Mcadams Posted November 20, 2017 Share Posted November 20, 2017 Wassup. In this tutorial I'll show you how to make quest markers in Intersect using the event system. By quest markers, I mean symbols that appear above an event/NPCs head that signify if they have a quest available, if they will have on available in the future, if you're currently on their quest, and if you can complete their quest. I. Animations/Art As far as art goes, you're going to need four different animations. They don't need to be actually animated, but they need to be created as "animations" in your editor. Spoiler One for quests that the player can't start yet One for quests the player can start One for quests that are in progress One for quests that are completed and can be turned in Feel free to use these in your game! https://imgur.com/a/Cl85j4m Make sure that they're named and organized decently so that it's quick and easy to make the event and sort the animations. II. Quest setup Before we can start with the quest markers, we need a quest. I'll be making a one-step quest for this example for simplicity's sake Spoiler 1. Go to quest requirements, and make a requirement for the quest to be started. If you have a storyline for your game, you'll usually want to tie quests together by making them not available until you complete a quest before it. For this example, the only requirement will be that the player has to be level 5. Hit "Edit Quest Requirements" 2. In the Dynamic Requirements window, click, click "Add List" to create a new condition list, and then "Add Condition" 3. In the Add/Edit Condition window, set the condition type to what you want the requirement to start the quest to be. For this, we'll be making Level or Stat "Level" be greater than or equal to 5, which essentially lets anyone level 5 and higher start the quest. In order to do quest markers effectively, your quest needs to have at least two tasks. The last task of your quest should always be to return to whoever gave you the quest (if you wish to use a quest complete marker) 4. Click "Add Task" and create the task for the quest. In this quest, we'll have the player collect 4 bags of supplies. 5. Click "Add Task" again, and create a task to return to whoever gives the player the task. For this example, we'll have the player return to Lieutenant Snider. 6. Your quest task should look something like this. Once this is all set, edit the quest completion event to whatever you want for rewards, experience, switches to trigger, etc. Once that's done press save. III. Quest Event setup Now that your quest is created, we can make the event for it. Spoiler 1. Create an event on the map where you want the quest giver to be. 2. Add a conditional branch, checking if the player is able to start the quest. If they are, have them be shown the offer window (Start Quest, checkoff "Show Offer Window?" option) 3. Then, add another conditional branch that checks if the player is on the quest step that requires them to return to the quest giver. If they are, have it complete that task, which will in turn complete the quest. 4. Save your quest event, and now you're ready to move on to the third step. IV. Quest Marker Event setup Now that your quest and quest event are finally all good to go, time to do what we came here to do — make quest markers. Spoiler 1. Create an event above your quest event — the distance above depends on the size of your animations. Two spaces up works great for mine. 2. For this event, create five pages. One for the quest existing but not able to be started, one for the quest able to be started, one for the quest in progress, one for the quest able to be turned in, and the last for the quest completely done and completed. 3. For the each page, hide the event name and make them passable. For organizations sake, I'll refer to the five pages as CantStartYet, CanStart, Progress, TurnIn, and Completed. 4. For the first page (CantStartYet), set the animation to the quest marker that shows there's a quest, but the player does not meet the requirements to start it yet. Do not put in any spawn conditions as this is the default page. 5. For the second page (CanStart), set the animation to the quest marker that shows there's a quest that the player can start. Set the spawn condition to "Player Can Start Quest (Test Quest)" 6. For the third page (InProgress), set the animation to the quest marker that shows the player started the quest, but the quest is not ready to be turned in. Set the spawn condition to "Player Quest In Progress (Test Quest, On Task > The first of the two tasks [Gather Items])" 7. For the fourth page (TurnIn), set