Problem wih description

hello, i don't know what i made with the game, but now i can't see the description and photo of my initial room. I can see the other rooms but i can't go... and the player is in the right place..

Can sombedoy help me, please? thanks :)


K.V.

Hello,

Can you paste some code? (Particularly the description for that initial room.)


I think all first room is here, but i don't use the code, i don't know how code.. can you see too the reason for the image is big and move with web up the text and i cant see the text? thanks

<asl version="550">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="Kingdom Pregnant">
 <inherit name="theme_retro" />
 <gameid>5cfb57d6-9e56-43c9-8a7f-a7695fe8cfc0</gameid>
 <version>0.3.1</version>
 <firstpublished>2017</firstpublished>
 <showhealth />
 <showscore type="boolean">false</showscore>
 <showmoney type="boolean">false</showmoney>
 <gridmap type="boolean">false</gridmap>
 <showpanes />
 <customstatuspane type="boolean">false</customstatuspane>
 <commandpane type="boolean">false</commandpane>
 <showcommandbar />
 <deactivatecommandlinks />
 <feature_asktell />
 <feature_advancedwearables />
 <allowlookdirections />
 <appendobjectdescription />
 <showlocation />
 <classiclocation />
 <showborder type="boolean">false</showborder>
 <bordercolour>AntiqueWhite</bordercolour>
 <setbackgroundopacity type="boolean">false</setbackgroundopacity>
 <defaultforeground>Coral</defaultforeground>
 <marginscolour>Black</marginscolour>
 <defaultwebfont>Preahvihear</defaultwebfont>
 <mapscale type="int">12</mapscale>
 <mapsize type="int">294</mapsize>
 <mapexitcolour>Azure</mapexitcolour>
 <colourblend type="boolean">false</colourblend>
 <category>Sci-Fi</category>
 <defaultfont>Verdana, Geneva, sans-serif</defaultfont>
 <feature_advancedscripts />
 <multiplecommands type="boolean">false</multiplecommands>
 <feature_pictureframe />
 <attr name="autodescription_description" type="int">1</attr>
 <attr name="autodescription_youarein" type="int">2</attr>
 <attr name="autodescription_youcansee" type="int">3</attr>
 <attr name="autodescription_youcango" type="int">4</attr>
 <panestheme>Black</panestheme>
 <setcustomwidth type="boolean">false</setcustomwidth>
 <setcustompadding type="boolean">false</setcustompadding>
 <autodescription_youarein_useprefix />
 <borderlesscursor />
 <shadowbox type="boolean">false</shadowbox>
 <turnoffcompass type="boolean">false</turnoffcompass>
 <statusandcompassattop type="boolean">false</statusandcompassattop>
 <clearframe />
 <onhealthzero type="script">
   IncreaseHealth (100)
 </onhealthzero>
</game>
<verb>
 <property>w</property>
 <pattern>w</pattern>
 <defaultexpression>"You can't w " + object.article + "."</defaultexpression>
</verb>
<object name="Month 1">
 <inherit name="editor_object" />
 <inroomdescription type="string"></inroomdescription>
 <object name="House">
   <inherit name="editor_room" />
   <object name="Abby Room">
     <inherit name="editor_room" />
     <description><![CDATA[<br/><br/>I've been runing for what feels like one hour in some forest. <br/>Something is chasing me, some weird shadow, but I can't see what it is in this darkness.<br/>I keep running as fast as I can.<br/><br/>~ I need to hide, or get out of here, but How?<br/><br/>~ What are those markings on that tree?<br/><br/>"Use the arrows to move between rooms" - It reads.<br/><br/>~ I don't understand. What's that supposed to mean?<br/><br/>~ Oh no, it's getting closer, I need to keep going.<br/><br/>"The "out" option will send you to the next period of time" - A voice wispers in my head.<br/><br/>~ What? Who said that?<br/><br/>I stop for a second. The shadow is no longer behind be.<br/><br/>~ Where did it go?<br/><br/>I catch my breath, and when I'm ready to start running again, something grabs my shoulder.<br/>I slowly turn arround and...<br/><br/>...<br/><br/>...<br/><br/>...<br/><br/>I wake up agitated in my room. It was only a dream. I slowly come back to reality...<br/><br/>My name is Abby. I'm 18 years old and I'm also 3 weeks pregnant. <br/>I don't know how I got pregnant. I'm still a virgin, but no one believes me, not even my mother.<br/><br/>I stand up to brush my long red hair. It's so long it reaches up to my waist.<br/><br/>I grab my high heels. They really help accentuate my lush body.<br/>I'm wearing my favorite miniskirt and a blue tank top. I look fantastic.<br/><br/>My breasts have grown from size AA to size B during this first month. <br/>I still wear AA and it's very unconfortable, but I don't have money to buy a new bra. <br/><br/>My belly has a small bump. It's not that big, but it is noticeable.]]></description>
