = true;
         outTf.defaultTextFormat = new TextFormat("Verdana", 12);
         outTf.width = 600;
         outTf.height = 200;
         outTf.y = 400;
         outTf.border = true;
         
         thesaurus = { race : getRace, cock : describeCock }
         inTf.text = "Try writing text here, including the tags %race and %cock."
         inTf.addEventListener(Event.CHANGE, parseText);
      }
      
      private function getRace() : String
      {
         return "human";
      }
      
      private function describeCock() : String
      {
         var options : Vector.<String> = new < String > ["cock", "penis", "dick"];
         return options[Math.floor(Math.random() * options.length)];
      }
      
      private function parseText(e : Event) : void
      {
         var text : String = inTf.text;
         for (var s : String in thesaurus)
         {
            while (text.indexOf("%" + s) >= 0)
            {
               text = text.replace("%" + s, thesaurus[s].apply());
            }
         }
         
         outTf.text = text;
      }
   }
}


Not sure if you are used to pure AS3 files, with the TextFields added manually like that, it's quite different to doing through Flash Pro. I'm also not sure what I'm doing is obvious, so I'll extract the important bits and explain them.

Spoiler (click to show/hide):

Code: Select All Code
private var thesaurus :  = { race : getRace, cock : describeCock};
...      
private function getRace() : String
{
   return "human";
}
   
private function describeCock() : String
{
   var options : Vector.<String> = new < String > ["cock", "penis", "dick"];
   return options[Math.floor(Math.random() * options.length)];
}
      
private function parseText(text : String) : String
{
   for (var s : String in thesaurus)
      while (text.indexOf("%" + s) >= 0)
         text = text.replace("%" + s, thesaurus[s].apply());
      
   return text;
}


Basically, the thesaurus object (which is probably misnamed, should be 'keywords' or something) associates strings with function that return a string. Parsing text is just iterating through all the keywords in thesaurus and replacing every instance of that keyword with the output of a call to the associated function. The functions can be anything: return a random description, return a variable based description, return a variable or constant such as the player's name, etc.
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Re: No name yet, text-base game with futuristic cowboys

Postby Anonymouse » Tue Dec 03, 2013 10:55 am

So if this is set in a mutant fallout kind of world, is it going to be like you rack up mutations due to exposure to mutants, mutated food, radiation etc?
And by mutations I mean totally unrealistic ones like gaining an extra penis, changing the size of your body, tentacles etc
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Re: No name yet, text-base game with futuristic cowboys

Postby Terrantor!!! » Tue Dec 03, 2013 11:21 am

Hell yeah. I think we got the dynamic text part down. As for gameplay, i can design a parent button class that describes all the behaviors of clickable objects (i.e. Scaling on roll over/roll out) then all the interactives can inherit from there and who knows what's in store. We can have enemy buttons with HP's, buildings or plants with loot functions, even a drag and drop dress up implementation.
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Re: No name yet, text-base game with futuristic cowboys

Postby BlueLight » Tue Dec 03, 2013 12:15 pm

Duplicity Wrote: know BlueLight doesn't like Flash, but even the advice dished out is helping a lot.

I like ActionScript 2/3 & flash more than i like Java....script.... By the way, JS is one of the most annoying things you can ever find on a webpage.
So i do stick my nose up in the air whenever talking about AS and flash because... well... it's really gimmicky on how it works. It's basically a shortcut to most people who don't really care to understand what their computer is doing or well even using the tool beyond a glorified graphics creator and displayer. . I also stick my nose up at C#... but that's because those poor sobs have to convert everything.... It has no native features i've seen to allow easy conversions between different primitive types. This might sound like a small problem, but you've got about 5 different floating points.

Duplicity Wrote:@Cthulhu could you come up with a list of status bars you want? I don't want to copy CoC with having all those on the side. I don't think you always need to know speed, sensitivity, strength and all that all the time. They can live in the status page.
Health, lust/arousal, maybe radioactivity? Is the power you have in your example image power of the character or power of the pip-boy?


Just write us a design document and by the sounds of it, we'll run with it.
Tell us what exactly you want us to get description text out of the player and the NPC/enemies. It's would be better if we knew before hand what you wanted.
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Re: No name yet, text-base game with futuristic cowboys

Postby Duplicity » Tue Dec 03, 2013 3:25 pm

I'll write up a 'design document'. Whatever that is. I guess just a description of the planned game? Just for the kicks and too see what people think.
But this is just what I think, so feel free to object and change whatever. I had a hard time trying to decide how I should write the document, so I just stuck to a vague description of stuff. And the layout is pretty messy.
So that means I wrote a lot of stuff with the knowledge someone will want to change it. There are some figures like stat increases depending on location and travel times that are entirely pulled from nowhere.
Spoiler (click to show/hide):

Okay. Let's try and break this down I suppose.

