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FPSC Classic Scripts / launcher that can launch 5 FPS games

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Meows
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Posted: 11th Apr 2012 22:04
I would like a launcher that not only launches one FPS game but when you complete those levels it launches the next FPS game and so on, untill you complete the game.

This seems the only way to be able to successfully use the new lighting in ver9 as the levels have to be a lot smaller..

If you know of such a program please let me know.
I found a old not active link to such a program using webferret.

Could launcher be made to do this?

Life is a short trip to another world
elbow
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Posted: 12th Apr 2012 10:03
hi Meows

I agree. I have asked someone to design me something in VB to do that as they said it would be "easy" and they got it to work relatively well - and then he became too busy to finish the job.

So I am also in the market for such a product.

Regards

Eugene
maho76
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Posted: 12th Apr 2012 16:31
we all are.^^ take a look at SG-Launcher by our beloved Doomster:

http://forum.thegamecreators.com/?m=forum_view&t=170472&b=21

i asked him once in the german forums, and he said it would be possible to create this feature. maybe you can ask him.

Shadowdeath
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Posted: 12th Apr 2012 17:12
The hard part is the whole idea that the program needs to know when each game is finished. Unless FPSC can write to a .txt or .ini file, I don't see how the launcher would be able to dignify if the game is finished or not.
maho76
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Posted: 12th Apr 2012 18:01 Edited at: 12th Apr 2012 18:04
oh, right, ok. my request to doomster was to pack 5 single-running games into 1 launcher, not to run 1 game after the other. sorry, my fault.
just a thought: a workaround would be to lock the following games/chapters with a password that is shown when you finish the game before the new one. should be possible to do, but not that comfortable for the user.

s4real
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Posted: 12th Apr 2012 18:24
@Meows :- This is not possible because the launcher would need to know when the game had been completed plus you would have to edit the source for the game to shut down so the next game would start.

You could do a check to see if the game is running but that would hit on performance.

best s4real


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BlackFox
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Posted: 12th Apr 2012 18:59
Quote: "I would like a launcher that not only launches one FPS game but when you complete those levels it launches the next FPS game and so on, untill you complete the game."


It could be done, using VB as an example as Elbow pointed out.

Quote: "The hard part is the whole idea that the program needs to know when each game is finished. Unless FPSC can write to a .txt or .ini file, I don't see how the launcher would be able to dignify if the game is finished or not. "


Not necessarily. For example, we had a development that had 4 levels per build and there were 4 builds in total (4 mini-games of 4 levels), and all the builds were placed in their individual folders. We built a launcher that would launch each EXE. The user would click the first one and run the game. At the end of the level, the player would find a piece of paper on a table model with the code that they use to launch the second game. When they return to the launcher, they click the game 2 button and they are asked to input the code, which they found in the first game end level. Once in the second game, a code was found to launch the third game, and so on.

The trick with using the method i described was to program the launcher to handle each game's EXE. We had to encrypt the EXE's so that the player could not bypass the launcher and run any of the games at will. It depends on how you want to design the development.


Twitter: @NFoxMedia
Shadowdeath
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Posted: 12th Apr 2012 20:44
Or it could just be an open chapter selector.
Wouldn't that be extremely easy as well?
BlackFox
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Posted: 12th Apr 2012 21:21
Quote: "Or it could just be an open chapter selector.
Wouldn't that be extremely easy as well? "


Yes, it would. Again it depends on what you want to do for the development. If you build smaller mini-games and require the game(s) to be played in order, then you can code your launcher accordingly. In your question, it is very easy to build a launcher that allows any game to be played.


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Shadowdeath
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Posted: 12th Apr 2012 21:34
I have some EXTREMELY BASIC framework attached for what I believe would work. It was made in Visual C# 2010 Express Edition. I included the full source code as well. It's not amazing at all, but I figured in case anyone wants to build off of it, the files would be fairly useful as a base code.