     <picture>bosque-min.jpg</picture>
     <dropdestination type="object">Abby Room</dropdestination>
     <onexit type="script">
     </onexit>
     <object name="Wall mirror">
       <inherit name="editor_object" />
       <inroomdescription type="string"></inroomdescription>
       <attr name="feature_startscript" type="boolean">false</attr>
       <look type="script">
         picture ("Addy Room 2-min.jpg")
         msg ("Your belly is protruding from your body.")
       </look>
       <attr name="_initialise_" type="script">
       </attr>
     </object>
     <object name="Shorts">
       <inherit name="editor_object" />
       <inherit name="wearable" />
       <attr name="feature_usegive" type="boolean">false</attr>
       <feature_wearable />
       <attr name="wear_layer" type="int">1</attr>
       <wear_slots type="stringlist">
         <value>Pants</value>
       </wear_slots>
       <wearmsg>You feel so sexy.</wearmsg>
       <removemsg>You don't feel sexy.</removemsg>
       <look>Just some shorts I like to use. Nothing out of the ordinary.
                                                                                                                                         </look>
     </object>
     <object name="Shirt">
       <inherit name="editor_object" />
       <inherit name="wearable" />
       <feature_wearable />
       <attr name="wear_layer" type="int">1</attr>
       <wear_slots type="stringlist">
         <value>Shirt</value>
       </wear_slots>
       <look>Just a shirt mom gifted me for my birthday. Nothing out of the ordinary.</look>
     </object>
     <object name="Bra AA">
       <inherit name="editor_object" />
       <take type="boolean">false</take>
       <takemsg>Mi boobs are biggest now, I need new bra,</takemsg>
       <attr name="feature_startscript" type="boolean">false</attr>
       <look>My tiny AA bra. Doesn't fit me like it used to anymore.</look>
       <attr name="_initialise_" type="script">
       </attr>
     </object>
     <exit alias="Living Room" to="Living room">
       <inherit name="eastdirection" />
     </exit>
     <exit alias="Kitchen" to="Kitchen">
       <inherit name="northeastdirection" />
     </exit>
     <object name="Player">
       <inherit name="editor_object" />
       <inherit name="editor_player" />
       <money type="int">9</money>
       <attr name="feature_wearable" type="boolean">false</attr>
       <feature_edible />
       <feature_startscript />
       <feature_player />
       <visible />
       <usedefaultprefix />
       <attr name="_initialise_" type="script">
       </attr>
     </object>
   </object>
 </object>
 <object name="Living room">
   <inherit name="editor_room" />
   <exit alias="Abby's Room" to="Abby Room">
     <inherit name="westdirection" />
   </exit>
   <object name="Window">
     <inherit name="editor_object" />
     <look>A black car has been following me every day and at every place, and now it's in front of my house..</look>
   </object>
   <object name="Jumble sale">
     <inherit name="editor_room" />
     <description><![CDATA[There seems to be some female clothig on the table. I should go take a look.<br/><br/>You can see a Size D Bra amongst other female clothing. No one seem to be looking at me.]]></description>
     <exit alias="Living Room" to="Living room">
       <inherit name="westdirection" />
     </exit>
     <object name="New Bra D">
       <inherit name="editor_object" />
       <inherit name="wearable" />
       <take />
       <drop type="boolean">false</drop>
       <takemsg>You stole the Size D Bra.</takemsg>
       <feature_wearable />
       <wear_slots type="stringlist">
         <value>Bra</value>
       </wear_slots>
       <feature_startscript />
       <ontake type="script">
         UnlockExit (Month 1 pause)
       </ontake>
       <attr name="_initialise_" type="script">
         IncreaseHealth (50)
       </attr>
     </object>
   </object>
   <exit alias="Jumble sale" to="Jumble sale">
     <inherit name="eastdirection" />
   </exit>
   <exit name="Month 1 pause" alias="out" to="Month 2 Abby Room">
     <inherit name="outdirection" />
     <locked />
     <lockmessage>You need new bra for continue the next pregnant month.</lockmessage>
   </exit>
 </object>
 <object name="Kitchen">
   <inherit name="editor_room" />
   <description><![CDATA[- Hi Mom.<br/>
- Hey...<br/>
Mom doesn't talk to me the same way since I got pregnant.                                                                                    ]]></description>
   <exit alias="Abby Room" to="Abby Room">
     <inherit name="southwestdirection" />
   </exit>
 </object>
</object>  ```

