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Garry Francis

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A member registered Aug 31, 2019 · View creator page →

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I don't use Twitter. You can find me on Facebook, same name, same avatar, but I only use it for the groups. Or email to warrigal 24 at gmail dot com.

If you do an update at any time, could you add a header with the score and/or tell the player when they've scored points and/or add a SCORE command? If you do that, then the score at the end won't be such a mystery.

I think a couple of the directions are a bit iffy too. For example, going down to enter the locked crypt, then going down to return. Shouldn't the latter be up? Also, going down from the small room, then going down again to return. But I'm being picky.

Incidentally, I've solved the vampire scenario now. It was what I suspected all along.

Oh, one final thing, are there any more random items in the bag of treats other than the ground penetrating radar and the pair of slippers?

I got back to your game yesterday. I've played through all the end game scenarios (except the vampire) and solved the game. One thing has me baffled. How does the scoring work?

Whoah. Not such a dumb question after all! I think I now know how to get into the spooky grounds in such a way that I can get back again. If I'm correct, this is a very clever puzzle, indeed.

On my first trip through the game, I had no mask and ended up with the vampire with the sweet tooth. On my second trip through the game, I used the voodoo mask and ended up with the werewolf and subsequently got killed. Am I right to assume that the room (and monster) you access from the plain well-lit room depends on which mask you wore when you approached the mirror in the darkened room? If so, that means I've got five scenarios to work through - one for each of the masks and one for no mask.

Strewth. This is one big game!

Can I ask just one dumb question? I'm up to the vampire and I need some more sugar. I haven't got any more, so I'm going to have to go back to the Reids' house to get some, but there's no way to get back. Have I missed something? Is there a way to get back or do I just have to restart from the beginning?

If you're missing the bat, note what happens when you enter the cave. Maybe you could catch one? Examine everything in the graveyard. Use something you find there in conjunction with something you find in the bathroom.

If you've got the bat, but you can't get the wing, examine everything in the kitchen.

Tell me where you're stuck (or which ingredient you're trying to get) and I'll offer some hints. It shouldn't be a guess-the-verb issue, as it has a large vocabulary and the verbs are pretty straightforward.

Ah, that explains it. I hate random games. Most adventurers do. No offence, but it makes it really hard to write hints, walkthroughs and solutions. Now I've got the extra challenge of working out which parts are random. Sheesh. Nevertheless, it's still a good game. Very atmospheric descriptions.

I really liked the premise of this game - young kid wants to wander the streets rather than take a bath! The game started off okay, but I soon found myself wondering what the goal was. I have solved the game and I can see that there were some pointers along the way, but they were probably a bit confused or maybe too subtle. If there had been some better in-game hints and a clearer goal, I would have enjoyed it more.

The puzzles were generally good (I particularly liked the costume), but the light, the bell and the rose were all a bit weird. For example, I fail to see how shining the light from the tower into the columbarium (is that like a mausoleum?) enables you to do something that doesn't need a light, especially when the room wasn't dark in the first place. The idea was good, but the implementation left a bit to be desired.

I have mixed feelings about the graphics. They were...I dunno...strange? Perhaps a bit more colour would have helped? Anyway, keep it up. I'm looking forward to your next game now that you've got some Adventuron experience under your belt.

I really like this game. It's rock solid and there's lots to explore. I made the mistake of thoroughly exploring each room as I discovered it before getting the gift and the map. Then, when I went to get the gift, it wasn't there and there was a whole twist to the game. Love it! I've never seen this "pass the parcel" treatment done in an adventure before. I also liked all the colourful non-player characters.

Every time I think I'm about to finish the game, it opens up a new area of play. Once I'd taken the kids to the nursing home, things started to get a bit strange. Anyway, I'm now in the grounds of a spooky manor and it looks like there's still plenty more to do. (I had to stop at that point at 2:00 a.m. last night.) I'm looking forward to finishing it.

The graphics are really simple in style and you might get marked down on this, but I'll bet you put a lot of effort into them. I much preferred this to all the digitised photos in most of the other games. This is your second nice Adventuron game. Keep it up.

You can start opening doors when you find the butler's keys.

