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cleveblakemore

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A member registered May 01, 2018 · View creator page →

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I could not get any of that working right. Other dialogs getting called, etc.

Have another approach driven by GUI clicks on a menu to advance, going to try that one.

Very clean!

I hope you will forgive me, my original code worked similar but I kept being puzzled by nuances of the implementation, I was never quite certain if the code was doing what I thought it was doing.

Going to try to drop this in to see if it works, thanks again.

(1 edit)

I tried some things but they didn't work.

It's a little more coding but I think the WaitInlineDialog might be the easiest way forward.

One thing about that ... can you send it a list of text strings instead of physically putting them in literals?

... of course ... param [] strings. Excellent,

This way I could compose the string(s) as I am doing now with the regular Dialog - only showing what is appropriate for the character in the actions they can take in combat.

(2 edits)

Thanks, that's cleared up a lot. I suspected Dialog was non-blocking.

I am going to try "WaitFor" as long as D.Current != null, that could be very simple and straightforward.

Can you tell me if the background animation of characters will continue just replacing that one line below each call to show the dialogue? 

Very simple fix. 

Thanks for your help, I am going to try this to see if it works. I may need to follow up with you.

My game under Powerquest is looking absolutely wonderful. I was trying to write my entire turn-based combat engine in game script instead of all the extra code I originally put it. If I am successful I would love to post a tutorial showing people how I built it using PowerQuest alone with some minor extensions. I know there are a lot of people who want a similar engine for their game content.

P.S. I didn't know it is was a bug or not - do commands like "E.WaitFor" need the yield return or does the script implement those automatically in the current version? I tried this and many variations, they were not working for me. Does "UpdateBlocking" need to be called in a loop while waiting?

(2 edits)

I am trying just to get all four commands for turn-based combat.

I want to call out to a co-routine and have it call a special dialogue tree for my main character and three companions.

Some extensions below but not relevant to my basic problem. I simplified it to show what I want to do.

Call each special dialogue until they are closed, then call the next one. When all orders filled, exit the co-routine.

Any help much appreciated. This is super simple code after having vast elaborate schemes with ten times this much code and this still doesn't work to simply display them one at a time.

It shows each "Display" debug text but only the last menu for "Goliath" ...

I need to know how to open a dialogue tree, wait for it to be closed, then execute the next one.

Code below ...

---------------------------------------------------------------------------------------------------

C.Jonah.TurnOrder = Character.TurnOrderMode.None;

C.Goliath.TurnOrder = Character.TurnOrderMode.None;

C.Eddy.TurnOrder = Character.TurnOrderMode.None;

C.NurseJan.TurnOrder = Character.TurnOrderMode.None;

   if(C.Jonah.IsDead() == false && C.Jonah.TurnOrder == Character.TurnOrderMode.None)

   {

    Display: Showing Jonah Combat Orders ...

    D.JonahCombatMenu.Start();

   // E.WaitUntil(()=>C.Jonah.TurnOrder != Character.TurnOrderMode.Pending);

   }

   if(C.Goliath.IsDead() == false && C.Goliath.JoinedParty == true && C.Goliath.TurnOrder == Character.TurnOrderMode.None)

   {

    Display: Showing Goliath Combat Orders ...

    D.GoliathCombatMenu.Start();

    //E.WaitUntil(()=>C.Goliath.TurnOrder != Character.TurnOrderMode.Pending);

   }

   if(C.Eddy.IsDead() == false && C.Eddy.JoinedParty == true && C.Eddy.TurnOrder == Character.TurnOrderMode.None)

   {

    D.EddyCombatMenu.Start();

    //yield return E.WaitUntil(()=>C.Eddy.TurnOrder != Character.TurnOrderMode.Pending);

   }

  if(C.NurseJan.IsDead() == false && C.NurseJan.JoinedParty == true && C.NurseJan.TurnOrder == Character.TurnOrderMode.None)

  {

   D.NurseJanCombatMenu.Start();

   //yield return E.WaitUntil(()=>C.NurseJan.TurnOrder != Character.TurnOrderMode.Pending);

  }

End

Is the manual included with the installation?

Included with the installation.

What domain, specifically?

Are they rigged and what is the triangle count on the .fbx files?

You're very generous. Just dropped these into my Unity project and they were a massive improvement over what I had. Thanks.

Other packs lack hot FRPG women in equal measure so they are useless. This is ready to roll for any retro reboot of the genre.

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IS this mechanim compatible with Unity? How many triangles this model?

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I just bought a triple AAA title on Steam I played for ten minutes and quit from boredom.

This thing has tons of bugs and is the absolute bomb. I was genuinely scared at points. Nervous unease constantly.

Modern games suck. They've got graphics a million times better and otherwise are junk. This thing rocks.

Resident Evil creepy vibes with this one for sure.

Even has twisted raytracer lines in textures. I almost died from terror a few times. So awesome.

The little touches with the narrative, dialogue and descriptions just make it immersive. So much in there missing in games with full lipsynch and spoken dialogue. So much.

Good stuff but no pretty females to balance it out. Got to have pretty female characters for an RPG.

Does this include the demo seen in the video?

Can you provide matching animations for your previous pack of static opponents? There would almost be enough to put together a real roster of monsters.

So beautiful it makes you gasp to see it in-game. A real retro turn back to the classics. The art is amazing. Like Ultra-Gameboy graphics.

Any chance of getting a ladder climb for this guy? Always helps in a platformer.

