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Wow. You're really charging ahead. I'm still in the design phase. I have the overall storyline and a number of puzzles, but I still need some fillers to tie it all together. I'm worried that it might be getting too big to finish on time, as I have a lot of other commitments this month. I've currently got 23 rooms, maybe 50 or more objects and not a single line of code. I'll write it in Inform 6 first to iron out the bugs, then port it to Adventuron.

Be mindful of Adventuron's limitations please if prototyping on Inform 6 :-)

That's what I did for 'Seeker of Magic'. I prototyped the full game in 1 day, then ported it to Adventuron in about a week. I had to do a lot of messy workarounds, of course, but the process worked well for me. I added the graphics in the second week and did some enhancements and fine tuning in the third week.

The syntax in Inform 6 is a lot simpler than Adventuron, but the workflow is more complicated. I've got it automated to a certain extent. I can double-click on an inf file to open it in TextPad for editing, along with auto-indenting and syntax colouring. I've got custom, single-key commands to compile the game, run it and open the doco in a chm file all from within TextPad.

AND I GET VERTICAL SCROLL BARS! Hooray!

Hint taken. I'll see what I can do about the scrollbars. But it wont be default. I may add a command at runtime to get scrollbars on. The mouse wheel or touch screen already scrolls up and down. 

True, but you can't see where you are in the file or what proportion of the scrollable area is shown. Call me old school, but, believe it or not, I never think to use the mouse wheel.

(+1)

The scroll bar issue isn't ignored. I'll almost certainly be adding some version of a scroll bar to the new renderer. I absolutely sympathise that Adventuron has a lot of work to go to get text flow working better - but on the bright side - it is in active development :-)