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s4real
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Posted: 12th Apr 2012 22:13
Quote: "Not necessarily. For example, we had a development that had 4 levels per build and there were 4 builds in total (4 mini-games of 4 levels), and all the builds were placed in their individual folders. We built a launcher that would launch each EXE. The user would click the first one and run the game. At the end of the level, the player would find a piece of paper on a table model with the code that they use to launch the second game. When they return to the launcher, they click the game 2 button and they are asked to input the code, which they found in the first game end level. Once in the second game, a code was found to launch the third game, and so on."


Nice example what a launcher can do but this is not what Meows is asking for,he asking for the games to run after the other has finished.


best s4real


Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
BlackFox
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Posted: 12th Apr 2012 22:19 Edited at: 12th Apr 2012 22:21
Quote: "Nice example what a launcher can do but this is not what Meows is asking for,he asking for the games to run after the other has finished."


Thanks. It took a bit to come up with that one, but it works perfectly.

As far as launching one game right after another, it can also be done. For example, using VB, I can set it to watch for when the "process" of that game exits, then immediately launch the next one. I do that currently in one of the launchers we built- none of the buttons are available until the player exits the game. The same could be done when the one game exits, the other starts. The thing is I see no real need or advantage to doing one like that.

You and I know there are a wide variety of methods to building a launcher, and it again depends on how the developer wants to distribute their product. Either one game at a time, or multi mini-games.


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s4real
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Posted: 12th Apr 2012 22:33
@BlackFox :- As i said above keeping track when the game is complete can give performance issue plus its not very pro to have to exit the game yourself then the next game starts unless u edit the source.

I think having the launcher load chapters is one of the best ways.

best s4real


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That Guy John
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Posted: 12th Apr 2012 22:33
BlackFox
Quote: " they click the game 2 button and they are asked to input the code"

That's a pretty nifty little idea, perfect for unlocking bonus materials after completing the main game. Thanks for sharing that.

And Here Is A Penguin:
FPSC OneSource [DeskTop App] - Bringing everything together into one.
BlackFox
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Posted: 12th Apr 2012 22:40
Quote: "That's a pretty nifty little idea, perfect for unlocking bonus materials after completing the main game. Thanks for sharing that."


That's how we do a "bonus" game from our developments. The player plays through and once done, they get the code to "unlock" the bonus game.

Back in v1.16, we could only build 5 levels at a time. So that was how we deployed our developments. Play the 5 level game, get a code at the end, unlock and play the next 5 level game (which would have been 6-10). You get the idea...


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elbow
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Posted: 12th Apr 2012 22:41
The one that was created for me worked within a "framework".

The player would finish Game 1 (winzone) and the player then left FPSC, entered the VB program (like a shell) and once there had to choose the next level or replay the finished level (future levels were visible, but greyed out/not clickable). As this is an educational game, some players miay actually like to replay the completed level to focus on the content and not the gameplay. Once clicked, the selected level starts up with a new splash screen designed to introduce the level or summarise/revise the previous level.

I have asked the programmer to forward me the semi-completed program or screenshots so that I can show you. It is very rudimentary as I said earlier, but maybe someone out there in FPSC-land may be inspired by it.

Regards

Eugene
Meows
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Posted: 13th Apr 2012 05:21 Edited at: 13th Apr 2012 06:01
Here is a copy of a email I sent to Michael, the creator I think of
SmartPackerPro and FPS V Packer after s4real said it may not be possible with the Vinshu product line.

Quote: "Michael.
I want and need to be able to load 5 games, more if I need to split games up like first 4 levels then load the next 4 and so on until they complete the game.
The only major Issue I can see is in saving games. If you play to level 5 and die and your last save was level 4. the save would have to be in the game launcher.

Well maybe not at lvl4. but it would have to be in a higher level as FPSC saves internally and per game and only 8 allowed.
Or maybe saves in a INI file. I have not thought it through but I do know anything is possible in programming as we have achieved
many Impossible things over the years.

Getting way to old and brain has been burned out too many times in marathon programming sessions, to really think about the
internal complexities of programming these days, Just want to have fun and something to do. Which is why I mess with FPSC and Darkbasic.

