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Old 11-18-2009, 12:42 PM   #21
manikus
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Sunglass Man Re: Help Documentation Content

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Originally Posted by SilentThief View Post
One more question, about icon changing with logic block. I remember trying it and not getting it to work but I know you did get it to work Manikus, and the question I have is for you:

Does icon changing work after a combat has started? My assumption is that no, once the icon is loaded into memory, it doesn't change during combat but can and will with the next loaded combat.

The reason I ask is if you could change your icon, then you could have a shapechange ability made.

ST
ps, I'll look into the memory stick idea. Its not a bad one for what I have available Thanks.
I don't know. I didn't try it. But as far as what I did, there is a tutorial on how to do this on my web site. With a little bit of experimenting, you could tweak that to work in combat (if it does work in combat that is). If you try this, let us know how it turns out.
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Old 11-27-2009, 07:24 PM   #22
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Default Re: Help Documentation Content

Side note: If you want, you can replace the Editor hlp file with a chm file. HTML Help Workshop is freeware and works much like the Help Compiler for hlp files. (You can also decompile the chm files.)

Add a note about the Log Event Text, if it is opened in Crimson Editor it will reload every time it is generated, every time that you choose this option.
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Old 11-27-2009, 09:59 PM   #23
manikus
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Sunglass Man Re: Help Documentation Content

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Originally Posted by Shadow Stranger View Post
Side note: If you want, you can replace the Editor hlp file with a chm file. HTML Help Workshop is freeware and works much like the Help Compiler for hlp files. (You can also decompile the chm files.)

Add a note about the Log Event Text, if it is opened in Crimson Editor it will reload every time it is generated, every time that you choose this option.
Paul told me that Vista (and presumably Windows 7) do not support the .hlp format. For this reason we have abandoned this format for future Help file releases.
But, we were using Cheetah, a freeware help file creator that uses RTF and CHM formats. It's quite a nice little utility.

As for the way that the Log Event Text reacts, I think this is pretty standard. I use EditPad Lite and all .txt files open in it reload if changed by an outside source.
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Old 11-28-2009, 01:04 AM   #24
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Default Re: Help Documentation Content

Add a note to the relevant part of the help file about the reload property of text editors. If Dungeon Crawl becomes popular, new users of it may not know anything about computer programming, may not know what a text editor is.
You could also add a help file for the game only, this would require a new command in the menu.
If you are having issues with help files, see this page from the Microsoft Knowledge Base:
http://support.microsoft.com/kb/917607
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Old 11-28-2009, 02:09 AM   #25
manikus
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Sunglass Man Re: Help Documentation Content

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Add a note to the relevant part of the help file about the reload property of text editors. If Dungeon Crawl becomes popular, new users of it may not know anything about computer programming, may not know what a text editor is.
I'm a little unclear on why you think we should add this note. The event log is generated by DC, but not read by it, so changes don't affect DC. For use of the designer, the newest version is always preferable.
I also think that if a user does not know what a text editor is, they will not have one open to examine the file mentioned and thus the point is moot. Plus, they will unlikely have the skill to find the relevant part of the help documentation. I apologize if you mean it is a language issue, i.e. non-American English users may not be familiar with the term, but I believe it is standard.

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You could also add a help file for the game only, this would require a new command in the menu.
This is a very good idea and in the works. I don't know if one will be available by version 1.0, but I hope so.
As for adding a command to call the help file while in-game, I don't believe we are planning on going down that route. It's not the industry standard in gaming and certainly wasn't used in GoldBox games or in FRUA. It will be provided as an additional files or files (if in HTML) for the player to view and print out if she wants.