I can't see anything wrong with that, sorry. It sounds an interesting start to a game, though. Let me know when you've got a demo to show off?


I'm pretty sure custom panes need to be true.


K.V.

I don't have the image file, so I can't test that part, but the text displays. It takes it a minute to load because you are using a web font, and Quest has to download that font and load it when play begins.

The image file for the room picture must be in the game's main folder, or it will not load.


I had to add a room object to make the game load:

<object name="Month 2 Abby Room">
      <inherit name="editor_object" />
      <description>Nothing here.  Just a placeholder.</description>
      <exit name="back to the first part" alias="in" to="Abby Room">
        <inherit name="indirection" />
      </exit>
    </object>

image


Hey...

You changed player to Player!

Change it back and watch it work!

(NOTE: Make sure your image isn't too big when you set it as a room picture. If it's too big, it will cover the entire screen, hiding the command bar and everything. (I don't know how big your image is. This is just a word of warning.))


I only changed Player back to player and replaced your room picture with a different room picture.

Here's the opening screen:

image


lovely how it's just a lower-case vs upper-case issue with an Object's spelling, laughs:

'player' vs 'Player'

95% of the time, it's a single stupid small spelling/typo or missing/extra character/symbol, error/mistake.... laughs insanely (due to having to track down many many many stupid small mistakes/errors myself, and everyone else too, even professional programmers, lol)


K.V.

I'll find the default script with player.parent rather than game.pov.parent, change it, and submit a pull request. That should fix it.


K.V.

No... it has game.pov.parent in the scipts I find already...


If you change player to Player, Quest (apparently) creates "player" when the game starts.

image


Note that player has the health value, along with the changedhealth script.

Player, however, does not:

image


So, I guess Quest looks for a player object when it starts a game, and creates one if it doesn't exist.

THEN it switches the POV to player, and it drops player in the first room in the code!

(I'm assuming that, because that's what happened here.)

image


So, you start off in Month 1 as player, not in Abby Room as Player.