So can the add DLL or add files section be made to plug in more games and have them run in series?
Or here you go and should be easy for you to implement. have SmartPacker pack a series of games. say 10. and in the add files section
we put the other 9 games so when game one is completed SmartPacker starts game2 and then when 2 is done SmartPacker starts game3 and so on.

SO the plan would be, use Smartpacker to pack each of 9 games. One at a time. Starting with game 2. Then go and pack game ONE and in the add files
section we add the previous 9 games in order. ( they are really one large game broke into 10 sections of 3 to 4 levels in each section)
I can almost see the programming. You just call each game as the previous is ended. So say a day or two to knock it out?

Many thanks
Christine
"


In my thinking (which is flawed at best) this would be the way to do it, Although the chapter system is a excellent Idea and would give us interesting options.

Heros of Might and Magic system is a chapter system and written in LUA. would that work? or hard code in Visual C?

PS:::: Meows is a lady, so sorry.. it's genetics.

Life is a short trip to another world
Meows
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Posted: 13th Apr 2012 06:00
Quote: "BlackFox
Back in v1.16, we could only build 5 levels at a time. So that was how we deployed our developments. Play the 5 level game, get a code at the end, unlock and play the next 5 level game (which would have been 6-10). You get the idea..."


So how can we do this BlackFox? Please?
Where is this magical program? and how can we get it?

Life is a short trip to another world
elbow
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Posted: 22nd Apr 2012 10:26
Hi Meows

It seems LightStormEngine will be able to do what we both need. Check red Eye's answer in the LightStormEngine thread.

Sorry, you'll have to navigate there as I'm still no linking good

Regards

Eugene
Meows
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Posted: 24th Apr 2012 01:02
Just simular to this. Or actually what ever would work.
I have posted on some programming sites for a programmer to make this. All have said it is dooable. However if anyone here can make it I would be happy to pay you.



Life is a short trip to another world

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The Zombie Killer
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Posted: 25th Apr 2012 10:54 Edited at: 25th Apr 2012 12:40
@Meows
It can be done pretty easily in Game Maker using it's ini system and variables. I don't have the time at the moment to do it, but if you have basic GML knowledge, you can do it in a few minutes.
EDIT:
This code would probably achieve the dropdown menu:


EDIT2: I've begun work on it now, I found time
I'll upload it here with the source when it's done.

-TZK

The Zombie Killer
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Posted: 25th Apr 2012 13:03 Edited at: 25th Apr 2012 14:31
@Meows
Here you go, it's all done. Attached to this post.



https://forumfiles.thegamecreators.com/download/2340857
Don't forget to read the comment in the zip:



I haven't included the weblink feature yet though.

-TZK

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elbow
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Posted: 25th Apr 2012 17:51
Thanks TZK

This is great. I tested it and it worked! A few questions:

* Game one works, but I can not place all three game exes in one folder as they each have different settings.ini, rpg_log and setup.ini files. So placed them in sub-directories, but then the launcher does not pick them up. Any work-around?
* After completing game 1, how would I unlock Game 2 in the launcher? Currently it says that Game 2 is still locked.
* I own GameMaker 8.0. I opened launcher creator with it. How do I edit the launcher from there?

I will send you a more detailed mail as well, if you don't mind.

Thanks

Eugene
Meows
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Posted: 26th Apr 2012 06:32
Thank you for this.
It runs a game perfectly with FPSVishnu_Launcher_v1.0.

If you put all the files in the DATA Directory it seems to have a issue and can't file the files. I copied the Files Directory into the Data Directory. That failed. so I copied all the sub directories into the DATA directory. that failed too.
To work with FPSC the path to the games will need to be changed as with this zip you will see there is the game directory with the exe then a subdirectory named FILES where all the content for the each game is located.
http://www.filefactory.com/file/2bgru2jnbc3/n/1_zip
Here is a single level. Built in FPSC NOT prepacked with FPSVishnu_Launcher_v1.0 Please test them with GameLauncher
Just use the same level for all 5 games.


