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Beta 27a Released - Bugfix release

A topic by Adventuron created Feb 24, 2020 Views: 218 Replies: 18
Viewing posts 1 to 6
Host (2 edits) (+2)

Hello,

I just released beta 27a of Adventuron. It fixes 

Fixes:

  • Fixes bug introduced in Beta 27 (where press any key commands were being issued when entering new locations).

Remember, you can set headers for the object list and the exit list if you wish.

Here follows a snippet that shows how to override these two headers, and also set up a few colouring overrides too (followed by a screenshot):

start_at        = stream
redescribe      = auto_beta
start_theme     = my_theme
locations {
   stream   : location "STREAM";
   forest   : location "FOREST" ;
}
connections {
   from, direction, to = [
      stream, north, forest,
   ]
}
objects {
   lamp  : object "a lamp"  at = "stream" ;
   spoon : object "a spoon" at = "stream" ;
   fork  : object "a fork"  at = "stream" ;
   knife : object "a knife" at = "stream" ;
}
themes {
   my_theme : theme {
      extends = two
      colors {
         border                      = #511
         status_bar_paper            = #228
         yousee_header_pen           = #d22
         exit_list_header_pen        = #4c4
      }
      system_messages {
         exit_list_header_concise = "EXITS : "
         object_list_header       = "ITEMS : "
      }
   }
}

Custom themed layout screenshot (corresponding to code above):


Remember also that there is still a bug in Adventuron that means that the autocompletion (CONTROL (or ALT) + SPACE) operations will not work inside a theme, if you extend the TWO theme. If you want to use autocompletion inside a theme, the current workaround is to comment out "extends = two".

Regards,

Chris

I found today that the linger() and chance(number) functions stopped working. No matter how long i use wait/look, that which has worked few days ago now does nothing. Could you please check? I restarted adventuron completly to be sure but it is so. Last time i changed my code it was on version 25 or 26.

Host

Hello,

I don't see a problem with linger() or chance(n), testing on most recent version (27b).

I tested using this code:

start_at    = my_location
start_theme = two
locations {
   my_location   : location "Location One" ;
   my_location_2 : location "Location Two" ;
}
connections {
   from, direction, to = [
      my_location, east, my_location_2, 
   ]
}
on_command {
   : match "test _"  {
     : print {( "On command linger : " + linger() )}
     : print {( "On command chance : " + chance(50) )}
   }
}
on_tick {
   : print {( "On tick linger : " + linger() )}
   : print {( "On tick chance : " + chance(50) )}
}
on_describe {
   : print "Type TEST to test linger in the on_command{{}} block." ;
   : print {( "On describe linger : " + linger() )}
   : print {( "On describe chance : " + chance(50) )}
}


Linger() should reset to zero when you move to a new location and increment on each turn you are in the location. chance(n) should return true n percent of the time. Both functions appear to be working as designed.

If you have a scenario that is not working, please can you supply it, and I will test, and fix if necessary.

Sorry for creating confusion. I did some code check with commenting block by block and found out that when i call a subroutine in my OnTick function and return from there with ": done ;" then the rest of code in OnTick from the subroutine call is skipped. I understand why and replaced :done; by :return; and it works now.

Host

No problem. Glad you located the cause :-)

Submitted

I think I should report a bug in this theme.

Ask_int is not printing the question:

: print "Which one?" ;
: ask_int question = "1. Green 2. Red"  var = "int_select" ;

Output is only "Which one?";

beta 27f

Host

Hello,

Sorry you are having a problem but I tested and it seems to work for me.


######################################
#  Adventuron                        #
######################################
start_at                 = my_location
start_theme              = two
locations {
   my_location : location "You are in a room." ;
}
integers {
   int_select : integer "0" ;
}
on_startup {
   : print "Which one?" ;
   : ask_int question = "1. Green 2. Red"  var = "int_select" ;
}

Chris

Submitted

Interesting. Well, that means I probably have a bug in my code. But how I can break a build-in function I have no idea.

Host

Did you resolve this?

Submitted

Yep, just added another print before ask_int. I don't know, whats happened.

Submitted (1 edit)

I reproduced the bug. It's not printing if the question string contains colors, i.e.:

ask_int question="1. <Green<#393>> 2. <Red<#c30>>" ...
Host

great. This will really help to fix this.

Will this version of Aventuron: Treasure Hunt, still be available after the jam?

Host

I'll archive the final version available at the end of the jam, and make it available at a URL on the website.

I don't have a plan to remove any features but it's possible some small API changes may take place in future. There have been major changes in the past but I think that period is over.

Submitted

And what becomes of classroom? Will all the changes in classroom3 be migrated to classroom?

Host

Classroom3 is just a later beta of classroom. It will be classroom soon enough.

Is it possible to find out which version of Adventuron a game is using?

Host

type *credits (in game)

Or in the editor, click the MENU button and the version is at the bottom of the pop up menu.

Submitted

There is an inbuilt CREDITS command. I normally override this to give something a bit more user-friendly and to provide any extra credits needed. As, Adventuron said, you can still see the default sytem command using *CREDITS.

I don't think you can see it programmatically, but you don't really need to, as you know what version you're using during development and this is the version that's embedded with the game when it's compiled.