would be nicer once your done pay a fee of 20$ and people dont have to download your game and quest just your game
MaDbRiT wrote: Admittedly Quest's biggest flaw IMHO is that it is Windows only, (so is ADRIFT I think) but that's by the by.
I would very much like to see Quest ported to Active Server Pages (ASP). That would let it run as a browser-based application which would not require an install. Too, since it is VB, it would be [a little] easier for the developer to port.
Opinions?
Just pointing out the simple fact that both Adrift and Quest are written in visual basic. So if it's possible for someone to create an Adrift interpreter that works on non-Windows computers, the same could be done for Quest.
Elementary, my dear Stokes.
Adrift's other interpreters aren't online. One of them can be, provided you have a browser which supports Java, but they're designed to run straight from the hard drive
MaDbRiT wrote:
Slightly off the immediate topic here David, but as you are a user of ADRIFT and QUEST perhaps you might like to post your considered comparison of the strengths and weaknesses of the two systems on the chat area of the forum.
Al (MaDbRiT)
if <#object#> in <#room#> then {
Tr0n wrote:
The quest GUI shouldn't be so limiting IMO as you are suggesting. What about the handicapped? You may say "why are they playing text-adventure games" but why are you asking that?
Tr0n wrote:David, your opinion here isn't as clear as you mix between QDK and Quest, could you make yourself a bit clearer?
Is ADRIFT worked on by a team?
There IS the option to check if an object is (or is NOT) in the current room - or any other room of your choosing.
Look up IF in the help file - or in the QDK interface look for "if object is in room" (or whatever it's called).
the thing is though, it doesn't allow you to check what room the object is in, only if it IS in the current room or it ISN'T in the current room
To be perfectly honest, I haven't got a clue what you're on about there. I never even mentioned the handicapped, so what they have to do with this I can't imagine.
Then read on for the next few lines.
I'm going on about your (and Al's) objection to the main Quest GUI, and how there have been objections to the inventory/object/locations/directions side panel - which is hideable at the players request.
I can't see what else you would have gripes over with the Quest GUI. The lack of "skins" I personally think is fine. I mostly don't like skin's anyway, they just make everything seem bulky and slow down your computer just that little bit more.
Tr0n wrote:
I can't see what else you would have gripes over with the Quest GUI. The lack of "skins" I personally think is fine. I mostly don't like skin's anyway, they just make everything seem bulky and slow down your computer just that little bit more.
Tr0n wrote:
Before I go off into my own little world, I will stop and ask what exactly you DO have issues with the Quest GUI? How is Adrift's GUI better than Quest's - seeing as how Quest lay's out object/locations/inventory, gives you 8 compass points, one window for the game and one for input..
There doesn't seem to be an ability to load a separate game from within the interface - instead you have to exit, find the game file and load it that way.
You didn't. It has been mentioned before, and it seemed the place to pick up the old goat and throw it in (seeing as how it was about Quest's GUI).Where did I mention "skins"?
command <#command#/#command2#> {
exec <#command#>
exec <#command2#>
}Above any other command in your game. PRESTO!!Tr0n wrote:
I also agree with you on the text entry panel. If you change the font size than it doesn't change at all, and infact stays tiny. I suppose if you had a resolution high enough (over 1280x1024 - as it seems OK to me, and if you find it hard at 1280x1024 than I suggest a lower resolution is for you) then it would be unlegible.
Tr0n wrote:The many command thingy, just add:Above any other command in your game. PRESTO!!command <#command#/#command2#> {
exec <#command#>
exec <#command2#>
}
Took my 3 hours to actually realise such a simple thing - but whatever.
Tr0n wrote:I think development has been rather slow, and the fact that Quest code can be rather difficult and VERY limiting, that has stopped people using it so much. There's also the market it's aimed at: people who don't know how to program.
Tr0n wrote:The handicapped comment was in relation to you wanting the GUI changed - the GUI shouldn't be changed radically, rather the OPTION's being there so that we may change it - handicapped people would probably find it simple to use Quest currently.
> look,help,south,jump
> look
You are in room1.
You can go south.
> help
Global commands are:
Command: Run is available...
Local commands are:
Command: Jump is available...
> south
You are in room2.
> jump
I don't understand your command. Type HELP for a list of valid commands.Instead of this:> look,help,south,jump
You are in room1.
You can go south.
Global commands are:
Command: Run is available...
Local commands are:
Command: Jump is available...
You are in room2.
I don't understand your command. Type HELP for a list of valid commands.Which I think is just nicer