text adventure editor
BlitzMax Forums/BlitzMax Beginners Area/text adventure editor
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| I was just wondering if you thought blitzmax was a good language for creating a text adventure editor to allow you to write your own text based games using blitzmax gui. I know there are a lot of editors out there already (inform, quest, adrift, tab, suds etc) but id like to write a text adventure editor for my own personal use and it would teach me a lot about strings and lengths of strings etc. Would it be better to write this using visual basic or c++??? Blitzmax i think is good for 2d games but i dont think its good for writing text based games. Which language would you suggest??? Thankyou |
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| Oh dear, this is a question only you can answer. The two main questions are: Which language do you have the most skills in? Which language do you want to learn more? Any of those languages would be capable of this task. |
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| What Czar said! Would it be better to write this using visual basic or c++??? Why? What make you think so? Blitzmax i think is good for 2d games but i dont think its good for writing text based games. Again, why? Is there anything missing? |
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| well the reason being im sorta looking at delphi and blitz basic as it would be a lot easier to code using windows and menus. I love blitzmax but the gui for windows is not that good. For instance if i wanted to change the color of text i can just click in the properties window of visual and make the change. I wanted to make a text adventure editor using the GUI in blitzmax. Wouldnt it be a lot easier to write a text adventure with a language that had better support for windows. I dont just want to write a text adventure. I want to make an editor that i can use to make text adventure games. Maybe a drop and drag application where no code is needed to make the puzzles. Do you think blitzmax is a good program to use for this kind of application????? |
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| Id like to use blitzmax to write an editor but im not sure where to start on this project. Its a project for me really so i can get used to strings and such. Ive searched the forums for text adventure but nothing comes up. Would you create a text adventure using windows or would you actually use blitzmax to write it. Is there any blitzmax examples of how this can be done??? I cant find any on the web or in these forums??? Cheers |
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| I love blitzmax but the gui for windows is not that good. Hmm, it depends what you need and want. I did all my tools with it and for me it works, others have created editors for their games, even Leadwerks is using it with his 3D Engine. Changing a textcolor is not that magic, but you are right there is no properties you can change to do that, if you need something like that have a look at the GUI Editor I wrote (in my sig, also written in Max) I want to make an editor that i can use to make text adventure games. That is quite a big task and when you write: "Its a project for me really so i can get used to strings and such." I am not sure if such a project is not a bit too big at this time. Do you think blitzmax is a good program to use for this kind of application????? Could be done with almost all languages. First I think you should have a good idea, how it should look like and work (just for yourself). Start with a simple construct you can extend further. |
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| ok thankyou very much. I want to design a good parser for a text adventure. Can anyone show me some examples of making a good parser using blitzmax??? Cant find any examples anywhere????? Cheers |
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| If this is to use rather than to learn parsing, I can suggest LibXml. Brucey has a module. |
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| No, don't use XML! Not at all suitable for a text adventure. I've written a fairly robust general parser that might be useful to look at. |
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| Joe90: First off, you don't need a GUI to write a good text adventure editor. Of course it will look dated, but isn't that the point of the text adventure? Second, any language can be used to write text adventures, of course some being easier than others. (Example, I don't think you'd want to use BrainF*ck unless your very, very obsessed. LOL) Anyway, below I will post some code for a text, windowing routine that should give you some ideas, and a little understanding on string handling in blitzmax. Hope it helps. *** Most importantly, have you decided on your data layout? In other words, have you decided on how your going to keep track of your vocabulary, rooms directions/descriptions, how your going to handle objects? These are very important before you ever even begin thinking about creating the actual "editor" for your game. *** I would strongly suggest you start off with a basic text adventure with a few rooms, objects, and vocabulary. This will give you a better understanding of how blitzmax is going to work for you, and also, allow you to get a better grasp on how your going to handle your data. With blitzmax being somewhat OOP, converting from the old world of array's and strictly procedural programming, isn't too difficult. So if your used to using blitzmax types you will probably be able to structure the program even easier. *Have you written a text adventure before? Just curious, if your have, in what language you attempted it, and how you handled your data. :) * Alas, I will now post some code. No expert coding here, but hopefully you can get some use out of it. :) Basic Window Routine:
Strict
Graphics 1024,768,0,60
Local mywindow:windowbox=WindowBox.Create()
mywindow.setwindowfont("c:\windows\fonts\consola.ttf",22)
'mywindow.setwindowfont("c:\windows\fonts\arial.ttf",22)
mywindow.setpos(150,100)
mywindow.setsize(30,20)
'mywindow.settexture("text_texture.png")
Cls
SetColor 255,255,255
SetBlend AlphaBlend
mywindow.show()
mywindow.CurX=0
mywindow.CurY=0
mywindow.printwrap("{Y}Hello.~n~n")
Flip
Delay(250)
mywindow.printwrap("{W}This is a {Red}test {W}of something.")
Flip
Delay(500)
mywindow.printwrap("And more testing is in order.")
Flip
Delay(500)
mywindow.printwrap("Because the {Y}National {W}concensis is that I'm more {Red}off {W}than more on.")
Flip
Delay(500)
mywindow.printwrap("Even more {Red}unbelievable {W}is that this thing might be working.~n~n")
Flip
Delay(500)
mywindow.printwrap("Here is more testing to see if the testing is testing the testing that is tested.")
Flip
Repeat
Until KeyDown(KEY_ESCAPE) Or AppTerminate()
Type WindowBox
'Global WindowBoxList:TList = New TList
Global WinCodes:Codes=New Codes.Create()
Field Font_Name:String
Field Font_Size:Int
Field FontMaxWidth:Int
Field FontMaxHeight:Int
Field ScreenWidth:Int
Field ScreenHeight:Int
Field WindowXPos:Int
Field WindowYPos:Int
Field WindowWidth:Int
Field WindowHeight:Int
Field TexturePath:String
Field TextureImage:TImage = New TImage
Field CurX:Int
Field CurY:Int
Field TextLines:TextLine[100]
Field CurTextLine:Int
Field CurTopLine:Int
Field CurRed:Int
Field CurGreen:