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Yeesh. Those tutorial videos.

Posted: Fri Jul 05, 2019 6:06 am
by OmnislashXX
:? For real. But hey, I know how it is to use a product and try teaching people how to use it. That said, they can be hard to learn from. I know that I'm only a beginner, but I will grasp these concepts. Eventing is what I do best after all, I'm good at it. Then maybe, I can be the one making the tutorials.

Re: Yeesh. Those tutorial videos.

Posted: Fri Jul 05, 2019 1:34 pm
by eekdon
Hey there, yeah they are a bit dry, and lengthy...and the tool itself isn't exactly beautiful or simplistic (which doesn't help the "length issue"). Given the nature of the tool and how it has to be used...what would make future tutorials better? Thanks!

Re: Yeesh. Those tutorial videos.

Posted: Fri Jul 05, 2019 4:23 pm
by OmnislashXX
Actually, I don't really know, but the most important thing that I thought wasn't really explained all that thoroughly was Exporting/Importing. In simplistic terms, the act of exporting/importing is saving and loading your story. The Folder part wasn't really explained all that well, in that you must Create a Folder (of the same name as the Title for your story) in order to have a place to export (save) the story to and that it can be accessed with the game itself.

But like I said, I really need to familiarize myself with all the bits of the story creator before I actually start making vids about it.

Re: Yeesh. Those tutorial videos.

Posted: Fri Jul 05, 2019 4:23 pm
by OmnislashXX
Actually, I don't really know, but the most important thing that I thought wasn't really explained all that thoroughly was Exporting/Importing. In simplistic terms, the act of exporting/importing is saving and loading your story. The Folder part wasn't really explained all that well, in that you must Create a Folder (of the same name as the Title for your story) in order to have a place to export (save) the story to and that it can be accessed with the game itself.

But like I said, I really need to familiarize myself with all the bits of the story creator before I actually start making vids about it.

Edit: Sorry for the double post. I think there was a hiccup with the forum.

Re: Yeesh. Those tutorial videos.

Posted: Fri Jul 05, 2019 11:13 pm
by OmnislashXX
And I have another question.

So, in the fourth video, you explained how to create those warning messages, but in reality, they should only go off only once. How would you go about doing that?

Re: Yeesh. Those tutorial videos.

Posted: Sat Jul 06, 2019 1:39 am
by peter980
In many ways.

One way is using variables.
Create new one called WarningDone, and have warning if WarningDone=0. Then set it to 1.

Re: Yeesh. Those tutorial videos.

Posted: Sat Jul 06, 2019 2:33 pm
by OmnislashXX
Hmm. Okay. I do know what you mean, by the way.

I will figure things out as I go along. Right now, I'm looking at how to talk with somebody.

Re: Yeesh. Those tutorial videos.

Posted: Sat Jul 06, 2019 9:13 pm
by eekdon
OmnislashXX wrote: Fri Jul 05, 2019 4:23 pm Actually, I don't really know, but the most important thing that I thought wasn't really explained all that thoroughly was Exporting/Importing. In simplistic terms, the act of exporting/importing is saving and loading your story. The Folder part wasn't really explained all that well, in that you must Create a Folder (of the same name as the Title for your story) in order to have a place to export (save) the story to and that it can be accessed with the game itself.

But like I said, I really need to familiarize myself with all the bits of the story creator before I actually start making vids about it.

Edit: Sorry for the double post. I think there was a hiccup with the forum.
You *need* a folder whose name matches the name of the story to ensure that it's playable in-game. So in the \Stories directory you must have a MYSTORY folder, which only the MYSTORY story and exported character files would go in. In short: the game looks in %USERPROFILE%\Documents\Eek\House Party\Mods\Stories for all custom stories. It then looks through the folders it sees there, and wherever it sees a folder with a story file whose name matches the name of the folder, it will add that entry to the drop-down on the main menu in-game. So if it were to come across %USERPROFILE%\Documents\Eek\House Party\Mods\Stories\MYSTORY\lolkittens.story, you would not see MYSTORY or lolkittens come up as a story on the main menu.

But if you're just considering your workflow for importing/exporting stories...you can do whatever you want, as long as you keep track of your work. When integrating our storyboards and dialogue into stories and going through iterative testing, my workflow doesn't touch the \Stories directory at all. It looks like this, and then I do what I need to play in a release candidate build:

Image

Every one of those has an Original Story.story file and a character file for each character. Where the files go just doesn't matter until you actually need to play the story.

Re: Yeesh. Those tutorial videos.

Posted: Sun Jul 07, 2019 3:05 pm
by OmnislashXX
Yeah. Figured that part out, actually. In RPGMaker, we have something similar, in regards to exporting/importing code. It's better to just create a Folder outside of Unity and then to save (export) the files into that.

I really would create a video on how to construct Dialogue in the game though. The dialogue is actually saved to each different character but accessed with the Talk command. The responses are also on the character.

Re: Yeesh. Those tutorial videos.

Posted: Sun Jul 07, 2019 3:09 pm
by peter980
There is that super old tutorial, I think it covered it.

https://www.youtube.com/watch?v=HT71yNvfgT0

Note that CSC was changed a lot since then. The ability to test dialogue directly from CSC does not exist anymore.