2017年10月30日星期一

Voyage to The Hot Springs of Hyrule

After fighting Ganon and save the princess, my Link starts a journey of searching the health resorts on Hyrule.

Three ponds in Eldin area:
there are three big hot spring at the foot of the dead mountain, they are easily founded on the map.
The large bodies of water on the way to the Goron village, formed by Lake Ferona and Lake Intenoch.

It's stimulating to have a guardian while you are in the bath right? Gero Pond is a nice place to have it.
It's also exciting to have a core after that.



Goron Hot Spring, you can have a good time with your goron friends and enjoy the mountain scene.


Around the Gorae Torr Shrine, there a monster camp beside. They are not friendly, remember to have a bokoblin hat.


On the mt. Hebra, you can find three secret hot spring on the map, each of them has a name.
Goflam's Secret Hot Spring, a small pond under the erosion landform , also has a secret tunnel to find a korok. 

 Sherfin's Secret Hot Spring,west of Hebra north summit. You can see the wind beast on a clear day.
 Sturnida Secret Hot Spring, the largest hot spring on mt. Hebra. It's located at the end of a ski trail.

Besides the big springs, I also found one small nameless hot spring on Mount Floria.
The area is not burning or too cold and the air is always clear.


And one in the Hyrule castle. It's nice to have a rest in the dark horrible dungeon.
🔺
🔺 🔺

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2017年9月12日星期二

User Guide of Real Terrain Maker v2

2017年9月8日星期五

REAL TERRAIN MAKER

Real Terrain Maker is an easy tool for creating terrain with the real geographic data.
Specifies the geographic coordinates, and make a terrain of anywhere on the earth in a few clicks.
🔺The version 2.0 is upcoming.🔺



This plug-in runs depending on the Google/Bing map service, which requires Elevations API and Static map API keys.


Features:

Picture downloads:

   Image saved in a folder for each time the generate starts.

Map Style:

  Besides satellite, three more types of terrain texture supported. It is convenient for making a 3D map.

Real Elevation data:

  Using the elevation data of Google map, over 30 meters in most of the Earth areas.

Easy setting:

  To make a terrain faster or in high quality, simulate the real world or make an extravagant land. All setting can be made in a few clicks.

Save in many types:

  The data downloaded can be saved in mesh, terrain, and prefab. The material is created automaticity.
Adjustments saving:
  Can save keys and other settings for the other time.

Preset template:

  Include some common options for fast data preview or high details terrain creating.


New Features of Version 2.0

New Data Source Supported:

     You can use the Bing map data to generate a terrain in the new version. The map service may have some problem, such as lack of data in the certain area. Try another data source if one is not so satisfactory.

Random Map:

     One selectable option to generate a random map is provided. It can be used to save time when doing tests or just make an infinite random terrain in a game.

Run Time Infinite Map:

     Download the map texture and elevation data automaticity while running the game.

Style Setting:

     You can generate a terrain of low-poly style and set a default material before generating them. You can also set the default layer for the use of an infinite map.

Combine and Save:

     You can combine and save the generated mesh to prefab and terrain at any time.

Basic Materials for Terrain Provided:

     Several materials such as contour, grid, gradient and multiple texture height shader. It's possible to add some snow at the top of mountains and lava in the valley

2017年4月28日星期五

maked a new unity plugin

user guide of Real Terrain Maker

2017年2月14日星期二

Script Guide_8 In-game-script

define a block of scripts often used

you can write some script and use them as a macro. The script blocks should be write in script.txt in scenario directory. You can remove the file if you do not want to use this.

[iscript] - defined an in game script

Goes with the name of the script. you can use a [script scriptname] to call this block in other scenario files.
An in game script starts with [iscript] and ends with [endiscript].

[iscript ScriptName]
ScriptName: the name of the script block
[endiscript ScriptName]

write some script and use them as a macro. The script blocks should be write in script.txt in scenario directory. You can remove the file if you do not want to use this.