This game is HUGE! I haven't finished it yet (found over 50 rooms and filled about 4 of the 6 pages in the notebook), but I've played enough to get a good feel for it. The descriptions are very good, but all the atmospheric background messages start to get a bit annoying after a while. I was disappointed at the huge number of essentially empty rooms, especially when I couldn't examine anything that looked promising in those rooms. There seems to be something strange going on at the secret woodland path. The first time I played, I discovered a spade. The second time I played, I discovered a knife. Wha? I'm not sure whether this is a bug or a puzzle, as I haven't worked out what's going on yet. There are a few other bugs too, but nothing monumental.

This is essentially a murder mystery. I don't normally go much on murder mysteries in adventures, but this one is very well done. I'm keen to finish it now to see who committed the murder. I don't think it was me, but who knows...

Even though it's only small, I really enjoyed this game. It's not too difficult and the story develops gradually. The graphics were nice, but there's not enough contrast, so it's sometimes hard to make out details. The font is fantastic! There were a few bugs and spelling/punctuation errors, but most people wouldn't have noticed these.

Please write some more, perhaps for the next Adventuron game jam.

Stick with it. There are lots of in-game hints. If you've drawn a map, it might be best to concentrate on one room at a time. Examine EVERYTHING. Most of the ingredients are staring you in the face, it's just a case of working out how to get them. The puzzles aren't necessarily easy, but the solutions are always logical.

When I checked my notes (I always take extensive notes), I had tried all the things you suggested. It appears that you have to do a few unrelated things in the inn in a specific order. After doing so, I have an empty bottle, but nothing else has changed. I'm fed up with examining and searching and using the same things over and over again, so I guess I'm going to have to give up on this one, otherwise I won't have time to finish the others. Sorry. Maybe I'll come back to it after the jam.

My outstanding issues are:

  • How do I get water from the well (assuming that's what I'm supposed to do)?
  • Where's the shovel?
  • How do I get into the church?
  • How do I force the passage of time?

Thanks. I'm heading home now, so I'll double-check tonight.

Game rules are two-word input. I considered DIY containers in 'Seeker of Magic', but it wasn't possible with two-word input. You really need to be able to say PUT WING IN BACKPACK. You can't imply the container in situations where you have multiple containers in the same room. For example, if you've got an open backpack and an open fridge in the kitchen and you say PUT WING, where do you put it?

Thanks for the feedback. I can only say that it's hard to please everybody.

1) I didn't even know that you could LOOK INSIDE something. As the rules state two-word input, I didn't really expect anybody to try that. Now that I know it's possible, I'll have to work out how to handle it. (Chris? Are you out there?) Remember that containers aren't currently supported.

2) Maze? Are you sure you're talking about the same game? It's anything but. No room descriptions are the same. No headers are the same. No illustrations are the same. There are no one-way exits and no bendy exits.

3) This is one of the problems with illustrated adventures. When you add objects in the illustrations, you have to account for them in the descriptions, otherwise you get criticised, like I was for the decorative candle in the master bed chamber. I loath adventures that provide long verbose descriptions like they're written for a novel. Every time you enter a room or refresh the room description, you have to wade through half a screen of text, but you can't examine or interact with anything. I much prefer the "drill-down" approach, where you gradually expose new information. It is more satisfying for a user to feel like you're exploring and gradually making progress with each new discovery. However, I do confess that there are far too many red herrings, especially scenery. Sorry about that. That's because I Googled house plans for Victorian style houses and essentially designed the house layout before the puzzles. And it's no fun having lots of empty rooms. There's actually not much to do upstairs, but there is one essential item and lots of funny responses. Hopefully, that adds to the enjoyment. Incidentally, the 5-item limit is somewhat arbitrary, but it prevents our 14-year old young girl from carrying around a truck-load of items and forces her to make at least two trips to the basement. I think they're reasonable requirements that add to the realism. When Adventuron adds containers, I'll allow Susan to put things in her backpack.

I'm pretty sure I talked to the villagers again after taking the horses and carriage to the stable, but they're not very responsive. I'll double-check when I get home tonight. Are you implying that the coachman will return? I was presuming from the bloody cloth that he has met some horrible demise. The discussion implies that there is some impact caused by the passing of time. I've used WAIT and tried sleeping in the bedroom, but I don't seem to be able to get time to pass.

Incidentally, I did mention that I've examined and searched every noun in the game, including the graveyard. That's how I found the light source. Should I perhaps be examining something in the graphics that's not in the description?

I got the horses into the stable (possibly a bug here, as it didn't work first time around). I'm also missing the shovel and the book mentioned in other comments.

