First of all I just wanted to say 'hello' to Alex and everyone on this forum. I am very excited about this as I used to play text adventure games on my Vic-20 as a young teenager! Last year I tried Inform 7 but a) it was a bit buggy (I was in Linux) and b) it was a little too complicated for my ageing brain. Quest looks fantastic, I have to say, and I'm encouraged to see an active forum too.
OK, some questions. These are really simple questions and I'm sure they've been asked before but I'm only using the Wiki for my guidance and can't find a quick answer to these. Bear in mind I'm not used to scripts, I'm using the WYSIWYG editor. If I solve any questions I'll keep them in in case others are looking for the same solution.1) Is it easy to publish from desktop to the web? How is this done? In the web version does it save your progress?
OK, I've just seen that this can't be done at the moment. Ignore this one.
2) I want an object to only be taken when the person asks for it. If they just try and take it, they get a ticking off, but if they say 'can I have X' then I want to be able to add it to their inventory. I got as far as going to the Inventory tab of the object X, Run script, Ask question/Text and then in the field I placed 'have', then print the message to confirm that they have it, then Move object to ... to where? I was looking for 'inventory'. Also I'm not convinced this is quite right as the field 'have' doesn't really seem to cover the question.3) Turning lights on and off. How do I reveal the room only after a light has been turned on?
Think I have solved this with this setting:4) How do I reveal an exit once a light has been turned on? I have the following:
- - switch
The switch is switched off to start with. Under options when the switch is switched on I thought I would run a script that 'Creates' an exit' or 'creates an object', but neither of these seem to work. Should the room and/or the exit exist already? Perhaps the new room should be under the switch? What's the trick?
This was just a simple script that had 'If object is switched on [object name] / Elseif object is switched off'. Couldn't be easier, I just confused myself somehow.
5) What's the best way to approach paying for something? The player is not allowed an object until they have paid their bill. They cannot pay their bill until they find their wallet. They can pick up, read and take the bill but until they pay it they don't get the object.
In order to pay the bill I have read that I need to set up a shop. I have seen that there is a shop library, which is a zip file containing Shopping.aslx and Shopping_lib.aslx. Where do I put these? I've tried putting them in the root of my new game and adding library. When I select 'add library' it says "Unable to copy file. The following error occurred. The file ../../Shopping.aslx already exists". Except it doesn't, at least not in my Library tree. Why is this happening? Is this library for Q4 and not Q5 or is it now included in Q5 by default? If so, where is it?
6) The 'Intro' guide here http://quest5.net/wiki/Introduction
doesn't really make sense if you are using the WYSIWYG. So far I have done the following (assume it tells the user to press a key):
a) Set Game start script to move the player to the startroom.
b) In start room I've added the following:
The problem is that it does not wait for the player to press a key. Instead it prints this out:
Any help on these would be gratefully received. No doubt you'll be hearing from me again as I continue to post up seemingly-obvious questions. I presume the version I am using is new and therefore not every subject is covered by the wiki, but if there is anywhere else I can be looking for these answers, please let me know.
Thanks in advance.