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If you are having issues with help files, see this page from the Microsoft Knowledge Base:
http://support.microsoft.com/kb/917607
I am familiar with this Microsoft work-around, and I'm sure Paul is too. I do not see the benefit in doing this. It would require users of our product to do more work, not less. Plus, it is a solution that Microsoft itself does not recommend, as they suggest using XML formatted help files or HTML formatted help files.
However, I certainly do appreciate the thought and effort you've put into finding a possible solution.
I believe that moving away from the HLP format will allow more people to assist with the Help documentation and without the need for learning to use new software and new mark-up codes.
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Old 11-28-2009, 09:38 AM   #26
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Default Re: Help Documentation Content

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This is a very good idea and in the works. I don't know if one will be available by version 1.0, but I hope so.
As for adding a command to call the help file while in-game, I don't believe we are planning on going down that route. It's not the industry standard in gaming and certainly wasn't used in GoldBox games or in FRUA. It will be provided as an additional files or files (if in HTML) for the player to view and print out if she wants.
I agree that this is a great idea. I have sent my contest contribution to some friends for playtesting, and of course, some of them did right away ask for hints how to handle the game - some things are not very self-explanatory for people who do not regularly play RPGs.

Would it not be possible to add a kind of help/introduction to DC in the camp event? It is only an idea, and I myself am not clear if I like it or not. What do you think?
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Old 11-28-2009, 10:52 AM   #27
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Sunglass Man Re: Help Documentation Content

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I agree that this is a great idea. I have sent my contest contribution to some friends for playtesting, and of course, some of them did right away ask for hints how to handle the game - some things are not very self-explanatory for people who do not regularly play RPGs.

Would it not be possible to add a kind of help/introduction to DC in the camp event? It is only an idea, and I myself am not clear if I like it or not. What do you think?
In my opinion, the way games currently handle help files seems the way to go. There will be a file in the design called ...well, I think that it still up for determinination. There is already a 'readme.txt' file. Perhaps we will call it 'Help.xxx' or maybe the designer will want to rename it to 'MyDesignName.xxx'. (I use 'xxx' because I don't what format it will be in.)

Now, if a designer wants to add help to her game, she can do that with DC tools already available. For example, you could use the Journal event to have 'help'. You could do a few introductory events with big pics and text that explains the menus, etc. You could create an item called "Help" and use the 'Examine' event to display a 'Text Statement' event that is help documentation, usable at any time. These are just a few ideas off the top of my head.

Feel free to add this to the Feature Request tracker. It won't be available before version 1.0. It will also have to be something that is optional, as not all designers will want to use this feature.

There is another question to be considered as well. Do we need to provide a common or standard name for Help that will call any file by that name? It seems to me that individual designers may want to change Help to fit their design, especially if they've modified things (like me).
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Old 11-28-2009, 11:05 AM   #28
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Default Re: Help Documentation Content

The introductory events (a kind of in-game tutorial) will probably be my way to go for "Helmetlands". For "Friedrich's Quest", I have just written a small textfile...
I myself am (as written) not sure whether or not an additional "help" menu in-game would be useful, I only wanted to throw in the idea. Let's see what others comment...
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Old 11-28-2009, 12:06 PM   #29
manikus
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Default Re: Help Documentation Content

I would love to hear what others think as well.

I would also like it if someone could post some names of games with in-game help. I ca't think of any outside of a Linux solitaire game (PySol) that I use.
It seems to pull something like this off, DC would need to be running in a window with an additional menu at the top (like a solitaire game).

I would think if help were going to be added to the game, it makes the most sense to do it at the very first menu - the 'add character/create character/load saved game/exit' menu. It seems that any later in the process and the player must already know enough to be able to play the game.
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Old 11-28-2009, 08:39 PM   #30
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Default Re: Help Documentation Content

Games with in-game help:
Older Spiderweb Software games had a conventional Windows-style set of menus, the Help file could be accessed from the Help menu.
Newer Spiderweb Software games have a toolbar at the bottom of the screen, where you can find a '?' button to access special in-game help notes. The main help file is still accessed outside of the game.
Temple of Elemental Evil had an in-game help notes feature.
Black Isle games seem not to, they had pop-up tool tips though.
Gold Box and FRUA would have had little spare disk space for a proper help file?
DC in-game help can be quickly whipped up borrowing the text from the FRUA manual.
Edit:
I made a RTF copy of the FRUA manual, this should be quick.
In-game help will be badly needed for the custom parts of any design, custom spells especially. Players will need a coherent guide to what they do.

Last edited by Shadow Stranger; 11-28-2009 at 09:36 PM.
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