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Adventuron Beta 31 released

A topic by Adventuron created Apr 09, 2020 Views: 196 Replies: 14
Viewing posts 1 to 5
Host

Hi all,

I uploaded a new version of Adventuron (beta 31).

It has the following features / fixes.

1 - Added Multiple choice commands.
2 - Fixed load / save screen refresh bug
3 - Added submit_command command.
4 - Fixed layout problems.
5 - Added French support to Bamburgh font.
6 - Minor bug fixes.

I know a few of you were complaining about the screen looking messy when you loaded a game, well, that's fixed now. There is also quite a simple multiple choice set of commands available now. You can add choices programmatically. See the documentation for that here.

Please note that this is not "gamebook" mode, but rather borrowed from the ongoing work I'm doing for gamebook mode. Should be quite useful if you want to build a conversation tree or dynamic help perhaps?

Chris

(1 edit)

Thank you.

The default bamburgh font doesn't support French accents. It works if I import Bamburgh.ttf:
      theme_settings {
         font = userfont_bamburgh
      }
   fonts {
      userfont_bamburgh : base64_ttf horz_pixels = "8" vert_pixels = "8" font_scale_multiplier = "1.0" experimental_line_height_ratio = "1" snap_vert = "true"

I also had to change horz_pixels = "8" vert_pixels = "8" to horz_pixels = "6" vert_pixels = "12" as you suggest here.

Host (1 edit)

I think the compiled game will support them (without the userfont workaround), please confirm. I think I didn't link it to the preview pane properly (will rectify).

Update, try to refresh Adventuron now (Press CONTROL + F5), hopefully it should work now.

Yes, everything's working fine now.

It's a minor detail, but when I copy and paste the complete code of my game into the empty Adventuron window, from a text editor, I get a first extra character that creates an error. I wonder if it's not the UTF-8 BOM.

Submitted

Been playing around with the multiple choice commands.  They seem to work quite well and save a lot of faffing around with booleans and integers!  Choices-within-choices also nice and straightforward :)

(I probably have a few too many 'dones' in this code snippet - a result of not having the time to ascertain exactly where one was missing!  The following does work as it's supposed to, though.)

: match "talk server"  {
      : if (is_at "food_van") {
         : if (!menu_examined) {
            : print "'WHAT YOU WANT? LOOK AT MENU.'" ;
            : done ;
         }
         : if (menu_examined) {
            : add_choice "ICE CREAM"  {
               : print "'SILVER COIN PLEASE.'" ;
               : if (is_carried "silver_coin") {
                  : add_choice "Y"  {
                     : print "'HERE'S YOUR ICE CREAM. THANKS!'" ;
                     : create "ice_cream" target = "inventory" ;
                     : destroy {
                     entity = silver_coin
                     }
                     : success ;
                     : done ;
                  }
                  : add_choice "N"  {
                     : print "MAYBE ANOTHER TIME..." ;
                     : done ;
                  }
                  : choose "GIVE SILVER COIN?" ;
                  : done ;
               }
               : done ;
            }
            : add_choice "POPCORN"  {
               : print "'GOLD COIN PLEASE.'" ;
               : if (is_carried "gold_coin") {
                  : add_choice "Y"  {
                     : print "'HERE'S YOUR POPCORN. THANKS!'" ;
                     : create "popcorn" target = "inventory" ;
                     : destroy {
                     entity = gold_coin
                     }
                     : success ;
                     : done ;
                  }
                  : add_choice "N"  {
                     : print "MAYBE ANOTHER TIME..." ;
                     : done ;
                  }
                  : choose "GIVE GOLD COIN?" ;
                  : done ;
               }
               : done ;
            }
            : add_choice "HOT DOG"  {
               : print "'PLATINUM COIN PLEASE.'" ;          
               : done ;
            }
            : choose "WHAT YOU WANT?" ;
            : done ;
         }
         : done ;
      }
   }
Submitted (2 edits)

By the way, is there a way of displaying multiple choices on the same line?  The event list in my coach advice system in 'Goblin Decathlon' is a bit too long for the screen when using standard TWO font, so I originally doubled the options per line and coloured the numbers within the paragraph like so:

: ask_int {
   var      = coach_advice
   question = ADVICE FOR WHICH EVENT?\n<1.<#6b5>> 100 METRES <2.<#6b5>> LONG JUMP\n<3.<#6b5>> SHOTPUT <4.<#6b5>> HIGH JUMP\n<5.<#6b5>> 400 METRES <6.<#6b5>> HURDLES\n<7.<#6b5>> DISCUS <8.<#6b5>> POLE VAULT\n<9.<#6b5>> JAVELIN <10.<#6b5>> 1500 METRES
   min      = 1
   max      = 10
   }

It's not really an issue as the integer system also works fine (and the list fits fine when using a smaller/different font) - just wondering!

Host

Yeh, was thinking about putting in a columns setting, let me see what I can do.

Host

Hi Dee,

I added the following option to : choose;

: choose "Choose your destiny." experimental_columns = "3" ;

This should allow you to display more information horizontally.

Update Adventuron again if you want to make use of this.

Chris

Submitted

Thanks!  Will have a go later on.

Host

Really happy to see you using them. I'll see if I can improve the choices UI later too.

It seems that with ">* credits", Copyright Message displays the written_by and not the copyright_message.

Host

Thanks, I'll take a look at it.

Submitted

I told you about that, and some other credits issues, a log time ago. It might be worth wading through our past correspondence, as there are a lot of other issues that still haven't been fixed.

Host

Fixed as of the next release.