• 1

    posted a message on [AC] The Legend of Zelda - Tael's Tale [4000+ Downloads]
    Quote from Pucky010»

    More than half a year ago I published my first showcase of TT. Maybe it's time....for a second one...? :huh:


    Yes. Yes it is.

    Posted in: WIP Maps
  • 2

    posted a message on [Adventure Craft] Jojo's Incredible Adventure (+ 5000 Downloads !) v0.3.5

    New feature that will make my life (and yours !) waaaay simpler.

    I was tired of using the chat box for displaying dialogue, and to display it with only a certain amount of time to read, and since my game has so many dialogue and is so oriented torward NPCs, this is something that I think was really missing.


    It's not completely finished yet, I still want to be able to convey emotions with it for instance (by making the letter shaking, the text display slower or faster, by adding angry, sad, or joyful voices, ...), but that's the main thing.


    The letters display one by one, but you can skip it by just clicking. It uses a whole new font that I had to create by making 1 jpg = 1 letter... It was really dull lol :D


    Anyway now that this is done dialogues will be soooo much easier to implement.


    Posted in: Maps
  • 2

    posted a message on [Adventure Craft] Jojo's Incredible Adventure (+ 5000 Downloads !) v0.3.5

    Thanks both of you :D


    Here's a video sneek peak of the next version :



    Of course I'm showing very little on purpose, there's pleeeeenty of other stuff to see, plenty of secrets, plenty of sidequests !

    Posted in: Maps
  • 2

    posted a message on [Adventure Craft] Jojo's Incredible Adventure (+ 5000 Downloads !) v0.3.5

    A sneak peak of the new inventory :


    It's not finished at all yet, and will only be present in the version after the coming version.

    It takes full screen and its size adapt to your screen (it's responsive).


    Posted in: Maps
  • 1

    posted a message on [Adventure Craft] Jojo's Incredible Adventure (+ 5000 Downloads !) v0.3.5

    Hi everyone !


    As a good year resolution, I chose to finish this version in 2020.

    I'm still working on it, steedily. I would say it's 75% finished.

    :D

    Posted in: Maps
  • 0

    posted a message on [AC] The Legend of Zelda - Tael's Tale [4000+ Downloads]
    Quote from Pucky010»

    For the new AC just contact

    ༺ℜyuu𝕸3gum1n༻#1337

    on Discord.


    I don't see any member with this username on the discord you gave me.
    Yet again, I'm a total newbie with Discord x)

    Posted in: WIP Maps
  • 0

    posted a message on [AC] The Legend of Zelda - Tael's Tale [4000+ Downloads]

    Also : I don't know if you have any contact with the person who manage this website https://ryuum3gum1n.de/adventurecraft/index.php , but if you have can you pass the info that the .exe of the Adventure Craft version that's from the website is not working ?


    I get the error : could not create the java virtual machine.


    If I have this error, this means that other people will have it too, so maybe this can help him fixing it :)

    Edit : so I tried these three steps to try and fix it : https://windowsreport.com/java-virtual-machine-fatal-error/ . The error doesn't show anymore, but Adventure Craft simply... doesn't launch o/

    Edit 2 : Damn :( The map is not in english. Too bad :(

    Posted in: WIP Maps
  • 0

    posted a message on [AC] The Legend of Zelda - Tael's Tale [4000+ Downloads]

    Wow it looks awesome ! Does the creator have a page ? Is it in english ?

    Posted in: WIP Maps
  • 1

    posted a message on [AC] The Legend of Zelda - Tael's Tale [4000+ Downloads]
    Quote from Pucky010»

    Still alive!

    It's too long ago that I posted something....well...here is a little development screenshot:

    I'm still working on it, but not as much as I could. I hate those phases, without any motivation >.<


    I am working myself on a better inventory ! Nice work :) !

    Posted in: WIP Maps
  • 1

    posted a message on [Adventure Craft] Jojo's Incredible Adventure (+ 5000 Downloads !) v0.3.5
    Quote from Emil119xd»

    best adventurecraft map out there. keep up with the good work



    Thanks ! :)


    I sure am B)
    Of course you can ! Thanks for your interest in my map :)

    Okay, after long months of not being able to work on this project, I'm kind of back to business.
    I . WILL . FINISH . THIS.

    Posted in: Maps
  • 0

    posted a message on [AC] The Legend of Zelda - Tael's Tale [4000+ Downloads]

    Oh nice idea ! I'll tell you if this works :)


    I have a question : how did you manage to remove the hearts that display your health from the bottom of the screen ?

