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  • ...ny of the same commands such as Get, Drop, Inventory, Look, Eat, Read, and the movement directions. ...loads a large number of these common commands from an extenal file called the standard library.
    29 KB (4,330 words) - 08:28, 19 September 2013
  • == The ADRIFT 5 Developer == When you open ADRIFT Developer (dev500.exe) you are greeted with the following screen:
    14 KB (2,552 words) - 05:50, 25 September 2015
  • When you create a new character, or edit an existing one, you will see this window: ...same location, and is entered by the player when they want to refer to the character.
    14 KB (2,343 words) - 14:02, 6 September 2015
  • * Make sure the two rooms that will be connected by the door are created and connected. ...will allow you to make the door visible from the locations at each side of the door.
    13 KB (2,193 words) - 02:06, 19 May 2015
  • ...that ADRIFT will print to the runner screen at the appropriate time during the game. ...what they display. They are designed to look simple at first glance, with the user typing in basic descriptions. They all support [[Syntax Highlighting]
    19 KB (3,187 words) - 09:33, 29 May 2015
  • ...integer property of the character, or to obtain a list of objects that the character is wearing or carrying. == Selecting the Character ==
    7 KB (1,080 words) - 09:27, 10 September 2013
  • ...riable with restrictions to control which tasks are valid at each point in the story. ...iority higher than any of the standard library tasks but lower than any of the tasks you create yourself.
    11 KB (2,099 words) - 05:56, 15 November 2015
  • == Using the group functions == The group functions operate on several item keys at once.
    11 KB (1,700 words) - 00:21, 7 January 2016
  • ...it. This allows you to easily customise some of the messages generated by the standard library, and would also be useful for language translations. The general functions which were previously used to access item properties now
    13 KB (1,913 words) - 14:20, 14 September 2018
  • Adventure games are usually based around a series of locations that the player can move between and explore. These locations can be rooms of a house, chambers and tunnels in a cave system, or outdoor locations such a
    9 KB (1,543 words) - 13:58, 6 September 2015
  • ...onding in a sensible way to what the player tells them and questions asked of them. == The sample game ==
    14 KB (2,320 words) - 01:59, 3 September 2017
  • ...the movement commands so that they refer to numbered menu choices instead of compass directions. ...hoose your own adventure Library] INSTEAD of the standard library, so that the player is limited to menu choices and any other commands that you specifica
    10 KB (1,709 words) - 07:50, 15 November 2015
  • ...library provides a large number of pre-defined commands to perform many of the common actions that are required in an adventure game.<br> ...rm the action with, however a few allow just the noun to be specified, and the verb to use is implied.<br>
    22 KB (3,651 words) - 08:48, 26 August 2013
  • On the left side of the ADRIFT developer window is the folder list display pane: The "Standard Library" folder contains 12 sub-folders which contain all of the built-in commands and functions that you can use in your game.
    11 KB (1,948 words) - 08:12, 29 August 2013
  • ...eed, and the connections between them, directly onto the map at the top of the screen. ...[http://www.youtube.com/watch?v=F3rite9QHSA Watch a video demonstration of the ADRIFT map (on youtube)].
    8 KB (1,414 words) - 04:47, 10 February 2018
  • They are normally categorised as one of two types; dynamic objects, that can be picked up and moved about, and stat ...ou to set the name of the object, and give it a description and an initial location.
    11 KB (1,794 words) - 12:05, 19 November 2015
  • == The Actions List == ...ctions which are performed in order when a task is executed and passes all of its restrictions.
    13 KB (2,215 words) - 08:05, 24 December 2015
  • This is a complete list of all of the item functions in alphabetical order. [[AtLocation]] - Which single location contains this static object.
    5 KB (862 words) - 07:54, 11 August 2014
  • These are general functions which duplicate the functionality of some of the [[Item functions]]. ...nctions because they make it easier to customise the default messages that the library generates.
    9 KB (1,264 words) - 05:08, 16 March 2017
  • ...style="font-size:110%; text-align: center; background-color: #ccccff;" | ''THE MAIN ITEMS'' ...the task to run) and a set of actions (things that will be carried out if the task runs).
    12 KB (2,066 words) - 05:55, 25 December 2015
  • When the player enters a new command, the words that they type are interpreted by a special program called a "Parser" ...M, HER) then tries to match the command to the command templates in all of the general [[tasks]].
    10 KB (1,788 words) - 05:51, 20 November 2012
  • The boolean [[item functions]] correspond to [[Selection only property type|sel ...sed to read a [[properties|property]] value, the function will return 0 if the property is not selected and 1 if it is selected.
    11 KB (1,680 words) - 02:49, 25 December 2013
  • ...and obtained the key from where it was hidden, or were given it by another character as a reward for completing a quest. ...he path between two locations, so it must exist as a static object in both of them.
    8 KB (1,351 words) - 07:40, 26 December 2012
  • ...e used to add a new [[verbs and commands|command]] that is not provided by the [[standard library]]. ...hat is the most common task type, so click on the General button to change the task type. This should bring up a screen like so:
    10 KB (1,753 words) - 06:49, 14 October 2015
  • If you create a [[Variables|variable]] then there is only one copy of it for the whole game. ...s a separate copy of each property inside each item (object, character and location) that each stores its own value.
    9 KB (1,486 words) - 14:06, 6 September 2015
  • ==== The Advanced and Location properties tabs are missing ==== The Home toolbar ribbon will also be missing the Variable, Group, Property, Text override, Hint, Synonym and User Function b
    8 KB (1,427 words) - 07:08, 20 October 2013
  • ...me location as the player, you wanted something specific to happen such as the vase breaking. ...own the vase." and move the vase from the inventory to the players current location.