First the display elements:
The main screen is made up of three boxes.
The first and largest, will output the relevant text of events, location descriptions, end of combat choices etc. When not in textual use, the opaqueness shall increase to show the background.

The second and smallest will be a single line high to display the relevant stats of the character. Health, lust, radioactivity, power and level. Each containing a status bar.

The third box will sit at the bottom of the screen and will contain the navigating buttons. These buttons control the character's movements, actions during combat and when out of combat access to inventory, access to appearance page and the achievements page. All buttons shall be linked to numbers.

Next to the third box, on the right the time and day will be displayed. The data page button will be located underneath.

*A planned feature is to have the character standing on the right side of the screen. Ideally the character would be 1/2 to 3/4 the height of the output text. This feature can be turned off to give slightly more room for the output text.

The appearance page will hold the image of the character. The size and type of various body parts will be listed, while a text box describes the character's attributes. Strength, speed and other combat modifiers shall be listed as well. Along with pride levels

An achievements page will hold the data on the character's journey. How many times pregnant, how many children. Number of times raped, number of enemies raped, number of kills, number of consensual sex. How many times knocked out. Locations visited, enemy types encountered and whatever else can be recorded.

The save/load page will save and load files from the local computer.

The inventory will hold, display and describe the items. Will also show the equipped items as well as status effects from items, enemy attacks, radioactivity levels

Combat and status elements:
Combat shall be turn based with various attacks and items able to be used during.
Attacks divide into physical and mental.
Physical attacks divide again into lust and harmful.

Harmful attacks will eat at the health of the enemy until they fall exhausted ready to be raped or executed. Not all enemies can be executed.
Harmful attacks are either from weapons, such as firearms and melee weapons. Harmful attacks can occasionally stagger or stun an opponent. These attacks take small amounts of stamina depending on the weapon used.

Lust attacks use the attractiveness of your body to try and overwhelm the enemy with lust. Lust can be dispelled by masturbating, but by doing so you lose 2 turns to recovery and can only be done if your pride level is low enough.
If you manage to hit your enemy with your cum/squirt you can significantly increase their lust. The enemy lust will raise slightly for three turns thanks to your cum. Though the enemy can also perform this attack.
Radioactivity levels will affect your lust attacks. The more radioactive you are, the more effective your attacks are as well as increasing pregnancy chances, female and male. Though with higher radioactivity levels your resistance to all types of attacks is decreased.

Mental attacks are from Mental weapons. These weapons are from a time before. They often affect only one part of the body. Some can temporarily blind an enemy, while others stun, imbibe the user with greater strength or pheromones, weaken the enemy to physical or lust attacks.
These Mental weapons run off power generated by your movement and the local surrounds. They can take a day or so to recharge completely.
Because of this there is a three weapon limit. Any more and the weapons might drain you dry and kill you. Or react to each other and explode. Depending on your intelligence each weapons might have one charge and take a full day to recharge. Or might have several charges and only take a few hours to recharge one charge.
These weapons are rare, but because they are so powerful no one can resist from using them. So they often appear in boss battles.

Time, location and NPC's:
Fights if won take half an hour, if sex is chosen afterwards another half an hour is used. Execution is instant with no passage of time.

If the fight is lost to lust the same times passes as a successful fight, but you will pass out from the raping. Waking up you will be in the same location 2 hours later.
If you are beaten down, you lose the same hour as a successful fight. Though after the raping/kicking when down, you pass out and wake up 3 hours later in same location.

Some enemies will take you home with them when you pass out. So you may wake up in chains, vines or a pit. Depending on your speed, intelligence and strength, while also depending on the type of captivity. You may be able to escape.
If you take too long the enemy will come back and rape you, maybe bringing some friends along. You will pass out again and wake up. The enemy only keeps you for several days before throwing you out. This rapidly eats away at pride. You will wake up in the native environment of the enemy.
Escaping captivity before the second rape nets you more pride restoration, experience and loot than escaping after the second rape. The third is the last.

Travelling in certain locations takes longer while draining stamina faster as well as increasing speed, stamina and strength at different rates.