    Posted in: WIP Maps
  • 1

    posted a message on [AC] The Legend of Zelda - Tael's Tale [4000+ Downloads]

    Indeed now player.onGround works for me, don't know why it didn't work earlier


    But... still the same problem :/ :D


    If you press space and release shift at the same time, the script doesn't enter the condition that says the player is running, and the player still get to jump with all the velocity...


    The only fix I found is to put this line onUpdate :

    if (!player.onGround) {
        player.setVelocity(player.getVelocity().x*0.5,player.getVelocity().y,player.getVelocity().z*0.5);
    }

    But it does it also when walking, so it's not what we want x)


    I will tell you if I find any fix for this

    Posted in: WIP Maps
  • 0

    posted a message on [Adventure Craft] Jojo's Incredible Adventure (+ 5000 Downloads !) v0.3.5

    All right, so I got really interested in scripting these days, so I spent like the whole day making a multiple choices dialogue script. I've made my best for it to be easy to use, and it's prototype oriented, so you have to do very little to use it.


    When activated, it will display a window with multiple options. You'll be able to make your choice by pressing the forward or backward keys, and to select the right choice by pressing enter.


    If you want to use it for your own map, here's the code :


    InteractiveDialogue.js :



    function InteractiveDialogue(descriptionArray, choiceArray) {
    
        displayCanonChoiceWindow = true;
        pauseScreenClear = true;
    
        this.firstTime = true;
        this.keyLock = true;
    
        this.t = 0;
    
        this.descriptionArray = descriptionArray;
        this.choiceArray = choiceArray;
        this.choiceFollowUpArray = new Array();
    
        this.initalizeUI();
    
        player.setStunned(10000);
    }
    
    InteractiveDialogue.prototype.initalizeUI = function () {
    
        this.choiceWindowWidth = 300;
        this.choiceWindowHeight = 20 * this.choiceArray.length + 5 * this.descriptionArray.length + 2 * 20 + 15;
        this.choiceWindowX = ui.getWidth() / 2 - this.choiceWindowWidth / 2;
        this.choiceWindowY = ui.getHeight() / 2 - this.choiceWindowHeight / 2;
    
        this.choiceWindow = UIRect(this.choiceWindowX, this.choiceWindowY, this.choiceWindowWidth, this.choiceWindowHeight, 0, 0, 0, 0.5);
    
        this.UIArray = new Array();
    
        this.currentPositionX = this.choiceWindowX + 30;
        this.currentPositionY = this.choiceWindowY + 20;
    
        for (var index = 0; index < this.descriptionArray.length; index++) {
            var uiElement = UILabel(this.descriptionArray[index], this.currentPositionX, this.currentPositionY);
            if (index != this.descriptionArray.length - 1) {
                this.currentPositionY = this.currentPositionY + 5;
            } else {
                this.currentPositionY = this.currentPositionY + 30;
            }
            this.UIArray.push(uiElement);
        }
    
        for (var index = 0; index < this.choiceArray.length; index++) {
            var uiElement = UILabel(this.choiceArray[index][0], this.currentPositionX, this.currentPositionY);
            this.currentPositionY = this.currentPositionY + 20;
            this.UIArray.push(uiElement);
        }
    };
    
    InteractiveDialogue.prototype.checkCondition = function (condition, indexOfChoiceToRemove) {
    
        if (!condition) {
            this.choiceArray.splice(indexOfChoiceToRemove, 1);
        }
    
        this.initalizeUI();
    
    };
    
    InteractiveDialogue.prototype.refreshScreen = function () {
    
        for (var index = 0; index < this.choiceArray.length; index++) {
            if (this.choiceArray[index][1] == true) {
                if (this.choiceArray[index][0].indexOf("->") == -1) {
                    this.choiceArray[index][0] = "-> " + this.choiceArray[index][0];
                }
            } else {
                if (this.choiceArray[index][0].indexOf("->") != -1) {
                    this.choiceArray[index][0] = this.choiceArray[index][0].slice(3);
                }
            }
        }
    
        for (var index = 0; index < this.UIArray.length; index++) {
            if (index >= this.descriptionArray.length) {
                this.UIArray[index].text = this.choiceArray[index - this.descriptionArray.length][0];
            }
        }
    
    }
    
    InteractiveDialogue.prototype.choiceDown = function () {
    
        var choiceArrayCopy = new Array();
    
        for (var i = 0; i < this.choiceArray.length; i++) {
            choiceArrayCopy = this.choiceArray.slice();
        }
    
    
        for (var i = 0; i < this.choiceArray.length; i++) {
            if (choiceArrayCopy[1] == true) {
                //chat.print(choiceArrayCopy[1]);
                this.choiceArray[1] = false;
                if (i == choiceArrayCopy.length - 1) {
                    this.choiceArray[0][1] = true;
                    //chat.print("backontop");
                } else {
                    this.choiceArray[i + 1][1] = true;
                    //chat.print("down");
                }
            }
        }
    }
    