However if you use FPSVishnu_Launcher_v1.0 to prepack the games it runs great, Just need to edit the lock on game 2-5 to allow play once the first levels are won.


This is a complete fake demo game. It consists of TWO, 3 level games packed with FPSVishnu_Launcher_v1.0 unzip and run Game Launcher from it's directory.
http://www.filefactory.com/file/5ons3s9ops31/n/3levelgame_zip
Here is the Config INI. I did not find the comments in the zip.


All i did is replay the same 2 levels, however it will not let you play the second game as it says you have not completed level one.

If you can fix the Lock system I would love it for now.
I can live with the two screens.

or if it can work with straight FPSC builds.

Life is a short trip to another world
The Zombie Killer
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Posted: 26th Apr 2012 10:03
@elbow
I have addressed the problems, and added a readme file. If you are placing the exes in subdirectories, then you must specify that in settings.ini.
Also, the zip now includes a source code for 8.0 as well as 8.1. Also, it is now compiled with 8.0 Pro, so externalised resources now work.

@meows
These problems should now be fixed in v0.02 which is attached to this post. As for the comments, don't worry now, there's a readme file.

-TZK

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elbow
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Posted: 26th Apr 2012 13:32 Edited at: 26th Apr 2012 16:18
Hi TZK

Thanks again. I have not yet downloaded, but will take a look after the weekend (We have long weekend down here). Thanks for taking your time with this - it is highly appreciated.

Kind regards

Eugene
The Zombie Killer
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Posted: 26th Apr 2012 14:36 Edited at: 26th Apr 2012 14:41
Here's v0.3, there are many more features in this one.

Changelog:



Readme:



Attached to this post.

https://forumfiles.thegamecreators.com/download/2341259

To unlock new games, your game must be able to edit settings.ini to unlock the other games.

-TZK

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Meows
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Posted: 26th Apr 2012 18:48
Dear, The Zombie Killer
All I can say is WOW!

Totally awesome.

I need a little help though, I can get the games to play but having a issue on how to set up the directories for each game.
Config

Here you can see I put the games under the data folder


and under each EXE's game folder is the file directory

And all the files are specific just for that game.

So how do i set this up please.

PS I love it. where is the donation button?

Life is a short trip to another world
BlackFox
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Posted: 26th Apr 2012 23:20 Edited at: 26th Apr 2012 23:51
An interesting usage of GM.

While we have been a part of the GM community and have sold games for many years using the software, I would like to point out you may need to add a vital piece of information with your launcher for those wanting to use it with their FPSC games. For example, referring to the Game Maker EULA, the following points:

[Taken from the EULA]



So, for people to use your launcher, you will need to supply a EULA or "readme" file with it that outlines that specific point. And the developer that will use the launcher with their game(s) needs to be aware they do not distribute the source of the launcher (gmk file) with their game(s). Although in this case it is more of a "utility" than a game, the EULA does state that "In each case “use” of this Software shall be to create computer games (“Games”)."

I only mention this because you are crossing two separate pieces of software together for either a commercial/non-commercial usage. You should supply legal documentation that will protect A) yourself; B) those that want to use the launcher with their game(s); and C) the end user. It is always good practice to include this "just in case".

Otherwise, it looks good. Ours is created in VB and we can house multiple games as well. I have a bit more flexibility in VB, but yours will do nicely for those wanting a standard launcher.


Twitter: @NFoxMedia
The Zombie Killer
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Posted: 27th Apr 2012 08:34 Edited at: 27th Apr 2012 09:41
@meows
I see what you're doing wrong, you're putting the stuff that should be in a "Files" folder into the wrong folder. The game files should be in a folder called "Files" along with the game's executable.
EDIT: I noticed another problem in the code which causes the game to crash, I have it half-fixed right now.
EDIT2: Actually, don't change the way you have done it just yet, I have fixed the problem and also a bug with the options button. When I release v4, Try it with that and it should work perfectly.