Judging by the other comments here, I think I'm way behind. I've systematically EXAMINEd and SEARCHed every noun in the game, but I'm stuck. I have the bucket, crucifix and cloth. I feel like I need a rope or something to lower the bucket into the well, though I don't know why. I haven't found any bottle.

The biggest problem is how to get into the church, assuming you can. The door is locked from the inside, so I'm guessing it's not keys you need to get in. I've only discovered 7 rooms. Apart from the church, there's nowhere else to go. Or is there?

How does the new title bar (TB) vary from the old header (H). I'm now using the new TB for desktop, but not for mobile, whereas previously, I had omitted H for both, because it didn't seem to do anything. My header (or title bar, if you prefer) worked, even though H was missing. I'm guessing header_layout was overriding the H, but this is no longer the case with TB.

So, if I type EXAMINE BIG BAD WOLF and have a test after my :match "examine wolf" statement that says something like :if (adjective="big") to distinguish from the small white wolf, then which adjective should I be testing for, the first one, the second one or both? Does this have an impact if I put the synonyms in the vocabulary table? For example, : adjective / aliases = [big, bad]. I presume it's the first entry in the array. Using the aliases could be troublesome if the same adjectives are used for multiple objects, e.g. the big table is big, but it's not bad and the bad apple is bad, but it's not big.

In your first sentence, I think you meant "preposition", not "proposition", so something like "bag of gold" should work.

In the code example, I didn't notice that you had included the adjective as a prefix to the object name, so I went looking for an adjective property. It doesn't show up with Ctrl+Space, but I guessed it to be adjective = "tongue" inside the object definition. Both methods work, providing you still supply a noun in the command. If you use a command like X ADDER'S TONGUE (without FERN), it still refers to the hound's tongue.

Can I somehow define multiple adjectives?

Here's a small program.

start_at = room01
locations {
   room01 : location "You're in a storeroom";
}
objects {
   tongue : object "some hound's tongue" start_at = "room01";
   fern : object "some adder's tongue fern" start_at = "room01";
}
on_command {
   : match "examine tongue" {
      : print "It's the tongue of a dog.";
      : done;
   }
   : match "examine fern" {
      : print "It's adder's fork.";
      : done;
   }
}

If you EXAMINE FERN or GET FERN, it's fine, but if you EXAMINE ADDER'S TONGUE FERN or GET ADDER'S TONGUE FERN, it examines or gets the hound's tongue.

Adventuron is finding tongue before fern and treating that as the noun. Perhaps I need to ensure that no adjectives are used where they're also used as nouns or add some extra tests as I've now done for the shelves. Unfortunately, the Adventuron parser is not described anywhere, so it's all trial and error.

I have upgraded 'The Witch's Apprentice' to version 1.1.0. This is a major overhaul. I've moved all the command handling into the on_command{} block, tweaked the graphics, added an extra image in the kitchen, added lots of new descriptions for scenery, added some extra messages based on feedback received, fixed a few little bugs and generally given it a tidy up. The puzzles haven't changed, except for one little oversight related to the hemlock root. It should also be a little bit more mobile friendly. The header doesn't appear on mobile and the font is a bit smaller so that you can fit more lines of text on screen.

Overall, it feels much nicer than before - not that it didn't feel nice anyway. If you haven't played it yet, please give it a burl and give me any feedback for improvements.

Fixed with Beta 8e.

I decided to move all the command handlers to the on_command{} block. It's easier to maintain that way because it's all in one place. Would that make it easier to export to DAAD?

I'd prefer a system whereby each object has its own on_command{} block. This makes it more object-oriented, such that data and methods (command handlers) for each object are all in the one place.

The fruit was a last-minute addition, but good suggestions. I'll include this in the next update, hopefully within the next day.

Yep, definitely a bug.

I tried replacing all the EXAMINEs with examine_message. This made no difference.

I tried replacing all the EXAMINEs with on_command{} match statements in the rooms. This made no difference.

I tried putting all the EXAMINEs in on_command{}. This made no difference.

I tried replacing all the object IDs with table_01, table_02 and table_03. This made no difference.

I tried X TABLE then GET IT in each room. This made no difference.

I tried GET TABLE in each room. This made no difference.

If you try to GET TABLE in room02, then GET TABLE in room01, the rejection message refers to the table in room02.

If you try to GET TABLE in room03, then GET TABLE in room01, the rejection message refers to the table in room03.