    
    InteractiveDialogue.prototype.choiceUp = function () {
    
        var choiceArrayCopy = new Array();
    
        for (var i = 0; i < this.choiceArray.length; i++) {
            choiceArrayCopy = this.choiceArray.slice();
        }
    
        for (var i = 0; i < this.choiceArray.length; i++) {
            if (choiceArrayCopy[1] == true) {
                //chat.print(choiceArrayCopy[1]);
                this.choiceArray[1] = false;
                if (i == 0) {
                    this.choiceArray[choiceArrayCopy.length - 1][1] = true;
                    //chat.print("backonbottom");
                } else {
                    this.choiceArray[i - 1][1] = true;
                    //chat.print("up");
                }
            }
        }
    }
    
    InteractiveDialogue.prototype.endInteractiveDialogue = function () {
    
        displayCanonChoiceWindow = false;
        pauseScreenClear = false;
    
        player.setStunned(0);
    }
    
    InteractiveDialogue.prototype.startInteractiveDialogue = function () {
    
        displayCanonChoiceWindow = true;
        pauseScreenClear = true;
    
        player.setStunned(10000);
    
    }
    
    InteractiveDialogue.prototype.checkChoice = function () {
        
        for (var i = 0; i < this.choiceArray.length; i++) {
            if (this.choiceArray[1] == true) {
                if (i == this.choiceArray.length - 1) {
                    this.endInteractiveDialogue();
                } else {
                    this.makeChoice(i);
                }
            }
        }
    
    }
    
    InteractiveDialogue.prototype.setChoiceFollowUp = function(indexOfChoice, functionToExecute) {
    
        this.choiceFollowUpArray.push(new Array(indexOfChoice, functionToExecute));
    
    }
    
    InteractiveDialogue.prototype.makeChoice = function (indexOfChoice) {
    
        for (var index = 0; index < this.choiceFollowUpArray.length; index++) {
            if (this.choiceFollowUpArray[index][0] == indexOfChoice) {
                this.choiceFollowUpArray[index][1]();
            }
        }
    
    }
    
    InteractiveDialogue.prototype.displayInteractiveDialogue = function () {
    
        if (displayCanonChoiceWindow) {
            if (keyboard.isKeyDown(31)) {
                if (!this.keyLock) {
                    //sound.playSoundUI("sound.dialogues");
                    this.choiceDown();
                }
                this.keyLock = true;
            } else if (keyboard.isKeyDown(44)) {
                if (!this.keyLock) {
                    //sound.playSoundUI("sound.dialogues");
                    this.choiceUp();
                }
                this.keyLock = true;
            } else if (keyboard.isKeyDown(28)) {
                if (!this.keyLock) {
                    //sound.playSoundUI("sound.dialogues");
                    this.checkChoice();
                }
                this.keyLock = true;
            } else {
                this.keyLock = false;
            }
        
            this.refreshScreen();
        
            screen.clear();
        
            this.choiceWindow.addToScreen();
        
            for (var index = 0; index < this.UIArray.length; index++) {
                this.UIArray[index].addToScreen();
            }
        }
    }


    OnUpdate :


    if (!pauseScreenClear) {
     screen.clear()
    }

    NPC OnUpdate :


    try {
     interactiveDialogue.displayInteractiveDialogue();
    } catch (error) {
    }

    NPC OnInteraction (the only file you have to modify) :


    A simple example on how to use it :


    script.runScript("InteractiveDialogue.js");
    
     var interactiveDialogue;
    
     // Text before the choice. You can put as many lines as you wish.
     var descriptionArray = new Array(
     "So, let's fire it up?" // description line 1
     // description line 2
     // description line 3
     // etc...
     );
    
     // Choices. You can put as many choices as you wish. First choice must always be set to true, and following choices to false. Last choice must always be the option to leave.
     var choiceArray = new Array(
     new Array("Go to the sky", true), //0
     new Array("Go to the palace", false), //1
     new Array("Think about it a little before", false) //2
     // etc...
     );
     
     interactiveDialogue = new InteractiveDialogue(descriptionArray, choiceArray);

    And that's all! You have your interactive dialogue!