[script] - use an in game script

This script goes with the name of the script , use this to call a script block in script.txt.
At the end of the script block, the game goes back to the last scenario file and read the next line of script automatically.

[script ScriptName]
ScriptName: the name of the script block which is defined in script.txt

An in game script is also supported in [btn] and [ask] as a labelname.
[btn ,100,100,script:ScriptName,readnote.png]

Example: use an in game script

 in script.txt
[iscript nameA]
[dialog bunny, I am in an in-game-script]
[dialog bunny, I can talk and show some pictures]
[dialog bunny, use a return to go back to your scenario]
[endiscript nameA]

[iscript nameB]
[dialog bunny, I am in script nameB]
[if @V <2]
[dialog bunny, I will go back]
[return]
[end if]
[if @V <2]
[dialog bunny, I will go back]
[goto labelA]
[end if]
[endiscript nameB]


in another scenario file
[label labelA]
[dialog human, I will use an in-game-script]
[script somename]
[dialog human, now I am back]

[ask try in-game-script|300|100|script:nameB|imgask3.png]
[waitclick]
[dialog human, now I am back]


In this example, the human talked and the bunny talk. After the [endiscript], it go back to the human again. then it shows how to use in-game-script in buttons.

Scripts supported in an in-game-script


➽the following are scripts same as in a scenario file

[showtip]
[showcg] [getcg]
[text] [dialog] [dialogadd]
[img] [background]
[clearimg]
[clr] [msghide] [msgshow]
[if] [end] [eval]
[sound] [bgm] [bgmstop]
[setdurtime]
[waitclick]
[initsavefile]
[load]
[call]

➽the following are scripts able to use but have some difference with that in a scenario file
[goto]
go to a label in the scenario file. You cannot jump to a label in in-game-script while the script [label] is unusable.
[return]
jump out of the in-game-script and go back to the last scenario file and read the next line.

➽there some script which is not supported in in-game-script
[ask] [btn] [askdialog] [removebtn]
buttons are not supported
[label] [save]
no labels and you cannot save in an in-game-script
[wait]
you cannot wait but you can still use the parameter Time in [img].
[enablesave] [disablesave]






Now it 's an end of the script guide of sakusaku engine. we will keep on with some example game the next time

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Script Guide_7 CG gallery,save and game initialize

CG garllery

[getcg] - collect a picture in gallery



Goes with the name of a picture as the one parameter, the name is defined in the cg.xml. This script will make one picture collected in gallery.
The state of the cg is updated in xml file ,and will not change when save and load.
Read the next line of script automatically.

[getcg CGname]
CGname: the name you defined in cg.xml.
[showcg]

[showcg] - show the gallery


Open the CG gallery.

Example:CG collection


in cg.xml
<CG1 name="A red picture" show="false" img="red.jpg"/>

in scenario file

[dialog bunny| show the CG gallery without a picture][getcg CG1][dialog bunny| the attribute show is true][dialog bunny| show the CG gallery][showcg]


When the gallery show the first time, you cannot open the picture CG1.After  [getcg] the picture is collected and you can open it in this example.



Save and Load

[enablesave] and [disablesave]-you can save here but cannot save there


These two script is used to set the statue of a game. When read the script [disablesave] , the save button in main menu will be gray and the game is unsaveable . Use [enablesave] to make it able to use.
IF you make a in-game menu, ask the player to choose New Game or Load a save file, you might not wish your play save here.

[enablesave]
[disablesave]

[autosave] - save point in game progress

Goes with no parameter, update the auto save file in document directory. this script would work when the game is unsaveable.
Read the next line of script automatically.

[load] - load a save file

The script [load] goes with one parameter, the path of a save file. After a load operation, the game will jump the point which stored in the save file. You will not be prompted after this script, it is different from use a load button in the main menu.
In this version ,you can use only two save file in one game.