@BlackFox
Will do with the next version, thanks for the warning.
EDIT: Should I just include the Game Maker EULA? If not could you please supply me with what I should include, I have no idea

-TZK

Meows
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Posted: 27th Apr 2012 09:46
The Zombie Killer,
Sir,
Quote: "@meows
I see what you're doing wrong, you're putting the stuff that should be in a "Files" folder into the wrong folder. The game files should be in a folder called "Files" along with the game's executable."

the games will not run with the games EXE and setup.ini in the Files Directory



I know I am messing up. Can you take my demo's and run them in Launcher and take a screen shot of the first 2 games directory
structure? Then I would know I have it right.

Life is a short trip to another world
The Zombie Killer
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Posted: 27th Apr 2012 10:27
@Meows, you're not messing up, that's the crash bug, it's fixed in the latest version, I'm uploading it here once it's zipped up.

-TZK

The Zombie Killer
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Posted: 27th Apr 2012 10:30 Edited at: 27th Apr 2012 11:04
Here you go, version 4. Make sure you check the readme, because the usage of game1_exe, game2_exe etc has changed. The EULA isn't included because I'm not sure what to include yet.

EDIT: Also, taking another look at the picture you posted, the directory structure you have actually is wrong, will post a picture off the correct one in a minute.
EDIT2: Here is the correct directory structure:

(The censored folder underneath "LaunchCreate" is 013501337, it means obsolete in leetspeak, it's where I store the old versions)

And this is the settings.ini that would be used for that:



Attached.

https://forumfiles.thegamecreators.com/download/2341701

-TZK

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KeithC
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Posted: 27th Apr 2012 19:18
@ ZK: BF has given you what you need to include with your application.

@ All: It's always a good idea to make sure legal channels are followed; not only when creating your own work, but also when using 3rd Party Products. If an issue arises; people/companies won't go after the 3rd Party Developer (only)...they'll go after YOU.

-Keith

Meows
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Posted: 28th Apr 2012 06:15 Edited at: 28th Apr 2012 06:21
The Zombie Killer
It Works!
Now to figure out the INI thingie.
Everything I tried with the 1.19 version of FPSC did not make a difference in the ini file.
I think I am missing something, besides my little brain.
Maybe I need to take it out and wash it once and rinse it twice and use the closeline to dry instead of the Dryer. It's fried enough.
I put a gamecontrols.fpi in a Trigger Zone and remed out line by
line to try and get something ( anything ) to read or write to the
setup.ini I am sure I am doing this wrong.


Any one have a working example?

Life is a short trip to another world
Meows
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Posted: 29th Apr 2012 05:54
ok new plan to check games,
Ched80 gave me a clue and here is the result, however i can't seem to get the variable count to verify correctly.

The launcher two test games and fpm files included in attachment or you can get it here.
http://www.filefactory.com/file/1iwvkmvugtn3/n/000Game_zip

Ok, not sure what I am doing here but here we go.
Made a test lvl ONE
trigger script
;Artificial Intelligence Script
;Created by Ched80 2012.04.28

desc = Trigger Win Zone

;Triggers
:plrwithinzone=1:setsvarvalue=LevelsCompleted 1,savesvars,win

;End of Script

in the setuplevel.fpi, just what you gave me.
;SETUP.INI
:state=0:makesvar=LevelsCompleted 0 LComplete
:state=0:readsetupline=LevelsCompleted LComplete

TEST LVL TWO

I must have the script wrong, because I put Two Triggers, on the left was the Trigger Winzone
;Artificial Intelligence Script
;Created by Ched80 2012.04.28

desc = Trigger Win Zone

;Triggers
:plrwithinzone=1:setsvarvalue=LevelsCompleted 1,savesvars,win
;End of Script

On the right is my test to see if the LevelsCompleted is there
I put this in to see if the variable is there.