You can travel for one hour in the selected location. You then have the option to travel another hour deeper into the location or go back home. Travelling at night takes 50% longer than travelling at day. Some enemies only come out at night or day.
The standard distance travelled in an hour is on the plain for 10 kilometres. Each location has sub-locations which at located at certain distances from your home base.

NPC's are generally in the mood for sex. The only variation is how they want that sex. Some only go for certain genders, others are for anything moving. While a large majority want to take their victims with force.
In the cities the main NPC's are
Merchants who will offer discounts for certain kinds of sex, they are often the most selective when it comes to partner. The discount is dependent on your pride and seduction skills.

Police will ignore certain crimes if you can 'bribe' them. If you fail you have to serve time in the prison. Placed in the wall with your rear on offer for the paying, while fellow prisoners might just take advantage of your predicament. You have to serve in the wall for 6 hours a day, you can explore the prison and even escape.

People in alleys will either sell you illegal goods or use illegal goods on you. The police will ignore any noises coming from alleys. So you are only able to rely on yourself or the rare patrols of Tristian Knights.

The Tristian Knights are a order dedicated to wiping out the sex mad locals and colonising the planet for upstanding morally strong people. They don't care about race, religion or sexuality. They simply want civil order and sex off the streets. They don't imprison anyone, they simply attach chastity belts allowing only morally correct biological functions. Only if you have enough intelligence or enough enemies try to rip the belt off can you remove the belt before the allotted punishment period. Some alley men will sell acid design to dissolve the chastity belts, while instantly raising lust to full.

Various people wandering around the city can be tempted into sex. You basically pimp yourself out, though sex is cheap, so the money isn't big. Police generally dislike this behaviour, while the Tristian Knights really hate it.

Outside of cities, the NPC's are:

Enemies who will attack you on sight, though some merchants can be found wandering around between the cities.


Explanation of stats and travel
Location travel distance and stat impact for an hour: (Tentative values)
values in [ ] represent stat gains. While the following value is the stamina cost.
Desert= 4km [str: 2, stam: 3, spd: 3]-40
Mountain= 2km [str: 2, stam: 3, spd: 1] -35
Plains= 10km [str: 1, stam: 1, spd: 0.5] -15
Swamps= 3km [str: 3, stam: 4, spd: 1] -30
Garbage Hills= 5km [str: 0.5, stam: 1, spd:3] -25
Tundra= 2km [str: 3, stam: 3, spd: 1] -40
Cities= 8km [str: 0.5, stam: 1, spd: 2] -15
Forest= 9km [str: 0.5, stam: 2, spd: 2] -15



List of combat modifiers:
Speed = Ability to dodge attacks, as well as hit with your own. Also impacts upon chances of avoiding traps. Chance of negating ambushes as well as ambushing enemies
Strength = Reduce enemy damage while increasing your attack. Allows for certain actions. Breaking through doors, lifting heavy objects or wielding heavy weapons and armour.
Stamina = Affects stun and stagger attack chances. Travel through various terrain will drain stamina at different rates. Using physical attacks will also drain stamina.
Intelligence = number of Mental weapon charges and rate of recharge. Resist lust. Chance of detecting/escaping from traps increased.
Seduction level = modifies your lust attacks while reducing enemy effectiveness. Bonus from radioactivity level will always be positive. The benefits of radioactivity to seduction eclipses the negative effects.


List of Status modifiers:
Radioactivity level = Resistance to all attacks lowered, lust damage increased. Increases pregnancy and potency. Is reduced slightly by orgasms, cumming inside someone or something is more effective than masturbation. Some enemies have high levels and can increase your own levels by cumming inside or over you. Or by penetrating them.
Lust = When over ¾ can trigger missed turns due to horniness. When full you will rush towards the enemy in a desperate attempt to satisfy your lust. Or if your pride is high enough you will try and escape. Each attempt usually fails, but can succeed depending on
Health = When under ¾ can trigger missed turns due to being hurt.
Power = Mental weapons No. of charges. Based on intelligence levels.
Pride = Full when you start. After being raped or raping enough enemies your pride will drop. Radioactivity and intelligence levels impact upon the rate of decline or reversal. If your pride is too high certain actions will be impossible and you will instinctively avoid other situations.
Level = Provides increase to all stats and replenishes health at level up. You may cum if lust is too high.