    8 KB (1,413 words) - 13:41, 6 September 2015
  • ...t for any object that another object (or a character) can be placed on top of. ...layer character can put objects on top of it or take them off using any of the following commands:
    10 KB (1,652 words) - 04:45, 7 November 2013
  • ...ny text or integer property of the location, or the list of exits from the location. == Selecting the Location ==
    5 KB (710 words) - 05:24, 16 March 2017
  • ...lines specified in all of the general tasks, looking for one which matches the players input. ...in the game to see if any match what the player typed at that possition in the command.
    9 KB (1,525 words) - 14:40, 6 September 2015
  • ...d refresh when moving into a new location. If you want to allow the player the option to do this in your game, this is one way that you should do it: ...is variable will be initally 0 and will be set to 1 when the player choses the "SCROFF" option we will be programming later.
    8 KB (1,384 words) - 06:22, 7 January 2013
  • ...n a list of objects or characters that are inside of a container or on top of a supporter object. == Selecting the Object ==
    8 KB (1,253 words) - 06:04, 10 September 2013
  • In this tutorial you will create a tree that the player can climb up into. ...neral task, how to change the way the standard commands work at a specific location, and how to call an existing task from your own to execute its actions and
    6 KB (1,137 words) - 05:08, 30 January 2014
  • ...robots. Anything which can move or perform actions on its own is usually a character. The main differences between a character and an object in ADRIFT are:
    5 KB (837 words) - 11:50, 16 February 2013
  • ...open the main menu by clicking the round button in the top-left corner of the screen and click "Settings...". ...ly contains two pages, one for general settings and one for listing all of the library files that will used in new ADRIFT games that you create.
    8 KB (1,290 words) - 09:25, 16 April 2014
  • ...the actions, or if you want to perform an action that is more complex than the one's provided by ADRIFT. ...restrictions, and can operate on the result of an item function instead of the original item references.
    7 KB (1,277 words) - 07:53, 29 December 2015
  • ..., which is the [[key]] of the [[Locations|location]] at which the selected character is currently located. ...ction will not work if the character is on or inside an object, on another character, or is hidden.
    3 KB (425 words) - 06:42, 4 March 2013
  • ...o ways - after a set number of turns from something, or after a set amount of time from something. Examples of typical events might be a day/night system, or a random event such as weath
    7 KB (1,211 words) - 14:03, 6 September 2015
  • Restrictions are the basis of most of the if-then-else logic in an ADRIFT game. [[Locations]] use restrictions to prevent the player travelling in a certain direction until certain conditions are met.
    5 KB (872 words) - 07:56, 27 March 2015
  • ...ant to use, then it is a simple matter to create a specific task to change the default behaviour for a specific object or if specific [[restrictions]] pas But what if we want to add a new command that is not in the standard library?
    6 KB (1,138 words) - 00:41, 22 October 2014
  • ...on returns the [[key]] of the [[Locations|location]] at which the selected character is currently located. ...on top of an object or another character, however it will not work if the character is "Hidden".
    3 KB (418 words) - 02:07, 1 January 2013
  • ...ary "wear" command allows the player to wear any dynamic objects that have the "Object is Wearable" property set. ...hats in the game then the player can pick them up and wear both of them at the same time.
    6 KB (1,099 words) - 06:55, 13 August 2013
  • ...f one of the [[properties]] of a particular [[object]], [[character]] or [[location]]. ...to the value of a property in text or an expression without having to use the more cumbersome %PropertyValue[]% function to access each one.
    5 KB (821 words) - 07:28, 2 November 2013
  • ...nge of different features, each of which is stored in its own folder under the "Saabie Libraries\Additions to Standard Library\" folder. Most of these add-ons are fairly simple additions to the standard library that add a specific feature.
    6 KB (955 words) - 03:03, 22 July 2014
  • ...y [[locations|location]], [[Objects|object]], [[Tasks|task]], [[Characters|character]], [[Events|event]], [[Variables|variable]], [[Groups/Classes|group]], [[Pr A key is just a name that can consist of letters, numbers, and the underline character "_", but it cannot contain any spaces.
    4 KB (680 words) - 02:00, 25 December 2013
  • The "Proper Name" is the name of a character, such as "Christine" or "Mr Smith" for a person, or "Polly" for a parrot. ...the player]]" property is either initially selected or will be set during the game.
    4 KB (611 words) - 08:28, 22 October 2013
  • ...page contains information about the game, and options used to control how the runner will behave when playing this game. ...[[File:RibbonButtonOptions.jpg]] button on the main toolbar ribbon to open the game options dialog:
    8 KB (1,375 words) - 00:42, 23 November 2014
  • This function returns the [[key]] of the [[Locations|location]] at which the selected dynamic object is currenly located. ...objects, or if the object is in or on another object, is held or worn by a character, or if it is hidden.
    3 KB (452 words) - 07:32, 26 January 2013
  • Expressions are used to calculate integer values or produce strings of text that can then be stored in [[Variables]] or [[Properties]] using [[Act ...into the middle of text in a [[Text_Boxes|text box]] by placing it between the symbols <code><#</code> and <code>#></code>
    6 KB (960 words) - 02:32, 27 August 2017
  • ...style="font-size:110%; text-align: center; background-color: #ccccff;" | ''THE MAIN ITEMS'' | ---- [[Character property type|Character]]
    4 KB (648 words) - 02:59, 13 September 2013

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