;Artificial Intelligence Script
;Created by Ched80 2012.04.28

desc = Trigger TestGame2 Zone

;Triggers
:plrwithinzone=1:svarequal=LevelsCompleted 0:state=0
:state=0:hudreset,hudx=50,hudy=50,hudimagefine=gamecore\backdrops\0warehouse\startHint1.dds,hudname=hint1,hudhide=1,hudmake=display,hudlayer=hint1 1,state=3

:state=3,plrwithinzone=1:hudshow=hint1,state=4
:state=4,plrwithinzone=0:hudunshow=hint1,state=1
;End of Script

Now if the LevelsCompleted is 0 nothing should show, yet no matter if the LComplete= is in or not, the Built game
setup.ini for game2 the image displays.

SO what am I doing wrong. I figured I could put a Trigger in each games start level that checks to see if the
LComplete=1 has changed to LComplete=2 for level 3 and so on. With a endgame message saying you must complete game 1 to continue
to game 2 and end that game.
and a Trigger Win Zone at the end of the last level to increment the LComplete= so the next level would start.

I just del the LComplete= line in the setup.ini to try and figure it out.

Also is the value supposed to increase with each game in LComplete= ?
as it stays the same each game.

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Meows
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Posted: 29th Apr 2012 05:57
ok new plan to check games,
Ched80 gave me a clue and here is the result, however i can\'t seem to get the variable count to verify correctly.

The launcher two test games and fpm files included here.
http://www.filefactory.com/file/1iwvkmvugtn3/n/000Game_zip

Ok, not sure what I am doing here but here we go.
Made a test lvl ONE
trigger script
;Artificial Intelligence Script
;Created by Ched80 2012.04.28

desc = Trigger Win Zone

;Triggers
:plrwithinzone=1:setsvarvalue=LevelsCompleted 1,savesvars,win

;End of Script

in the setuplevel.fpi, just what you gave me.
;SETUP.INI
:state=0:makesvar=LevelsCompleted 0 LComplete
:state=0:readsetupline=LevelsCompleted LComplete

TEST LVL TWO

I must have the script wrong, because I put Two Triggers, on the left was the Trigger Winzone
;Artificial Intelligence Script
;Created by Ched80 2012.04.28

desc = Trigger Win Zone

;Triggers
:plrwithinzone=1:setsvarvalue=LevelsCompleted 1,savesvars,win
;End of Script

On the right is my test to see if the LevelsCompleted is there
I put this in to see if the variable is there.

;Artificial Intelligence Script
;Created by Ched80 2012.04.28

desc = Trigger TestGame2 Zone

;Triggers
:plrwithinzone=1:svarequal=LevelsCompleted 0:state=0
:state=0:hudreset,hudx=50,hudy=50,hudimagefine=gamecore\\backdrops\\0warehouse\\startHint1.dds,hudname=hint1,hudhide=1,hudmake=display,hudlayer=hint1 1,state=3

:state=3,plrwithinzone=1:hudshow=hint1,state=4
:state=4,plrwithinzone=0:hudunshow=hint1,state=1
;End of Script

Now if the LevelsCompleted is 0 nothing should show, yet no matter if the LComplete= is in or not, the Built game
setup.ini for game2 the image displays.

SO what am I doing wrong. I figured I could put a Trigger in each games start level that checks to see if the
LComplete=1 has changed to LComplete=2 for level 3 and so on. With a endgame message saying you must complete game 1 to continue
to game 2 and end that game.
and a Trigger Win Zone at the end of the last level to increment the LComplete= so the next level would start.

I just del the LComplete= line in the setup.ini to try and figure it out.

Also is the value supposed to increase with each game in LComplete= ?
as it stays the same each game.

Life is a short trip to another world
The Zombie Killer
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Posted: 29th Apr 2012 10:35
@Meows
If you use the commandline parameters, you can unlock the other games by running the launcher in a script (if FPSC lets you do that). The commandline to unlock game 2 would be:
LaunchCreate.exe -unlock2

and for game 3:

LaunchCreate.exe -unlock3

etc.

-TZK

Meows
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Posted: 4th May 2012 01:29
Well shoot, I can find no way to do this in FPSC, the editing of the INI file will not do it as that is limited to text only.