the animation to the quest marker that shows that all the quest's task are done and ready to be turned in. Remember earlier when we added a quest task to return to the quest giver? We use that here. Set the spawn condition to "Player Quest In Progress (Test Quest, On Task > Final Task [which is to go back and talk to the quest giver]) 8. For the fifth and final page (Completed), set the animation to nothing, so that there is no symbol above the quest giver when the quest is all done. Set the spawn condition to "Player Completed Quest (Test Quest)" so that the quest giver only shows nothing when the quest is all done and turned in succesfully. That's it! Time to make sure everything works. V. Result Assuming you've followed every step correctly, this should be your end result! Lieutenant Snider is offering a quest, but my character isn't level 5, so I can't start it. However, I know that there is a quest there I will eventually be able to start! Thanks to some useful admin commands, I can make my character level 5, and boom! Now the marker is yellow, changing animations and showing I can start a quest there. Talking to Lieutenant Snider, he offers me a quest, and I accept it. Now that I've started the quest, the marker changes, showing me I have a quest in progress, but I haven't done everything it asks me to do yet. After doing what the quest asks (collecting four of an item) I will be on the final task, which will be to turn in the items and complete the quest. The marker will change for a fourth time to show that the quest is ready to be turned in. After talking to Lieutenant Snider with the quest on its final step, the quest will complete, and the marker will disappear, showing that there's no more quests available at the npc. That's it! If you have any questions on the guide or are stuck on a part, feel free to shoot me a PM on here or Discord, or post a question below. Thanks! panda, Kibbelz, Miharukun and 18 others 12 9 Link to comment Share on other sites More sharing options...
Kibbelz Posted November 20, 2017 Share Posted November 20, 2017 good share, very well done. Mcadams 1 Link to comment Share on other sites More sharing options...
TheSandersLad Posted November 20, 2017 Share Posted November 20, 2017 What version of intersect is this for? Cause I've tried to test this out but some words don't match up? Link to comment Share on other sites More sharing options...
Mcadams Posted November 20, 2017 Author Share Posted November 20, 2017 6 minutes ago, TheSandersGuy said: What version of intersect is this for? Cause I've tried to test this out but some words don't match up? I just took the screenshots and made this guide today in Beta 4.5. Link to comment Share on other sites More sharing options...
TheSandersLad Posted November 20, 2017 Share Posted November 20, 2017 5 minutes ago, MCADAMS said: I just took the screenshots and made this guide today in Beta 4.5. I get to here... 6. For the third page (InProgress), set the animation to the quest marker that shows the player started the quest, but the quest is not ready to be turned in. Set the spawn condition to "Player Quest In Progress (Test Quest, First Task) = True" ...and no idea what to do right here? Link to comment Share on other sites More sharing options...
Mcadams Posted November 20, 2017 Author Share Posted November 20, 2017 6 minutes ago, TheSandersGuy said: I get to here... 6. For the third page (InProgress), set the animation to the quest marker that shows the player started the quest, but the quest is not ready to be turned in. Set the spawn condition to "Player Quest In Progress (Test Quest, First Task) = True" ...and no idea what to do right here? -snip- On "Is" set it to "On Task", and set the "Task" to the first step in the quest (which is gather supplies.) This is so that the event knows you're in the middle of doing the quest, but you're not on the last step. By "First Task" I mean the first of the two tasks in the quest, which is to gather supplies. I edited the post to make that part clearer. Link to comment Share on other sites More sharing options...
Oddly Posted November 20, 2017 Share Posted November 20, 2017 Nice tutorial! Great use of a viking sprite too, A-hinga-dinga-durgen! Mcadams 1 Link to comment Share on other sites More sharing options...
emptyaccount Posted November 20, 2017 Share Posted November 20, 2017 Really useful! thank you!! Mcadams 1 Link to comment Share on other sites More sharing options...
emptyaccount Posted November 20, 2017 Share Posted November 20, 2017 Does this works on a repeatable quest? Link to comment Share on other sites More sharing options...
