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Immediately after creating a project, on the top left of the screen you should see: "Project." Left click it, and you'll see seven options. If you select the fourth option, "Game Settings". You'll be able to edit and change the Game Title without affecting the name of the project!
This is the pertinent bit about forms and commits:
http://tyranobuilder.com/tyranoscript-tags-reference/#edit
It's quite exciting as the input is stored as a variable which can be used in text (e.g. storing your character's name) but I've not been able to get it right (I'm getting the 'commit' part wrong).
Any official help, or smarter people than I looking at it, would be helpful!
Cheers,
QS =D
How kind, thank you!
I try!
Lots!
I'm *very* trying!
;)
I'm actually off to spend a day with my friends, some of whom are coders. Maybe I can show them the example I linked to and see if they can help at all.
I'll post back here if I get any tips, but hopefully the problem will already have been sorted!
Toodles!
QS =D
Aur Revoir! I hope to see your work in the Store one day my friend!
I did work out on my own that the *commit thingy in the example I posted before is basically saying 'go to the section in your scene with the label 'commit''
So essentially, you drag a new label in from the UI on the left and rename it, then anything below that is part of the 'commit' section.
So in this section I put in the extra bit of code that *should* display whatever text you've put in (as it saves the variable name to the text put in by the player - handy for changing names, which is what we want to do in this thread, right?).
Unfortunately it keeps coming up 'undefined' instead of the text typed in.
I'm sure I'm doing something wrong here, but I'm not sure what as I've followed the example code precisely!
In the meantime, and kind of related, here's a wonderful guide by syrupneko about using scripting and variable manipulation. I think a lot of people will find it useful - I know I did!
http://steamcommunity.com/sharedfiles/filedetails/?id=415474805
I've commented on the guide, and asked if they can perhaps write one that covers this issue we're having.
If anyone has worked this out in the meantime, please do feel free to share!
Thanks!
QS =D
SCREENSHOT The Link is SAFE despite the name[www.hentaiharems.com]
Link to Screenshot of how the code needed looks
DEMO The Link is SAFE despite the name [www.hentaiharems.com]
Link to the Tutorial with this function added in at start.
Just do the Following :
(disregard the bb tags that are highlighting variables. noparse tags arent working as intended)
1. You need to add a TyranoScript
Lets break the rest down line by line
[eval exp="f.name='String'"]
This is an EVALuation of an EXPression which is referenced to the variable f.name of which I set it to be initiated with 'String' when I am using numbers I put 1, doesnt matter what you put if you do not use it prior to initiation with your real variables.
f.name just creates a sub set of variables under f because some variables are protected such as name and holds the game name / type from the engine.
The other parts are self explanatory and relate to the positioning of the Edit box (where you take input)
Locate is referenced to where the button(s) will be placed so multiple buttons need new locates.
target *Begin is how we reference or use Jumps in Tyrano script.
Please see the following website link to my server where I have hosted a screenshot of the code layout and Ive also compiled the Tutorial with it included.
Hope this helps.
2.
To then use the Variable, you just use TyranoScript again and use :
commit is what STORES text you inputted into the variable earlier - without it - the entry wont be stored.
cm then clears the message window and then you are back to standard entry of text/messages and the usage of [emb exp=f.name] to insert the variable you saved.
I got it working! Although I *had* muddled my way through the tags (as you suggested!) I'd added bits here and there that were stopping it working properly.
Your detailed explanation though was exemplary - thank you so much!
Would you consider putting this up in the 'Guides' section for this game? I'm sure it will be of great use to a lot more people there, rather than buried in a forum thread!
Again, thanks for your patience, for taking the time to write all this out, and for letting me march on with my little game!
*sheepyhugs*
QS =D
Edit: does this only works within a single scene?
Make sure that the jump to target which is Begin, as shown above in his example, is changed to your next scene Label.
[eval exp="f.name='String'"]
You are named :
[edit name="f.name" left="350" top="320" maxchars="10"] [locate x=600 y=320 ] [button graphic="name.png" target=*Childhood] [s]
I've made a continue button in PNG format and added it to resources but it still shows a broken link button (which I can click to continue) but not the actual graphic itself. Does it need to be a certain size or anything for it to work as a graphical button?
Don't know what happened, but while I was trying to re-use the [emb exp=f.name] (out of curiosity, I went on to put it inside a "Text", suddenly some dirty code showed up. I had a [p] somwhere I think.
After that, it stopped working correctly: I can insert the name, but after I click continue, a black screen (or the background screen if I move it above) appears and the "welcome ___ !" does not appear. If I click, the game proceeds.
Also, lol, after re-opening it again some new dirty code magically showed up
Here's a screen:
http://i59.tinypic.com/2qsuz46.jpg
Just to be clear, the script is NOT broken in itself. I myself triggered something, somehow that broke TyranoBuilder I guess :(
However, my advice - and my learned lesson - is to always make a complete backup of your game every single time, before you add scripting stuff :/. Naturally you don't need to backup the folders who just have media inside, I'm *guessing* that the scenario folder is what needs to be backed up as scenes are there.
edit: I just realized that I can open the .ks files in wordpad and read the full code, that's great
edit2: okay thankfully I solved it, it was stupid on my part, apologies for the alarm button lol. Basically, I had accidentally moved the "Show msg window" under that, and apparently if you don't put it before, by default it doesn't appear - thus the second window with the Welcome message did not show up but it was there, hidden, and once you clicked it went on.
As for the dirty code, I just deleted it - from TyranoBuilder itself with the "x" - so nobody needs to open the .ks file in case it happens :).
I also tried again using [emb exp=f.name] inside a Text and it works correctly (the name appears)
#f.name??? doesn't work when i want them to initialize a conversation.