    Now, if you want the choice the player make to perform an action when he presses Enter :


    // 0 here is to indicate the position of the choice you want to apply an action to. So if it's first in the list, 0, if it's second, 1, if it's third, 2, etc...
    
    interactiveDialogue.setChoiceFollowUp(0,function() {
     //Your action here!
    }

    And if you want a specific choice to not appear for the moment because of a specific condition :


    // passageToPalaceUnlocked is your condition (you can for example write "passageToPalaceUnlocked = false;" in your OnLoad file, then activate a script block via trigger whenever you want in the game and write "passageToPalaceUnlocked = true;" when you want it to be unlocked"). It's either true or false. If it's true, it will show the choice, if it's false, it will automatically hide it. 
    
    //1 is the position of the choice you want to apply this condition to. So if it's first in your list of choices : 0, if it's second : 1, if it's third : 2, etc...
    
    interactiveDialogue.checkCondition(passageToPalaceUnlocked,1);

    That's all! As I said it's very simple! Even the newbie that I was a few month ago could understand it ^^


    Now, you can make interactiveDialogue lead to an other interactiveDialogue, and so on. Here's how to do it :


    // So as we've seen, this will set up a action for one of the choices, here the first choice of the list
    interactiveDialogue.setChoiceFollowUp(0,function() {
     
     // You end the current dialogue using this line
     interactiveDialogue.endInteractiveDialogue();
     
     // You make a new description list
     descriptionArray = new Array(
     "Are you sure ?!" // description line 1
     );
     
     // You make a new choice list
     choiceArray = new Array(
     new Array("Go back to destination choice", true), //0
     new Array("Eat a donut", false), //1
     new Array("Eat a pizza", false), //2
     new Array("Jump", false), //2
     new Array("Brag", false), //2
     new Array("Leave", false) //2
     );
     
     // And you activate the new dialogue with both lists
     interactiveDialogue = new InteractiveDialogue(descriptionArray, choiceArray);
     })
     });

    You can even go back to a previous dialogue ! This way :


    // So as we've seen, this will set up a action for one of the choices, here the first choice of the list
    interactiveDialogue.setChoiceFollowUp(0,function() {
     
     // You end the current dialogue using this line
     interactiveDialogue.endInteractiveDialogue();
     
     // You make a new description list
     descriptionArray = new Array(
     "Are you sure ?!" // description line 1
     );
     
     // You make a new choice list
     choiceArray = new Array(
     new Array("Go back to destination choice", true), //0
     new Array("Eat a donut", false), //1
     new Array("Eat a pizza", false), //2
     new Array("Jump", false), //2
     new Array("Brag", false), //2
     new Array("Leave", false) //2
     );
     
     // New line to add if you want to keep track of the previous dialogue
     var oldInteractiveDialogue = interactiveDialogue; 
    
     // And you activate the new dialogue with both lists
     interactiveDialogue = new InteractiveDialogue(descriptionArray, choiceArray);
     })
     
     // Now you're setting an action for the new dialogue, and this action will be to go back to the old dialogue
     interactiveDialogue.setChoiceFollowUp(0, function() {
     
     // You end the new dialogue
     interactiveDialogue.endInteractiveDialogue();
    
     // You set the old dialogue as the current dialogue
     interactiveDialogue = oldInteractiveDialogue;
    
     // And you restart it (since you ended it earlier)
     interactiveDialogue.startInteractiveDialogue();
    
     })
     });

    Now I'll be able to put lots and lots of interactive dialogues! Yeay! My dream come true :)

    Posted in: Maps
  • 1

    posted a message on [AC] The Legend of Zelda - Tael's Tale [4000+ Downloads]

    Thanks for sending me your script, it helped me understand Velocity xD

    Okay so, actually your script has the same issues than mine : if the player press very briefly the space bar, the momentum keeps happening and the player can jump more than 2 blocks :/


    I don't understand how I can prevent this from happening... I have the feeling it may not be possible x)


    (yes !player.onGround wasn't there because it didn't work, so I sent you the script that worked)

    Posted in: WIP Maps
  • 0

    posted a message on [AC] The Legend of Zelda - Tael's Tale [4000+ Downloads]

    Okay I'm a bit lost... I can't seem to make a running script that prevents the player to jump more than 2 blocks if the player is running.


    I tried a lot of things but I'm still new to scripting. Here's what my code looks like :


    if (keyboard.isKeyDown(57) && keyboard.isKeyDown(29)) {
    player.setMoveSpeed(0);
    } else if (keyboard.isKeyDown(29)) {
    player.setMoveSpeed(3);
    } else {
    player.setMoveSpeed(1);
    }


    The problem is my moveSpeed change to 0 when I jump while running, but the player still has the momentum from running, so it isn't reliable... And I don't know how to work around that.


    Also "!player.onGround' doesn't seem to do much for me.

    Posted in: WIP Maps
  • To post a comment, please or register a new account.