Weather System Voting?

Hello all.
I know their libraries and other day, night, weather systems but I wanted to post this for any one interested.
I have made an easy to use day/night/weather/time/season system or Weather System for short lol.
The system can work off a timer or a turn script, 24 hour time clock for hour in day, working changing months and weekly changing weather. Each month has a set temp random weather patterns for different months, hotter during day then at night, warmth by campfire and clothing or cool down with the right clothes.

To vote watch Video Here and click on card in top right corner to cast your vote.
Hope to see some there

Not sure about taking people off site to get them to vote (why not just provide the code?) but moving this to the code samples forum as it belongs there; in principle...

There is no code in this thread so it does not belong to the code samples forum

Well it does if they get round to posting the library they're referring to.

Hello silver, i was trying to have people vote in video to see if people wanted the code, tutorial or nothing. No one voted so I just left alone. I do not know how to make it a library but can post up the code if you wish.


to make a library file:

the file itself must have the 'aslx' extension (just like a game file): xxx.aslx

and then for the coding:

  // your mass of code

very very simple, though the coding of your own content itself, is the more tricky part, depending on what you're doing (how advanced, just adding a simple single Object, or an entire system or even a user-level engine, and then there's all the GUI/Editor's 'controls' and/or 'tab' coding too if you want to do that for people)

however, if you want to make it fancy/advanced, like Pixie's libraries, with all the GUI/Editor's Tabs and etc, that takes much more coding work, (look up the coding for the GUI/Editor's 'controls' and/or 'tab' Elements).

Thanks Hegemonkhan I'll check into it.

and then to add your library file's content actually into your game:

  1. the library files themselves have to be in the same folder as the 'quest.exe' and/or your game file (can never remember exactly what it is, lol) so that it can be found and used.

  2. within your game code, you need the coding for it too:

<asl version="550">

  // default library files that are the default user-level quest engine:
  <include ref="English.aslx" /> // you can see this file in your quest folder (though don't actually mess with it, as this is the actual file, as if you it up, quest won't work, and you'll have to re-download quest again
  </include ref="Core.aslx" /> // this is actually a 'hub-link' library file to the numerous individual 'core' library files you can find in the quest folder, same thing applies for these, as they're the actual files, so don't mess with them, unless you know what you're doing
  // custom/extra library file examples:
  <include ref="NAME_OF_LIBRARY_FILE.aslx" />
  // etc library files

  <game name="NAME_OF_GAME">


and the order of it matters (as well as likely it's placement in the code), as well as any compatibility issues (if you've ever worked with mods of games, it's the exact same thing, a library file is a mod/patch/xpac, and for quest, they can even be an entire new/custom game engine, as quest is very powerfully built in the underlying code, as it uses library files to give it the default user-level engine and GUI/Editor that we use). The library files are used to "build-up" (initialize) your game, engine and content, BEFORE then your game file's content is added to the game.

if you want to look into GUI/Editor's Tabs/Control coding:
or, if the above links don't work:

And don't ever lose the library. Once it's included in a game the game won't open without it.

I have a very simple weather system already that can be added to any game. It isn't a library either. You can find it here...

It's pretty simple to set up and manage.

the library files themselves have to be in the same folder as the 'quest.exe' and/or your game file (can never remember exactly what it is, lol) so that it can be found and used.

When you add a library through the GUI, Quest will copy it into the same folderf as your game. However, you can add the file in full code view, and as long as you include the path to the file, that will be fine. You could have a folder of library files that all your games use, perhaps called lib, and something like this in the code:

<include ref="..\lib\convlib.aslx" />

When you publish the game, Quest will include the library file as normal.

You can also give library files a .xml extension. You could then have .xml files open in a text editor by default.

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