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Adventuron Beta 40

A topic by Adventuron created Jun 30, 2020 Views: 248 Replies: 19
Viewing posts 1 to 5
Host

Some changes in Adventuron Beta 40.

The reason for this release is primarily because the default Adventuron layout is not that good. For example, the default was not to put any margin between graphics and the first line of the description. That looked cramped. Similarly, the gap for the standard BAMBURGH font was too large.

If you are using a theme, then likely a lot of these changes will do nothing. 

  • The default list type for desktop is now VERBOSE (same as mobile was before). This looks slightly nicer for any games with a decent amount of text, but additionally, it frees up valuable vertical space.
  • The default layout is now H G D O X   (objects before exit list).
  • The DAAD font now default to 72 columns per line, up from 64.
  • There is now a different post-graphic margin depending on the system font. For 8x8 fonts it's the height of the font. For the Bamburgh font, it's 66% of the height of the font (as there is a lot of dead space at the top of the font, and 100% is objectively too spread out).
  • Fixed autocomplete issues with CREATE and other commands with TARGET="".
  • Updated standard SPANISH dictionary slightly.
  • The beta 40 release is MAINLINE, meaning it's mapped to adventuron.io/classroom. The previous mainline release (beta 36) is saved incase this turns out to be a huge mistake, but it does appear to be a stable release, and  necessary, given how horrible the previous standard theme was (all my fault I'm afraid), and how many games depend on my bad defaults.

Regards,

Chris

Submitted

The item list in beta 40c now has the same 'no capitalisation for proper nouns' problem as the Spectrum/DAAD conversion.

Host

Should be sorted now in 40d.

Submitted

Thanks!

Submitted

Can I disable the context menu? I'm not talking about experimental_contextual_menus = true/false, but allow to not display a "More specific 1. 2. etc" menu at all.

Host

What do you want to do in case of collisions?

Submitted

Managed by hand; let me do it. If it's not just easy to do, that's okay, I'll do it another way.

Host

Can you tell me why you want/need this, and maybe I can help?

Give me a scenario where the existing disambiguation is a problem please.

Submitted (1 edit)

1. There are two armors, one of which blocks the entrance.
2. I equip myself with one of the armors.
3. I attack the other armor, opening the entrance.


Host

so you want GET ARMOUR to just choose an armour at random to take?

Submitted

No, it's the one with the shield that's in the way and I'm equipping myself with the other one.

Host

Just write your own get and drop handlers for the verbs.

As far as the system command disambiguation, then that's currently not able to be switched off, but I'll think about this some more.

start_at = my_location
locations {
   my_location : location "You are in a room." ;
}
objects {
   red_armour   : object "red armour" at = "my_location" ;
   green_armour : object "green armour" at = "my_location" ;
}
on_command {
   : match "get armour"  {
      : if (is_beside "red_armour" && is_beside "green_armour") {
         : get "red_armour" ; // Red armour has 'get' priority
      }
   }
   : match "drop armour"  {
      : if (is_carried "red_armour" && is_carried "green_armour") {
         : drop "red_armour" ; // Red armour has 'drop' priority
      }
   }
}
Submitted (1 edit)

I've made three objects and it works (also with examine):

armor_1 : scenery "armours" at = "armourfloor" ;
armor_2 : object "an armour" wearable = "true" ;
armor_3 : scenery "an armour"; 
Submitted

In Adventuron - Cookbook: 1.24.3. Full source example (default jingles)

The sound is turned off by default, but Adventuron does not ask, at the beginning, if we want sound or not. So there is no sound until I type '>sound on'.

Submitted

Am I the only one who has no sound if I don't type 'sound on'?

Host

Please try your game in an incognito window, it should ask if you want sound the first time you run the game.

If not, then please let me know which sound commands you are using in the game, and I'll try to work out what is happening.

Submitted

I always use Firefox in Private Browsing mode.

As in the documentation example, I don't have sound until I've typed 'sound on' at least once. It doesn't give me a sound menu choice at first.

start_at    = my_location
start_theme = my_theme themes {
   my_theme : theme {
      theme_settings {
         losegame_jingle = on
         success_jingle  = on
         wingame_jingle  = on
         failure_jingle  = on
      }
   }
} locations {
   my_location : location "You are in a room with no exits.\n^n^Type WINGAME to play wingame jingle.\nType LOSEGAME to play losegame jingle.\nType FAILURE (or type bad direction) to play failure jingle.\nType SUCCESS to play success jingle.^m^" ;
} on_command {
   : match "wingame _"  {
      : win_game ;
   }
   : match "losegame _"  {
      : lose_game;
   }
   : match "success _"  {
      : success ;
   }
   : match "failure _"  {
      : failure ;
   }
}
Host

OK, so the jingles are not triggering the sound ask permission. Let me sort that out.

Host

Updated in 42c. Press F5 to update adventuron ( at https://adventuron.io/classroom ).

Please confirm this is resolved.

Submitted(+1)

Yes, thank you. Now it's working well.