To Alex/Ideas.

METALGod32
We Need more newsletters!!....I Know your a busy guy and Newsletters can sometimes be quite long, Maybe if someone who knows the Community and Program well can be the Journalist, they can Volenteer there time and once a Month put out a Newsletter that rather then being Emailed to everyone it's Posted on a Journalist/Newsletter Forum that only you and your Journalist can Post on and everyone else can Read.

Somethings the Journalist may Post in a newsletter are: Games being worked on"with the Possibility of comments from People who are working on them games, Also Tips"All Different Kinds of Genger Games", Top Rated Games made with Quest, Alex's Comments, if Available. "The Author of Quest", Other Future Ideas for Quest"and if Possible Who submitted the Idea." and other Things, these are Just Some Ideas.


Another Idea, Broadcast and Advertise Quest more"to Build the Community a stronger Foundation so people wont always get bored then bash/flame.

anyways Thanks for Reading.

paul_one
I don't want to PM Alex about this minor feature request - or make a new topic. So I've 'tagged' it onto the end here.

I would line a command's list, perhaps an array, with the commands for each area... Along the lines of:
quest.game.command[%number%]
quest.#roomname#.command[%number%]

Maybe a numeric like:
quest.game.nocommands
quest.#roomname#.nocommands

You can get to properties/types/actions through properties - I don't see why you shouldn't be able to get at an array/list of commands either - plus it'd be rather helpful.
Instead of writing out detailed documentation about your commands, you can simply add a property to commands (treating them like objects?) and a simple procedure can list commands available in different area's - what the parameter's are, etc.

theRazor
This seems as good a place as any to suggest a minor feature I'd like to see in the next version. I use a lot of complex if statement trees for my quest games, but It would be really nice if there was something equivalent to the C++ "switch" command, that would really simplify my nested ifs. Thanks for all you've done Alex.

francisstokes
Sorry i didnt get very far when learning C++.... what does a switch staement do?Whats the VB equivilent?

paul_one
Switch is much like Select Case. Except it can only be integer (AFAIK... I'm sure I've read that somewhere) while VB can have characters - I think I've used characters/strings before.

And it's been suggested before, Alex just has a big list, and IMO is tackling the more important signed integer limitation first.

francisstokes
So what your saying is you want if statements.

ASL and all the other languages have there own ways of doing things.This is the way ASL does it.

I think if statements are fine as they are.Once you learn asl you can just edit your statements from notepad which is much quicker than doing it in QDK.

theRazor
No francisstokes, I'm not asking for "if" statements (I already knew ASL supported those). Switch works this way

switch #variable_name#
{
case #1:
action;
case #2:
action;
case #2:
action;
default:
action;
}


the command compares the vallue of the variable to each of the "cases" and then executes the coresponding action if it matches. If it doesn't, it executes the default. You can do this by stringing together lots of nested if statements, but this is much smoother, shorter, and less confusing.

And, I believe tr0n, that you can use enumerated vareables and chars as well as integers in a switch statement.

Oh, while I'm at it, annother thing that would cut the clutter a bit in my nested ifs would be more complex guards. If I could link more than two statements at once with boolean operators it would reduce the number of Ifs I use by a lot.

paul_one
You can use 'AND' or 'OR' (although quest may complain about them being capitals - so 'and' and 'or' are better choices).

You've no need to 'nest' if's, as switches aren't nested if's anyway - they are or'd if's (only or'd if there's no 'break;').

BTW, code for boolean if's:
if (#condition1#) or (#condition2#) then {
if NOT (#condition1#) and (#condition2#) then {
msg <WEEEE>
}
else msg <inner cond wrong>
}
else msg <outer cond wrong>

...
Don't put two }'s on the same line (}}) or this: '} else {', and if some part isn't working, check for capitals as it does - in certain cases - make a big difference, although usually not alot as it's (ASL) based on BASIC.

Elexxorine
i think everyone's hoping for the picture in the window, rather than floating, and in game music that runs from quest rather than floating as well would be nice. though i have my heart set on macro: eg. you can use the num pad as a compass (- and + are up and down).

i'm working on a (considered by most people - wierd) inventory system that is completely different from the built in one, but perfect for RPG's, which most people are making right now. i'm making a demo to illastrate it and my stat system i'll be using in TBC. but i have a little snag, i've picked my code up through hotmail, save it, and tryed to open it in QDK, but failing (no define game block?). i've checked to see if i have the end define after all the variables, it's there. it worked fine before hand, any suggestions?

007bond
Send the code to Alex and get him to have a look at it. That's what I'd do

Elexxorine
nar, i got it. it fixed that bit, by making a new game a coping each bit other and testing it, works fine now. how'd you get random numbers, cos for mining i have i long chain of different variable added and stuff but i want a random number, for fighting as well. how do you do it? i need one from -3 to 3. so basically a random number, range 6, -3 to result. :lol:

EDIT: i've got it : $rand(-3;3)$ yeah?

francisstokes
You need a space after the ;

Elexxorine
yeah i did that i copied the one printed in the help file, lol.

francisstokes
If your using QDK, (which lazy people like me who can code use anyway) when you run a script click the '$' button where youe set text colours and stuff and its in there.

Elexxorine
i use both. i'll have both up at the same time... make the basic stuff in QDk, as i'm not that good at code, then fine tune it in notepad. coolest thing i've done so far is a formula for seeing if you have enough exp to level:

if ( miningexp > ((mininglvl * mininglvl) * 35) -35 ) then ~ minus that many exp add 1 to lvl. (note had to fine tune in QDK for once - confusion over brackets) anyway the demo is slowing down a lot now.....

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