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Author | Topic: A taste of QDK 3.0 |
Alex |
![]() I've uploaded a few screenshots of QDK 3.0 to the Quest Beta website - http://www.axeuk.com/quest/beta/ . As Quest 3.0 is now "pretty much" complete I want to be able to release it as soon as possible. But I'd rather release it with a QDK that works. So I need it tested soon. If you want to spend a while trying all the ways you can to make QDK break, you will have my eternal gratitude - so drop me an email ([email protected]) if you want to play with QDK before anybody else does. |
Computer Whizz |
![]() HOW DID I KNOW THIS WOULD HAPPEN!?!?! Alex, look in the fighters.lib file I sent you...... under the procedure "QDK" I'm just SOOO talented! :) ![]() Computer |
Computer Whizz |
![]() COOL!!! The screenshots look GREAT!!! Oh, you know that I was talking about the menu (choice) system! Well have a look at the system you titled "script editor" where instead of the drop-down menu, you have a "MAP" of-sorts...... Well I think that would be a quite usefull way to show the menu's, and maybe all the other stuff! I know it would involve alot, and I don't expect it to be included..... just a little POV! Computer |
Luridii |
![]() Alex I sent you an e-mail saying i'd like to play with QDK! |
sweetguy |
![]() i like the screen shots too =). hey but you know what would be tight. have the option to be able to see and edit the asl code while in qdk. so like if i put "add object" you can see it type out define oblect <something> - or something like that. |
Alex |
![]() CW: quote: Hmm... I do tend not to give release dates these days precisely because what you wrote tends to happen.
quote: That would be tremendously confusing for the player, I think. What sort of thing did you want to stick in such a menu? SG: quote: That would be a tremendous amount of effort to implement, as QDK doesn't deal with ASL code while it's editing - it loads the ASL file in when you open one and it gets put into its own data structures, and then when you save those are converted back to ASL. Also, I don't think such a feature would be terrifically useful other than for people who want to learn ASL hand-coding - and there's a reference guide and a (forthcoming, I hope) tutorial for that. |
Computer Whizz |
![]() IMO I think that a "map" structure would help ALOT in IF statements! so you could expand an IF, get a then and else, mabe expand those to get any other if's, expand those, ect... Kinda like a tree diagram, where you can collapse and expand the different "branches". And other things, like repeat, could have this feature, it could be used in place of Sweetguy's ASL code. But then again, you don't really NEED raw ASL code since all of the feature's would be present in QDK3, and I like the interface that textpad offers!! Computer |
Russell |
![]() Oh! Those screen shots are just way too Cool! Yes please email me this. I would like to try to break it also! (Not only that but I have to re-do my games... When I change the asl version from 217 to 284 I lose all the charactors and they have to be re-created as objects! (Bummer) |
Computer Whizz |
![]() Well, not really! All you have to do is go through with a good text editor..... like Wordpad, or textpad. Search for the word's "define character <" and replace them with "define object <" then it'll do it all for you. Then add in "type <character>" into their define blocks and it'll look EXACTLY the same! Oh, and you might want to add "take msg <you can't take it/her/him!>" because without ANYTHING Quest 3.0 does it automatically...... both a brillient, and a bad idea!! But the good out-wieghs the bad so it's better to have. ![]() Computer |
Russell |
![]() D'oh! I did think of the object/charactor exchange after I sent the above reply in But thanks CW! The put-something-in-part was helpful. |