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I haven't played the original, but the QuestJS port has the feel of a faithful recreation to me! I did encounter an error when talking to the Goblin King. I suspect the issue is on this line, looks like one of the if statements may not have converted completely. |
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Thanks! I've been finding little bugs and oddities (especially with the links library) and fixing them (or at least "patching" them) for the past couple of days. I created issues (including the code I used) for most of them, and created a few discussions concerning some minor stuff. I pretty much use this game the way other folks use Cloak of Darkness. It's got commonplace stuff in it that CoD doesn't have, and it's still fairly small. Plus, it's got jokes, ha-ha. Anyway, I figure the best way to contribute to QuestJS at this point is to port something and help fix any bugs that are found along the way. (I'm glad I decided to do it, too, because most of the issues I've found are in the item-links library -- which was contributed by some [EXPLETIVE DELETED] with the username "KVonGit" in the first place, ha-ha.) Also, most of the people here are better with JS than I am; so everyone please post any suggestions, improvements, fixes, or what have you whenever applicable when I post a "fix." |
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I had a play though. Better than cloak of darkness, which is very unclear on how it should work! Some of these issue may be in the original, and you choose to keep it that way, but I will mention anyway. |
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Hey, thank ya'! Yeah, most of that is just the way original works, but I've been fixing little things like this when I notice them.
This one was my doing. Quest 2 had no hyperlinks, only the side panes were clickable. The Farmhouse and the Silo are non-directional exits. So, there is no description for them, nor is there a funny response if you try to take them. So, I just made their links exit links. This does seem illogical, though, since any other links in the description like that would have a menu. I think I'll add an extra line "You can go to Zeke's Farmhouse or Zeke's Silo." with the exit links, and remove the links from the description itself. (I added descriptions of the dummy objects, I just need to use {nm:} rather than {exit:}.)
Most NPCs' responses are written this way. There is usually no I considered adding text to make it clear that the NPC was speaking, but decided it was just me that found this off-putting. Now that I know I'm not the only one, I'll fix all this in the next update. =) Also:
Ha-ha, I actually changed things this way in one version. I also added MOO as a synonym for TALK/SPEAK in that version. I forgot about that, and shall add that stuff back.
I'm glad you pointed this one out. That is accidental. The table has a custom TAKE response. I bet it's just that the table isn't TAKEABLE and I didn't add the verb manually. The table, the chest, and nothingThis part of the game... It's... wonky. In the Quest 2 original, there is only a table in this room. I don't know why he didn't create a treasure chest, but my guess is it was because Quest 2 wasn't set up to handle containers. That room has a custom command: OPEN TREASURE CHEST The table's description is the same as the port. Its take command responds with something like "Zeke bolted it to the floor." When you enter OPEN TREASURE CHEST:
My best guess is that he did it this way because there was no container functionality in Quest 2 (or surfaces, for that matter). ...so "what's a table doing here?" must imply there is usually not one... and then opening the chest "nothing inside" is a joke in that not only you have I dunno... Every time I port this, I leave the table and the chest in the room at first, deciding logic should dictate things. Then I end up just making them disappear, deciding it must be a joke.
When you talk to the Goblin guard, he responds something like "Goblinz so grate! Me trade you summ thing for nuthing." ...and then I don't think anything in the game even hints at what you need to with Basically, everything in that chain of events (and objects) is murky at best: SPOILERS
🤔 Now I'm wondering if he didn't add everything Silo-Related after the fact, thinking the game was too small and needed more to do, perhaps even a secret scene. That would explain a lot. I don't think removing all that crap (silo, table, chest, nothing, something, duck turd, grappling hook, purple paint, secret scene) would negatively effect the game at all, either... 🤔
If they're not there, I probably just forgot to assign their They aren't an object in the original, but I created a scenery object for them in the ports. In fact, I ported this to Inform 7 yesterday and added a few extra scenery objects that were mentioned in descriptions here and there, which I need to add to this port, too.
Good catch! I didn't even notice the extra in in those.
It's the goblin king, but I have apparently messed up an There are at least two bits of text missing here and there. 😇
What? I messed that up then. You should be able to examine it, smell it, and/or attempt to drink it (yuck). Another good catch.
I think I made "search" a command link in that bit. Well... I fixed exit links created using "{exit:}" so they are disabled properly, and I use "{exit:}" to create command links when I want them to automatically get disabled. I also see (just now) that the cliff object is in the wrong room. It's that way in the original, but this is the 4th or 5th time I've ported this and never noticed that. 🤦♂️ Doh!😁
Well... this game is taking place on the NORTH POLE, therefore every direction is actually south. So, it has to be phrased like your west, else things don't make any sense. I am totally kidding. That should say the west. 🤣 Thanks for all the feedback! I'm about to fix most of this shortly. |
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I am also wondering where you found this game in the first place. Did you play it when Quest 2 was around? I have never seen a Quest 2 game or Quest 2 itself. |
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Oh, I had lots of fun with all this, so this will be long-winded. (Also, I didn't discover Quest until 2017, so this includes some stuff I only read about in old posts.) 😇 Alex posted about it in an old blog post: https://blog.textadventures.co.uk/2013/11/26/15-years-of-quest-part-2-1999-2000/
Here's a list of all those Quest 2 games (with links): textadventures/quest#1296 Koww was the only one I found playable, really. The Love Song game has potential, but it's buggy and bad in its current form. It was also the first Quest game ever submitted to IF Comp. Scroll on down to 48th place: https://ifcomp.org/comp/2001 Anyway, the original version of Koww did not use Al Bampton's standard library addition. (Al was like the 1999 counterpart of you (Pixie) -- providing lots of helpful libraries and tricks in the old forum; he called his stuff qtips 🤣.) Quest 2 had very few built-in commands you could use, especially with the things in inventory. Without standard.lib added:
...and that was it. You couldn't examine items in inventory (it responded as if the item wasn't even there), and there wasn't even a DROP command. There also weren't really any synonyms for commands. So,
You had to add items that would be held by the player to a list called The standard library created by Al Bampton would add all the common text adventure functionality, but most of the Quest 2 games did not include said library. (It doesn't look like the Quest community really got going until Quest 3.)