Vishnu_Launcher_v1.1 or Vishnu_Packer_v9.0 will not allow commandline editing.

Maybe AutoIt v3 or Apadana will, but that would require a totally new Launcher,

Now Smart Packer Pro, has something that allows somekinda internal access but the help files are nonexistent in this area. At times I thought the whole program was made buy a no longer employed programmer as any help request is deafly sidestepped and no real help is provided. I will recheck though and ask again for assistance.

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Meows
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Posted: 22nd May 2012 21:45
Any one figure this out?
Or have suggestions?

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BlackFox
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Posted: 22nd May 2012 21:53
Quote: "Any one figure this out?
Or have suggestions?"


I'm trying to figure out what you are looking for. Are you talking about having a launcher that launches one game first, and when completed, it will allow the player to play a second game and so on, but they must be in order?

For example, I have a launcher written in VB that holds two full games. You can play the first game, but can't jump to the second until the first is done. The player plays the first game and when done returns to the launcher and sees the second game is now available (unlocked), which they can then play that game. In this example, I have the engine writing a text file at the game's completion that the launcher reads and unlocks the second game if the text inside that file reads exactly to the phrase I code it at (for example- "Game 1 completed"). Until that happens, they can't play game 2, and so on (if I have more than one game).


Twitter: @NFoxMedia
Meows
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Posted: 22nd May 2012 22:34
Quote: "I'm trying to figure out what you are looking for. Are you talking about having a launcher that launches one game first, and when completed, it will allow the player to play a second game and so on, but they must be in order"


Exactally!
Is it in your store? I looked but could not find the link.

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BlackFox
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Posted: 22nd May 2012 23:05 Edited at: 22nd May 2012 23:07
Quote: "Exactally!
Is it in your store? I looked but could not find the link."


No, it is an in-house launcher we created for our developments. It works with our modded source that creates a text file for the launcher to read and unlock the game(s) accordingly.

We have a second launcher we created that allows the player to enter a code to unlock. For example, the player plays the first game and is given the code at game completion. They return to the launcher and when they click on game 2, they are prompted to enter the code, thus unlocking the next game. This method required no modding of the source or text file being created by the engine. I even created an applet so all the developer needs to do is run it and enter the code to unlock the game. It is stored within the launcher and that code needs to match the code supplied to the player in the game.

There are various ways to do this, and it really depends on what the developer wants to happen. I had not really thought about creating a public version, but it is something to consider.


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Meows
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Posted: 22nd May 2012 23:17
Quote: "BlackFox: There are various ways to do this, and it really depends on what the developer wants to happen. I had not really thought about creating a public version, "


Just something simple. game one ends and unlocks game 2 which ends and unlocks game 3 and so on.

I do not know if you have ever played the Hero of Might and Magic series.
It is set up you play campaign one and have to finish it to open the next campaign and so on to complete all 12 campaign.

Once they are opened you can go back and replay them at will.

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The Zombie Killer
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Posted: 25th May 2012 06:59
@Meows
I came back to the thread from your email. I'll do this for free if you want. All you'll probably need to do is use RPG Mod and make it write to a text file when the game ends. Then I'll modify the launcher to unlock game 2 if Files\game2unl.txt exists etc.

-TZK

elbow
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Posted: 25th May 2012 09:55
Hi TZK

Thanks for coming back to this. I've been waiting for the next development. Please continue and share your app with all of us.

Thanks

Eugene
Meows
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Posted: 16th Jun 2012 00:33
Any updates on this launcher? Any launcher?
Please?

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Section 812
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Posted: 16th Jun 2012 04:21
you could try my mod.

I have added commands to the fpi to set the directory and execute an exe.

I haven't tried it in the manner you want but I'll see if I can use it that way.


The way it's meant to taste.
Section 812
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Posted: 16th Jun 2012 04:39
ok, I tried it and no problems.

just get the mod and change your gamewon.fpi to this


just change the directory and execute to reflect your game.


The way it's meant to taste.
Teabone
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Posted: 16th Jun 2012 09:37
be cool if that was added to 1.20

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