I don't think so, I am sorry but it would be a big translation and I cannot find the time to devote to it.

Hope you enjoy playing it as much as I did creating it.

How many triangles and is it available as .FBX ?

Got kind of a PSX feel, very moody atmosphere for so few triangles.

Sale for me.

(1 edit)

What kinds of triangle counts on the pieces?

Are they in .FBX format?

What format is the 3D File?

That is great, thanks. The Unity work chain orbits around Mechanim. Everything is much easier to do in Unity if the rig is mechanim.

I bought it before checking. Mechanim compatible rig?

No, they accept debit/credit card. I pay for all purchases on itch.io with my debit card.

Can you add debit card as an option to pay? Through ITCH.IO, no foreign banks etc.

No place to hear them

Is it possible you could do a tentacle horror type monster for this guy to encounter? Just a suggestion. There are not enough low poly tentacle horrors available.

Fantastic!

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Thanks for that, I really wanted to get this set. I just tried dropping them into PowerQuest into one of my generic adventure rooms, added your computer and two of your doors and it looked so darn good just walking around I almost passed out. Just what the doctor ordered. I think I may work off your generic figure (correct scale) to make some mutants/zombies for it. 

Really good artwork considering the size of the resolution and color palette. :)

Looks like Resident Evil meets LucasArts Adventure game, perfect for a lot of storylines.

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In watching your demo animations it appears the sprite is more than complete to make a 2D adventure game and have a pretty good main character. Very detailed for such a small pixel resolution. I wish more stuff of this calibre was posted that was qualified to use for an adventure game. I've gone nuts on the genre since I discovered PowerQuest on this site. Working hard on a game right now with it and if I can drop these animations in I might craft my next game around them.

P.S. Declined my card, sorry. I use it daily to buy stuff on Itch.io so I don't know what is different with this purchase.

Could you add credit card payment option? These look great, I'd love to use them in adventure game.

Thanks for writing such a superb tool.

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Thanks for that. I have been waiting years for an appropriate model to use as a polar explorer in a Lovecraft themed game. Years. Will get it right now.

P.S. Sorry, I just realized it only offers Paypal as an option. Can you add debit card in there? That's how I buy most things on Itch.

(1 edit)

No, .obj models are not compatible or rigged for mechanim. Only .FBX or similar files that contain animation and rigging. Otherwise it is a good model, very retro.

Is this model mechanim/mixamo compatible?

(1 edit)

There is no comparison.

Some things have "flow."

Other things suck and are not well thought out. They lack Zen.

Adventure Creator is for people who can't program and have no zen. They don't know any better. They think AC is how development is supposed to feel. Agonizing, torturous and so over-engineered everything takes forever. That's blasphemy on the Unity forum, you never attack AC. It is the Pope of the Asset Store.

I've bought every tool on the Unity Asset Store for one simple reason ... I wanted to build a combination Adventure Game and Turn-Based combat RPG. No, wait ... I meant I wanted to build LOTS and LOTS of games like this, a sort of genre that particularly interests me.

I started in Adventure Creator, found it slow - tedious - boring and overengineered. Two hours in it and I am checked out mentally. I have lost my initial enthusiasm for my game concept. Too much piddling with a weird set of flags in Visual Script. It doesn't even feel like game design to me it's so labyrinthine.

Started last Friday just playing with PowerQuest having accidentally discovered it here on Itch.io. You know when something is good when you start playing with it and it sucks you into hyperfocus.

It is one week later and I have my prototype up and running ... three dramatic cutscenes, a cast of characters and a very atmospheric game that is what I wanted ... focused on the story and emotions with a component of turn-based combat. The Turn-Based battles are already spectacular. I was trying to copy the fights in "Shelter" and I almost cloned them.

I don't think I would have gotten this far in it in Adventure Creator and after a month I'd probably abandon it.

FLOW is essential to game development. I've written a lot of them and I can tell you that without FLOW you will never finish your game. If the engine itself is an ordeal, the development becomes torturous. It needs to FLOW like PowerQuest.

The ideal background is you should be at least a competent programmer in C# for Unity. You would also be greatly helped if you ever played with the original Adventure Game Studio back in the day (AGS) because this engine is like that one except vastly superior.

UPDATE : After another week of working in PowerQuest, I am blown away. So much better than Adventure Creator as far as 2D goes it is not a fair comparison. A better kit than the old ADVGTK. Spend the time to learn how it works, your brain will be fried at how well thought out it is. Everything is fun and effortless and it flows right through your fingers. You can focus on the story and game mechanics.

My initial attempt at this is a crude JRPG but you'd be amazed at how easy it can be.

READ THE DOCUMENTATION. THEN READ IT AGAIN. It is invaluable. 

I am stunned at how much I was able to learn about it just playing with it before I read the documentation.

I set out to incorporate turn-based battle between PQ characters on Tuesday. It's Thursday night at 11:30 pm and a multi-character party is working really good. The first character I recruited into my party was a dog to assist in the combat and he turned out pretty cool, too.

It is the most intuitive, clever tool I have ever bought and I must have purchased half the Unity store. It all lacks something that Powerquest has. It's is obviously the product of many years of experience by a master developer who had a lot of Adventure Game Studio under his belt.

You'll need some C# skill, some Unity experience and a capacity to appreciate how instinctive it is. Many different turn-based kits of the Unity store will integrate nicely with this tool. My first effort is going to be simple, I am certain I will finish this game now that I understand this tool.