Mcadams Posted November 20, 2017 Author Share Posted November 20, 2017 17 minutes ago, Roy said: Does this works on a repeatable quest? Yes, just delete the 5th page (Completed) of the marker event. Once you turn in the quest it will go back to the CanStart animation. emptyaccount 1 Link to comment Share on other sites More sharing options...
emptyaccount Posted November 20, 2017 Share Posted November 20, 2017 3 minutes ago, MCADAMS said: Yes, just delete the 5th page that appears after the quest is supposed to complete. Once you turn in the quest it will go back to the CanStart animation. Thank you! Mcadams 1 Link to comment Share on other sites More sharing options...
shmitterwink Posted November 21, 2017 Share Posted November 21, 2017 This is awesome, thanks! Mcadams 1 Link to comment Share on other sites More sharing options...
jcsnider Posted November 21, 2017 Share Posted November 21, 2017 On 11/19/2017 at 8:03 PM, MCADAMS said: (I made these for my game so don't try and use them in yours, mfer.) Someone make some that are free to use! Mcadams 1 Link to comment Share on other sites More sharing options...
Mcadams Posted May 11, 2018 Author Share Posted May 11, 2018 On 11/21/2017 at 12:40 AM, jcsnider said: Someone make some that are free to use! Updated the main post a bit and fixed some of the missing gifs. Also, the marker animations are now free to use, uploaded them to an imgur album for those interested to download. Worldofjimmy, EVOLV, Kyrise and 4 others 5 2 Link to comment Share on other sites More sharing options...
drucko Posted June 13, 2018 Share Posted June 13, 2018 for some reason it dont wanna work for me Link to comment Share on other sites More sharing options...
Mcadams Posted June 13, 2018 Author Share Posted June 13, 2018 2 hours ago, drucko said: for some reason it dont wanna work for me What about it doesn't work? Link to comment Share on other sites More sharing options...
drucko Posted June 13, 2018 Share Posted June 13, 2018 Well, it dont want to go to the first event it just stays at the last one Link to comment Share on other sites More sharing options...
Mcadams Posted June 13, 2018 Author Share Posted June 13, 2018 7 minutes ago, drucko said: Well, it dont want to go to the first event it just stays at the last one Not sure what you mean. Make sure your event pages mimic mine and you have the multiple pages setup. Link to comment Share on other sites More sharing options...
drucko Posted June 13, 2018 Share Posted June 13, 2018 I did exactly what you did multiple times, but for some reason it dont wanna work. Link to comment Share on other sites More sharing options...
Rales99 Posted February 3, 2019 Share Posted February 3, 2019 The fact is that if I took the quest, then all other players will see an animation over the head of NPC. How to fix ? Link to comment Share on other sites More sharing options...
Beefy Kasplant Posted February 3, 2019 Share Posted February 3, 2019 59 minutes ago, Rales99 said: The fact is that if I took the quest, then all other players will see an animation over the head of NPC. How to fix ? Use player variables and not global ones. Link to comment Share on other sites More sharing options...
Rales99 Posted February 3, 2019 Share Posted February 3, 2019 1 минуту назад, Dashplant сказал: Используйте переменные игрока, а не глобальные. http://ascensiongamedev.com/resources/filehost/71e125b0393baa70bf6d9413cfb4e33b.png Link to comment Share on other sites More sharing options...
Beefy Kasplant Posted February 3, 2019 Share Posted February 3, 2019 1 minute ago, Rales99 said: http://ascensiongamedev.com/resources/filehost/71e125b0393baa70bf6d9413cfb4e33b.png Sorry, I dont speak Russian. Link to comment Share on other sites More sharing options...
Rales99 Posted February 3, 2019 Share Posted February 3, 2019 Только что, сказал Дашплант: Извините, я не говорю по-русски. I have a global event disabled. Link to comment Share on other sites More sharing options...
Beefy Kasplant Posted February 3, 2019 Share Posted February 3, 2019 2 minutes ago, Rales99 said: I have a global event disabled. But the variables for the event. Are they global or player variables. Link to comment Share on other sites More sharing options...
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