If you try to GET TABLE in room02, then GET TABLE in room01, the rejection message refers to the table in room02.

Finally, I tried getting the table in room01 (normal rejection); visiting room02, returning to room01 and getting the table in room01 (couldn't find table in room02); visiting room03, returning to room01 and getting the table in room01 (couldn't find table in room03).

So, the error relates to the table in the most recently discovered room. It's got nothing to do with examining tables or getting tables in the other rooms. This must be related to the way Adventuron "learns" about objects as you discover them. Isn't there a setting somewhere to turn this off?

start_at = room01

locations {
   room01 : location "You're in the living room." {
      on_command {
         : match "examine table" {
            : print "It's a coffee table.";
            : done;
         }
      }
   }
   room02 : location "You're in the library." {
   }
   room03 : location "You're in the dining room." {
   }
}

connections {
   from, direction, to = [
      room01, east, room02,
      room01, west, room03,
      ]
}

objects {
   coffee_table : scenery "a coffee table" start_at = "room01";
   reading_table : scenery "a reading table" start_at = "room02" examine_message = "It's a reading table.";
   dining_table : scenery "a dining room table" start_at = "room03" examine_message = "It's a dining room table.";
}

I've actually got a 3rd table defined as follows:

dining_table : scenery "a dining room table" start_at = "room07";

When I visited room07 and tested the dining room table, everything was fine. When I returned to room04, I got this:

>GET TABLE
The dining room table is not here.

I'm using examine_message (not shown in the code fragments) for the reading table and the dining room table, but I'm using a command handler for EXAMINE for the coffee table. Could this have an impact on GET TABLE?

I have two tables in different rooms defined as follows:

coffee_table : scenery "a coffee table" start_at = "room04";

reading_table : scenery "a reading table" start_at = "room05";

I visited room05 first and tested the reading table. I then went to room04 and tested the coffee table, only to be surprised by this:

>GET TABLE
The reading table is not here.

What's going on here? Why is it trying to get a table in another room when there's a perfectly good table in this room?

Is it possible to hide the Adventuron Classroom logo in the bottom right-hand corner of the preview panel in the Adventuron Classroom editor? I get annoyed when it obscures the message. I have to enter another harmless command, like WAIT, to get it to scroll up so that I can read the message.

Thanks folks. All good advice. I'll give this some more thought and come up with my own little set of rules to cover different types of objects.

I've currently got a LOT of code in the locations{} block. This works well for static objects and you don't have to remember to have an is_at "room" test. I had been using a lot of non-objects to account for nouns in descriptions, but if you try to get one of these non-objects, Adventuron tells you it's not there, even though it's staring you in the face. Therefore, I've been steering towards scenery with conspicuous = "false". This means you have a lot more objects, but at least Adventuron says "You can't get that." rather then "It's not here." The downside is that you can end up with lots of duplicate objects or multiple is_at tests or you have to implement floating objects and use is_present. There are pros and cons for all these techniques.

When you examine an object, there are several ways to handle it in your code. If it's scenery, you can use a match statement in the locations{} block or the on_command{} block. If it's an object, you can use a match statement in the on_command{} block. If it's scenery or an object that doesn't require any conditional logic, you can use examine_message in the objects{} block.

This is probably just a question of style, but is there any "best practice" for locating code for things like examine? I'm also curious about which is more efficient. I'm guessing that placing it in the examine_message is more efficient as it requires less code. The thing that I'm uncomfortable about is that command handling is scattered about in different places. This makes it harder to maintain your code. Any thoughts on this?

The candle in the bedroom is not lit and you won't find a match to light it. It's only background decoration. However, there is another candle that you can use. You've already walked past it.

I changed the indefinite article in the system message for nothing_to_get from "a" to "any" so that it gives a sensible response for both a singular object and plural objects.

nothing_to_get = You look around but can't see any ${noun} anywhere.

However, I've just noticed that ${noun} in the same message gives the wrong response when you use "it". For example:

>EXAMINE MOON
You see nothing special.
>GET MOON
You look around but can't see any moon anywhere.
>GET IT
You look around but can't see any it anywhere.

In the last response, ${noun} should replace "it" with the noun that "it" refers to.

I think the 8x8 font is a problem. It's too wide even on a desktop. If I was to design my own font, what would you recommend for character width and height?

Can you recommend an appropriate value before I set down the long road of trial and error?