Text Adveture (scripting)

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Text Adveture (scripting)

Postby time-killer-games » Wed Feb 23, 2011 3:08 am

Not sure if this would happen, but it would be awsome if this AM project could be included in the next Adventure Maker version to come.

It's a sample project as well as a template for making text adventures. You may use either an image or text to describe your game's environment. This is a great alternative to the typical point-and-click method where as it can make it much more of a challenge and puzzle-like using text commands.

P.S. @reneuend if you'd like me to, I could convert you Rotten Luck game to a text adventure after it's released with your permission. That way we could compare the two types of adventure gaming methods. By that meaning I might need your project folder. Thanks either way!
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Postby Lyberodoggy » Fri Feb 25, 2011 2:43 pm

Good attempt :) (by the way, did you try the parser plugin and find it too restricted?)

May I suggest that instead of trying to catch every case of each word, you could use the lcase() function?

Example:

Code: Select all
If cmd = "QUIT" Then Quit
If cmd = "Quit" Then Quit
If cmd = "quit" Then Quit


could be replaced by

Code: Select all
If lcase(cmd) = "quit" Then Quit


also you could go with a select case instead of an if.
Example:

Code: Select all
Select Case lcase(cmd)
Case "quit", "exit"
Quit
case "turn on lamp", "turn on the lamp", "flip switch", "flip the switch"
GoToFrame "LAMP_ON"
'etc
End Select




Another thing I 'd suggest is making the OK button a merged button for all the frames. These things should make it easier to maintain the parsing system
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