First off, I'm working on a game (like many others are, of course). I had some experience playing around with the earlier versions of the QDK back in '08-'09, so I've had only limited difficulty figuring out how to make things work.
However, what difficulties I do encounter are quite annoying. I would appreciate some help from those who have up-to-date experience with Quest game creation.
1.) I have noticed that
LCase (string) in the online documentation (as well as
UCase (string)) is missing from the library-provided functions list in QDK today.
I have what amounts to a keyphrase-searchable journal command that lets the player view acquired information on a variety of topics. However, I noticed this while testing a switch case that included phrases using capital letters: if the player
enters inexact case of an existing topic into the 'topic' field, it will return an error, completely foregoing my 'default' case. Having taken to the internet for a solution, I tried using
LCase (text) to first convert whatever the player enters into pure lowercase.
An immediate F5 test of the new code dashed my hopes entirely. The game would not load, as there was 'no such function'. Because of this, I would like to know what happened to LCase; will I need to
make my own workaround, or is there a
new method used to convert a string to lowercase?
In either case, the documentation pages should be updated accordingly.
2.) I want to output subsequent Typewriter entries to the same line, at varying speeds, and with delays between them.
I've noticed while using the Typewriter effect to print text that it follows several rules: It always ignores HTML formatting tags within the text to type, it always prints on a new line, and it never prints text onto the typewritten line, even with Print (no line break). I want to utilize the Typewriter effect to simulate speech, similar to text boxes in games with dialog (e.g. Megaman Battle Network, Golden Sun, or other RPGs), but I would definitely need to be able to bypass those latter two rules to do so.
To accomplish that, I assume I would likely have to customize it myself; especially as I would like to eventually implement brief speech sounds with each character (again, as in Battle Network/Legends, Golden Sun, Undertale, etc). I would definitely appreciate any advice towards this task.
3.) I need a timer, for several reasons, that increments in milliseconds. If not milliseconds, I would at least like one that can use tenth-seconds.
If I can't learn/figure out how to hook onto the typewriter effect to use the end of the printed text as a trigger for the next action, being able to use a timer that isn't
either 1 second
or 2 seconds long would definitely be the next best jury rig.
I would hazard a guess that someone, somewhere has already written a library or code snippet for either a new timer or a replacement that counts in milliseconds; if anyone knows about one, I'd appreciate it if you could tell me about it.