That's why there's no picture. (That's also why you can see the house and stuff.)

image


So, if you want it to be Player (not player), simply put this in your start script:

ChangePOV(Player)

image

image

image


I think (maybe, but there might be more required stuff as well --- see my comments in the code below) if you set the 'game.pov' as the 'WHATEVER' Player Object, it'll bypass quest from creating a 'player' Player Object (as quest does require a Player Object: http://docs.textadventures.co.uk/quest/asl_requirements.html ):

<game name="example_game">
  <attr name="pov" type="object">HK</attr> <!-- See the below comment about the 'editor_player' Object Type -->
</game>

<!--
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

default new game code (notice how the 'player' Player Object uses the built-in 'editor_player' Object Type):
-->

<object name="room">
  <inherit name="editor_room" />
  <object name="player">
    <inherit name="editor_object" />
    </inherit name="editor_player" />
  </object>
</object>

<!--
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
-->

<object name="HK">

  <inherit name="editor_object" />

  <inherit name="editor_player" /> <!-- I'd have to test if this is required or not (maybe this also sets the 'game.pov' too, so maybe we could just do this and not have to set the 'game.pov'. I do think that this does a lot of required stuff though... but maybe it's not needed, I'd have to test if you can just set the 'game.pov', and/or find/study what this Object Type is doing behind the scenes) -->

</object>

P.S.

to do this in the GUI/Editor:

'game' -> 'Player' Tab -> Player object: ['WHATEVER' PLAYER OBJECT]

'WHATEVER' (Player) Object -> 'Features' Tab -> check the 'Player: player can become this object' box

'WHATEVER' (Player) Object -> 'Player' Tab -> Player: [Can be a player]


K.V.

Yep.

I used ChangePOV(Player), which is just like: game.pov = Player (I think).


Actually ChangePOV does more than that, but if you are not using the map, that should be okay.


You shouldn't need to put ChangePOV in the start script. Just give the game object a pov attribute initially. It only defaults to "player" if game.pov isn't an object.
In the GUI, you do that by choosing an object on the "Player" tab of the game object.

Directly underneath that field, it tells you:

If no player object is specified, Quest will use the object named "player" (and create one in the first room if it doesn't exist)


Change the name of player solved the problem . Thanks all people that help me.


Mrangel, yes, exist the demo, but now it's dificult to play for the problems, i recomended you suscribe my patreon for see the news.


Now, i have the problem that one image is above the text making it no readeable, not is about the size, i have the same image in past.. but it's in start of text without move.. and now is moving...


the problem is with room images


If you set an image for a room's panel, the image will go above the text, and the text area is shrunk to fit. In this case, the image is big enough to fill the whole window, so there is no space for the text. If you want to be able to scroll past the image, you should output the image with msg() or similar commands.

[I think. someone more knowledgeable could correct me. I don't like images in a text adventure, so haven't really looked into how they work]


I never touch the code.. and before worked the room image.. some option without code?
I don't how apply your option mrangel.

I will put few photos.


K.V.

You'll need to reduce the image's dimensions (or size) with an image editor (like GIMP, Photoshop, etc.). This is what I have to do.


In my defense, I pointed this out four days ago.

(NOTE: Make sure your image isn't too big when you set it as a room picture. If it's too big, it will cover the entire screen, hiding the command bar and everything. (I don't know how big your image is. This is just a word of warning.))

http://textadventures.co.uk/forum/quest/topic/xlxpumdvqkex9_yul7r8sg/problem-wih-description#03c96876-e229-487a-9bcb-497e6cbfacc1


I had to shrink my image down to 200 x 200 before it displayed correctly.


Don't work. i make it but the image continue floating, I see more text with small image, but not all. and make one marge black since image to the sides.


K.V.

A room picture is going to float on top of the text as long as it is displayed.

If you only want a normal image to display (as opposed to a room picture), use the text processor.

Example:

I put this text for my room description:

<center>{img:qu-shrunk.png}</center>

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum

image

image


That image is 200px by 200px.

The original image is MUCH larger (996px by 990px).

Revised room description

<center>{img:qu.png}</center>

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum

Let's see what it looks like:

image


Now, I'll remove the code that displays the image from the room description, then use that same (larger) image as my room picture:

image
image


Now, I'll use the smaller image (200px by 200px) as the room picture.

image
image


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