[load Filename]
Filename: the filename of a save file. All the file can be found in the document directory.


Example: make a load menu

in init.xml
<imgsave  img="ui/btsave.png" x="65" y="15" file="save.xml"/>
<imgload  img="ui/btload.png" x="165" y="15" file="autosave.xml" txt="Do you  want to go &#xA; to the last checkpoint"/>

in a scenario file
[ask the save file|300|100|labelA|imgask3.png]
[ask the autosave file|300|200|labelB|imgask3.png]
[dialog bunny| Which file do you want?]

[label labelA]
[load save.xml]
[label labelB]
[load autosave.xml]




[initsavefile]-initialize all the save files and setting

This operation is dangerous that it will remove all your collection and setting in the game. The files in setting directory will copy to document directory and recover the cg.xml, staticvar.xml and the two save files. If the player want play a game at the very beginning, use [initsavefile].
You will not be prompted after this script, so write a confirm menu in the game before your players come to this script.
this script will read the next line of script, but not go to the first scenario  automatically.

Example: make a confirm menu before initialize


[label menu]
[ask New Game!|300|100|labelA|imgask3.png]
[ask Load|300|200|labelB|imgask3.png]
[ask Initialize|300|300|labelC|imgask3.png]
[waitclick]


[label labelC]
[ask Yes!|300|100|labelD|imgask3.png]
[ask I change my mind|300|200|menu|imgask3.png]
[dialog bunny| Do you really want to clean all your collection?]

[label labelD]
[initsavefile]
[dialog bunny| Now there is no picture in your gallery. ]

If a CG you defined in the cg.xml in setting directory is collected (show="true"), you can open it in the CG gallery of course.



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2017年2月13日星期一

Script Guide_6 the time in a game and write a warning tip

[wait] - pause the game for a second

The script [wait] goes with one parameter, the time you want the player to wait. The game will pause and wait for while, when the game is waiting, the play cannot click to read the next line.

[wait Time] 
Time: number in milliseconds. 

[waitclick] - click to continue

This script goes with no parameter, it only stops some script from reading the next line automatically.Most used at the end of an [ask] sequence. The game continues with a click.

[waiclick] 

Example: use wait to control a game


[img carrot.png|0|240|LayerA]
[wait 1000]
[img cabbage.png|0|240|LayerB]
[wait 1000]
[waitclick]
[dialog bunny| what should I eat for breakfast?]

This example shows the second picture after one second, and one second after the cabbage picture appears, players can click to read the dialog.




[setdurtime] - slow the menu down

It is a special script used to change the interval of time of the game setting. if the node <speed> exists in the staticvar.xml, this interval time of the game will be 
(the duration time in init)*(the speed in staticvar)/10

[setdurtime]

Example: change the fade in time


[dialog bunny|hi!]

[eval speed=1000]
[setdurtime]
[img ramen1.png|0|120|LayerA]
[dialog bunny|it takes 100 seconds to show a picture]

[eval speed=50]
[setdurtime]
[img ramen1.png|200|120|LayerB]
[dialog bunny|it takes 5 seconds to show a picture]


[eval speed=0]
[setdurtime]
[img ramen1.png|400|120|LayerC]
[dialog bunny|the picture shows directly]

Use a round number as the <speed>.
If the node <speed> does not exist, this script would not work. The [setdurtime] change global time so the speed of menu bar is slow down too.


[showtip] - show tips and warning

The script [showtip] shows some text on the left top of the game. It is usually used to show some tips when the game is played, also, it shows some information when the scenario has something wrong. The tips stay on the screen for a while and fade out, the time it stays is set in the init.xml.
  Goes with one parameter, the text you want show as a tip. Read the next line of script automatically.

[showtip Text]
Text: Some words you want to tell the players.

Example: write a Waring content

[showtip DO NOT COPY WHAT THE CHARACTERS DO IN YOUR REAL LIFE]


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