ID:175440
 
ok today i added a new code, and i went to build, run, and then Dream Seeker came up and i started to play my game, but the screen in the upper left is not there any more. why is this?
Nave wrote:
ok today i added a new code, and i went to build, run, and then Dream Seeker came up and i started to play my game, but the screen in the upper left is not there any more. why is this?

Without having any code to go on, I'll just take a stab in the dark and say it was title gnomes.

Lummox JR
In response to Lummox JR
what are those?>
In response to Nave
heres my code
//This is my new rpg and my first game ever! Please help me!


world
mob = /mob/create_character //set the default mob to create_character, as to make the selection stuff happen
view = 7 //I prefer 7...
turf = /turf/grass
mob/monkey //we are playing God here! let's create a monkey
icon = 'monkey.dmi' //the monkey will look like this!
verb //the monkey is quite primitive, so the things it can do are limited
//the things it can do are...
yell() //yell for no reason!
world << "[usr] yells like a monkey!"
run_about() //run around, monkily!
world << "[usr] runs around mindlessly!"
philosophize() //very primitive philopholizations!
world << "[usr] philosophizes! \He thinks, 'Munkee go woo hoo!'"

mob/human
icon = 'human.dmi' //this is what it will look like. quite ugly, no?
verb //the humans are more intelligent than the primitive monkies
speak(msg as text)
world << "[usr] says, in a sophisticated voice, '[msg]!'" //very sophisticated!
walk_around() //they can walk erect!
world << "[usr] strolls around leisurely."
philosophize() //they have much more developed brain power - they can philosophize meaningful things!
world << "[usr] wants to debate philosophical matters!"


obj
gold
icon = 'gold.dmi'
var
amount
usr.wealth
HP
verb
get() //obj/gold/verb/get()
set src in view(1) //src must be close
usr << "You pick up a small sack with [amount] gold in it."
usr.wealth += amount //add to usr.wealth
del(src) //delete the gold
turf/wateredge
icon = 'turfs.dmi'
icon_state = "wateredge"
turf/wall
icon = 'turfs.dmi'
icon_state = "wall"
turf/grass //we should make something for the humans and monkies to live on.. let's make
icon = 'turfs.dmi' //some grass! it'll look like
icon_state = "grass" // this!
turf/deepwater //I've always loved swimming! we'll make the water
icon = 'turfs.dmi' //that
icon_state = "deepwater" //looks like this
density = 1 //you can't wade through this water! too deep!
turf/shallowwater
icon = 'turfs.dmi'
icon_state = "shallowwater"
//note I didn't set the density to 1... I want the mobs to move through this.


mob/create_character //the default mob
var/mob/character //later we'll be switching client to this
Login()
var/charactername = input("What is your name, young fighter?","Name",src.key) //you should know this..
switch(input("What time period were you born in?","Time Period","Prehistoric Times (Monkey)") in list("Prehistoric Times (Monkey)","Present Day (Human)"))
if("Prehistoric Times (Monkey)") //if they chose to be a monkey
character = new /mob/monkey() //make the new character a monkey!
if("Present Day (Human)") //if they wanna be human,
character = new /mob/human() //make them one!
character.name = charactername //set the name
src.client.mob = character //now, we change the player to this newly defined mob!
del(src) //delete the old mob

mob
icon = 'monkey.dmi' //make it so all mobs will be created with the person icon
var
HP //define a new variable called HP, with a value of 30
wealth
Del()
var/obj/gold/G = new(loc) //create a new obj from the gold blueprint
G.amount = rand(1,100) //set its amount variable randomly
..() //call the parent

Login()
icon_state = gender //when a player logs in, get them the right icon state for
..() //the gender of their key. Then call the parent!
proc
DeathCheck()
if (HP <= 0)
world << "[src] dies!"
del(src) //delete whatever just died
verb
attack(mob/M as mob in oview(1)) //attack a mob within 1 tile of you
usr << "You attack [M]!" //send this message to the usr
oview() << "[usr] attacks [M]!" //send this message to everybody else
var/damage = rand(1,10) //assign a random # to a new variable
world << "[damage] damage!" //tell the damage to the world
M:HP -= damage //take away the damage from M
M:DeathCheck() //check for death with a proc

say(msg as text) //what the usr says is passed into "msg" as text
world << "[usr]: [msg]" //the world sees chatroom-like output



turf
grass //define a "grass" prototype, which is a kind of turf...
icon = 'grass.dmi' //that has an icon named 'grass.dmi'. In single quotes!



mob
proc//core procs for the system

ai_random_wander()//random wander if no mobs are in range to attack
if(src.key)//if the source is human
return//don't call the rest
else
walk_rand(src,5)//walk randomly with 5 lag
src.ai_run_away()//checks for run away
spawn(10)//delay for one tick
ai_random_wander()//wander some more


ai_run_away()//used for checking to see if it should run or attack
if(src.client)
return
else
for(var/mob/M in oview(5,src))//loops over all mobs within 5 tiles of the monster
if(M.client)//if the mob is human
if(get_dist(src,M) <= 5 && src.HP < M.HP)//if the player is close, and the monster is weaker
walk_away(src,M,5,5)//run away
else
src.ai_walk_to()//calls the walk_to (for attacking) proc
else
continue//if it's a monster keep looping

ai_walk_to()
if(src.client)
return 0
else
for(var/mob/M in oview(5,src))
if(M.client)
if(get_dist(src,M) <= 5)//within 5 tiles
walk_to(src,M,1,5)//walk to the player
ai_check_dist(src,M)//checks distance
break//stops the loop
else
continue
else
continue

ai_check_dist(mob/attacker,mob/defender)
if(attacker.client)
return
else
if(get_dist(attacker,defender) <= 1)//if the monster is one tile away from the player
attacker.attack(defender)//attack!
else
return

death(mob/player)//handles death
src << "You kill [player]!"
player << "You have been killed!"
player.loc = locate(rand(1,world.maxx),rand(1,world.maxy),rand(1,world.ma xz))
//relocates the player to a random location
player.HP = initial(HP)//resets health

In response to Nave
Did you make a ‘map.dmp’? If not, then go to DreamMaker and click [File], then [New…]. Click on the [v] arrow and select “Map”. Press [Ok]. Now, build your map!
**Note* Do not put mob/players on the map, unless it is an enemy or NPC*
In response to Wolf01
ummmmmmmmmmmmmmmmmmmmmmm i made a map duuuuuuuuuuh, but maybe that is the problem a NPC cant look like a PC, right?They have to be different files?
In response to Nave
dont be rude...your the one that needs help at least he tried to help...he didnt even have to read your dumb post...be thankful. Anyway an NPC can look like a PC and they can be the same .dmi file
In response to Koolguy900095
oh ok sorry, and i tried what ever you siad and it didnt work, it is still just a chatroom and stat panels