Old MAjor BBS Ports

efgosser
I was a Major BBS game developer and am going to port all the MBBS text Adventure games to Quest so all can enjoy them. I will be starting all Single player, then make Multi player. when I become proficient at ASL. I have started on Kyrandia and stage one is complete, coding all 304 rooms and that is the easy part. Coding all the objects - actions and the multiple traps in the game.

007bond
Just out of interest, how did you find Quest?

efgosser
http://www.ifarchive.org/if-archive/

I looked at all of the programming section and liked Quest more that the others.

007bond
ok. it's just that in your first post you said you'll probably be spending a lot of time coding things. Are you aware that you can do most of that without code?

efgosser
Isn't ASL coding for all the scripts.


I need things like this:
A cycle is 75 Second
Gem Maker -
Twice every cycle the game selects a random forest location (44-167).
If that location has less than 4 objects lying around, then 10 out
of 11 times a garnet is placed there. The 11th time, a randomly
selected gem is chosen from the birthstone group:
0) ruby 1) emerald 2) garnet
5) pearl 4) aquamarine 5) moonstone
8) sapphire 7) diamond 8) amethyst
9) onyx 10) opal 11) bloodstone

and

willow tree [location 0]
type "kneel"
advance to level 2
player receives "smokey" spell.

007bond
no, you can write scripts without code as well.
Unfortunately I can't help you much further as it's been way to long since I used Quest and QDK a lot. If you look around you may notice I've just returned to this forum after two months away, and even longer before then.
You'll need to ask some of the more experienced members

Elexxorine
Hey, you're convient damn good programmer of ASL here.... You can use QDK for non-script like interface (ie for beginners) but jumping into ASL shouldn't be hard for some-one with previous programming skills. I rocommend making a few games in QDK then looking at the code through say notepad first to see what the code looks like and what it does, as it's a bit different from the kind of code you've posted. Roms aren't done by locations though, but with nifty arrays you can randomly pick them.... t'd take a bit of codnig though. lol. If you nood any help come to me or tron, as he's best generally, I'm second best generally and best with multiplayer. :wink:

paul_one
Well, to count the number of objects on a "forest" will be a bit of a trek!

You will need to scan through each room - counting the objects with a specific property (forest_gemstone for example) and add one to a number... Unless you mean any general objects.

efgosser
That is what I did, First thing I scanned all the other games out there and looked at the code. I have printed all of the docs on ASL and scripting for QDK. I have these games already in DOS Borland C++ 3.1 so porting it should be ok as soon as I learn ASL / QDK script Language. Give me a week to learn it and I will let you all know If I have it or not. You are a bunch of really nice people to be associated with. I will have questions, My problem now is I don't know what I am talking about yet. in a couple of days the Questions will start. I work 11 hour Graveyard shift, and have little time to do anything. so I lose sleep to program :')

Elexxorine
Try polyphasic sleep, It worked for me, two hours sleep and felt great. Anyway, I'm gonig to be writing a guide to ASL very soon. If you run into any problems, we'll help. Hope it goes well. And you printed them, wow, never heard of anyone printing the quest help files... must be huge!

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