I hadn't seen anything involving anything before Quest 5, either, until last year. When Alex came back, he created a 'textadventures' Discord server, and he posted the older versions of Quest there when he found them in his archives.
Quest 2 runs fine on Windows 10 and 11 (and it was easy to install it using Wine on Arch Linux, too). On Windows, you have to change the settings to run it in legacy mode to keep it from cutting off the bottom of the window (and the text input field), but that's the only caveat.
Well, I immediately preferred Quest 2 over Quest 5. The player UI is not HTML 1 (of course), and it feels so much better. (🤔 It actually feels just like QuestJS -- smoother, no delay.) It has a GUI editor, too, but I honestly never used that at all. After reading posts from the old old old Quest forum, which Alex recently posted as an archive, I learned that everyone used TextPad Plus -- with a custom syntax file for ASL, which Alex submitted back in the day. The act of writing a game in ASL in a text editor is actually fun, much like writing in ZIL (Zork Implementation Language) to compile with Zilf (insert joke here 😁), or writing in JS to run using QuestJS. Anyway, blah blah blah... After following the Quest 2 tutorial (provided by Al Bampton), l realized every object in Koww has a "look" and "take" attribute, even though you can't take a single thing during play, and every NPC has a "look" and a "speak" speak attribute. So, within the confines of what Brian the Great had to work with, he covered all the possible bases. He even created a few room commands, making it so you could climb a cliff and a mountain, open a non-existent treasure chest, and even fly to win the game. Also, I'm pretty sure the author never created a game before or after this one, and he made this game for brand new text adventure software which was created by a guy who never really played text adventures. And here we are today, in a Quest "6" forum all these years later. Yadda yadda yadda... if you go the game's page on the TextAdventures site and click Download file, it will download this .asl file in a ZIP archive: Click to view the text of KOWW1.ASLBack to modern times...Quest 5 can load that game directly from the ZIP, or you could extract the .asl and run it directly. Quest 1 - 4 also included something called QCompiler -- if you paid for Quest Pro. QCompiler encoded the ASL file, outputting a CAS file which no one could read to cheat (or copy). Quest 5 will run those CAS files, too. 2 Quest 5 uses LegacyGame to do this. In the VS project, that main file is LegacyGame.vb, and you and I were right to never even look at that file, ha-ha. Anyway, Quest 5 plays the legacy games fine, but it uses the same player UI it uses for recent games. So the things in inventory have the Examine, Use, and Drop buttons in the pane. That makes people try to run those commands, when only Use might actually do something. Examine and Drop will both respond: "What's that?" So, I decided to port the game to Quest 5.
During the port, I created a Squiffy game to act sort of like InvisiClues. 3 During that process, I decided to also port the game to Squiffy as a CYOA (omitting only the "take" bits, although I did have one version where right-clicking printed the take response, ha-ha). https://github.com/KVonGit/zil-stuff/blob/main/projects/koww/sq/KOWW.squiffy From there, I realized this was a good little game to use to learn to write games in ZIL, and I did the Zilf port. https://github.com/KVonGit/zil-stuff/tree/main/projects/koww ...and I never really put out an actual QuestJS game, and I needed to work on a few bugs with the links anyway, so... here we are. Source code: https://github.com/KVonGit/Koww_QuestJS Play on GitHub Pages (includes links to play every other version): https://kvongit.github.io/Koww_QuestJS/ And that's what I did on my summer vacation. (Har-dee-har-har) I still need to find what makes {nm:frob} create a link, to have it pass the alias and the option to use sentenceCase. Footnotes
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Hello,
Back in 1999, Alex Warren released Quest 2 and created a website which was not unlike textadventures.co.uk.
The first game anyone ever submitted was The Adventures of Koww the Magician by Brian the Great.
It's a fun, little game. It can be completed in just under 40 moves. It's a good bit of silliness, too.
Anyway, the original Quest 2 version of this gets some negative reviews because the game had no built-in inventory functionality, most of today's common commands (and their abbreviations) do not work, etc. So, I decided to port it to Quest 5.9 not too long ago.
...then, for some reason, I ported it to Squiffy (as a CYOA).
...then, I've always wanted to write a game in ZIL, so I decided to port it to ZIL just after that (using Zilf to compile it).
Finally, to the point, I have now ported it to QuestJS, too, and if anyone would like to test it, I always appreciate feedback. =)
Note that you will notice odd behavior with the things in inventory. In the Quest 2 version, you couldn't examine or drop things you were carrying. You could only use them or give them to someone. So, the author included no descriptions for those objects. He did, however, include a custom (usually mildly humorous) response for any possible built-in command for every object he created. Because of that, I feel awkward adding descriptions of my own, as I can't quite match his style.1
The game (on GitHub Pages): https://kvongit.github.io/Koww_QuestJS/
The repo: https://github.com/KVonGit/Koww_QuestJS
Footnotes
To see my attempts at those object descriptions, you can play the Quest 5.9 port. I added missing descriptions in that version. The link to that port, along with all the other versions, is on the game's landing page.) ↩
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