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  Can status variables be invisible?


Author Topic:   Can status variables be invisible?
Tyrant posted 08-10-2001 20:43 GMT     
Just wondering if status variables can be invisible. I can leave the Display blank, but a space is still there in the window during gameplay. I'm using QDK 3.02 by the way.

Thanks

Alex posted 08-10-2001 21:54 GMT          
Hmm, the space probably shouldn't be there, but Quest isn't clever enough to know not to display the "space" if there are no status variables with "visible" display strings.

You could always use normal variables, but then you'd lose the use of "onchange".

Computer Whizz posted 08-10-2001 23:09 GMT          
When you don't use "display <>" and just forget to use that, doesn't Quest just miss it out when displaying?

All you have to do is make a note on which one's have to be done and do it in notepad, textpad or any other document tool!
.....or am I wrong (as per usual.)?

Computer Whizz

Tyrant posted 08-10-2001 23:55 GMT          
In QDK, I THINK the space is there. When I play the game, I am able to click where the variable WOULD be, and a typing cursor appears as if it were written there. I'll check it out in notepad to see if I can fix it.
Computer Whizz posted 09-10-2001 16:18 GMT          
HEY!!!
Tyrant - I didn't know it was you... Where have you been?

Have you been adding stuff to some new games? Any new idea's??
--- I promise I won't steal any more :)

No, did you look at my fighting demo to see if there were any easier way's to code things?

Computer Whizz

Tyrant posted 09-10-2001 21:55 GMT          
Hey Computer Whizz, no I haven't looked at your fighting game. Could you link it or send it to me?

How long have I been gone for? I basically took my usual break from Quest and have been doing other things. If I recall, I had taken a big break around this time last year. That's odd...

Remember that fighting game I was talking about that starred the people of this forum? Well, I had been spending a lot of time coding the fighting engine on that thing, but I found it just got too confusing and difficult to make a decent one. I was having lots of problems, and I kept getting confused as to where I am in the code, so I just scrapped that idea with the conclusion that Quest shouldn't be used to make such a game. Though it very well is possible (With Quest, anything is possible), I find that text games work better as text games... not trying to be graphical games.

As for my current projects, I have been thinking on that for a while. I have two ideas in mind:

1. To make a scary game where you investigate an abandon, supposidly haunted town to find out what happened to it. I would make various games on the one subject, such as one game taking place in a hospital, and another taking place in a prison. You can then link all the parts together via passwords. If you beat the hospital one, for example, you may get a password to use in the prison one to let you into a certain area.

2. A comedy adventure.

What have you been up to?

Oh, and by the way, I'm an idiot so ignore the question in the first post of this thread. The variables don't appear when I leave the display blank. I just thought it would leave a space since a text cursor appears when you click on where it would be.

Computer Whizz posted 10-10-2001 01:09 GMT          
Me?
....well, I've been getting to grips with college life - it isn't THAT much different. You just have to think a little MORE and you get more time off :)
oh, and you also stay up later thinking about excuses to get you out of homework!! LOL

a Comedy-Adventure eh!? I'd say MS1 was an action-adventure/adventure.
I am aiming to build a "drama-adventure" where you actually get pulled into the characters' feelings. I will also allow virtual freedom (within reason), some mini-Quests (now up to 3 idea's!!), a multi-controlable ally system, a battle system not to be sniffed at and a very original storyline.

That horror one sounds interesting. I'm going to start work on my "time-based" feature, where you go around and either say "shoot #monster#" or something or you get killed! But I don't want to be mean to the player, and I can't create the same things as I would be able to create in a graphics game.... so I may be forced to have them just "follow" you.

About the "many-gamed" horror game. I was thinking of something similar in some respect - they involve the game's linking up. But this will be a TRUELY masterful piece of work where they integrate to give more towns ect.... I'm also thinking about adding a "map.qlb" where you can update the world map/galaxy map. I'm also wondering if you could "steal" save game files to look at items left over, ect...

As soon as I get that fighting demo sorted out (I think I deleted it off of my server.) then I'll give you the links!

Computer Whizz