So read it and tell me if I should finish it. Or if you want, you can finish/add to it yourself.
I say it is unfinished because I don't really know how to write a design document and there are things that Cthulhu will have to add.
If there are any complaints, queries, bills or cheques.
Please log them by throwing a rock at the darkest corner you see.
I'll generally be there.
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Re: No name yet, text-base game with futuristic cowboys

Postby BlueLight » Tue Dec 03, 2013 4:53 pm

design document are just things.... so that in case somebody comes up with a bloody awesome idea that i'm to lazy to help with, i can go "BUT THAT ISN'T IN THE DESIGN DOCUMENT!!!". It's just a vague idea of what we're doing from a design level.

Anyways i think i'll put it in word and add my own modifications. Anyone here that can't use Microsoft Word/Wordpad?
Any problems with me uploading the doc to google drives? Not sure if i should allow anyone to edit it, or require G accounts. Quite frankly i know some people use personal Emails and i really don't wont to open their privacy up by requiring them to use a personal email just to edit the doc.

Anyways now to read the design doc and to complain about all the errors MS word finds. YAY!!!

EDIT
GoneWildWest.docx
(18.15 KiB) Downloaded 17 times
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Re: No name yet, text-base game with futuristic cowboys

Postby Terrantor!!! » Tue Dec 03, 2013 5:24 pm

I don't think as3 supports the charAt function. So the % thingy won't work,
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Re: No name yet, text-base game with futuristic cowboys

Postby BlueLight » Tue Dec 03, 2013 6:16 pm

Terrantor!!! Wrote:I don't think as3 supports the charAt function. So the % thingy won't work,

Sure it does.
http://help.adobe.com/en_US/FlashPlatfo ... tring.html

Code: Select All Code
   
charAt(index:Number = 0):String
Returns the character in the position specified by the index parameter.

^Aint java API syntax!
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Re: No name yet, text-base game with futuristic cowboys

Postby Terrantor!!! » Tue Dec 03, 2013 6:41 pm

Alright, cool. :) I guess I'll start working on the % thing. I'm done with buttons, npcs, and the text box (nothing too fancy, pretty much just ready for customizing). I'll try to upload what I got on my way back from the gym.

Quick question, what would be the cleanest way to have onscreen objects influence the text box? I had the idea of using the main class but I'm afraid of multiple objects fighting over one global variable.
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Re: No name yet, text-base game with futuristic cowboys

Postby BlueLight » Tue Dec 03, 2013 7:01 pm

Terrantor!!! Wrote:Alright, cool. I'm done with buttons, npcs, and the text box (nothing too fancy, pretty much just ready for customizing). I'll try to upload what I got on my way back from the gym.

Quick question, what would be the cleanest way to have onscreen objects influence the text box? I had the idea of using the main class but I'm afraid of multiple objects fighting over one global variable.

So you really want a answer from a flash person but how I structure my program is that i create a main class which basically launches the game and creates 2 objects. One is my graphics class which acts like my way to interact with the GUI, and then i create a game object which holds all my game related variables and logic. If i want to load or start a new game, i just load up a game object, or create a new one and then I don't need to reset everything myself.

Moving from that, in java we don't have "Global variables" but we do have class variables. Class variables are variables that are saved to the class not the object. This is important because static which is what a class variable is, can't interact with a object but a object can interact with it. They're limiting and powerful at the same time.

Anyways what i'm trying to say is if it were me as a novice in Actionscript, i'd make a global GUI variable since you only need one, and in that you have all you logic and objects for the GUI. Doesn't matter if you use 10 classes for the GUI, this will be the main class to tie them together.
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Re: No name yet, text-base game with futuristic cowboys

Postby BlueLight » Tue Dec 03, 2013 10:38 pm

Getting a plugin for my IDE so i can code in AS3... MUAHHAHAHAH... I'll show you how you whipersnappers.... -_-*.... "Why the hell isn't this more like java!"

On a more serious note, i figure if i'm going to be helping with project, i might as well be getting something so i can help people using their own language. From what i'm seeing of AS Syntax in general, i will not be able to code nor will i be necessarily able to read the code. Just reading Anonymouse code made be shutter in confusion.

EDIT
Mouse, in your code, is init just a function or is it also the name of a variable?
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Re: No name yet, text-base game with futuristic cowboys

Postby Anonymouse » Wed Dec 04, 2013 1:41 am

BlueLight Wrote:Mouse, in your code, is init just a function or is it also the name of a variable?


init() is a functions, the constructor of the main class is called when the game is run, and sometimes that happens before the global stage has been declared so we wait for stage to be created before initialising the game. This isn't necessary on projects using Flash Pro though, as you can just put code on frame 1 of the timeline.
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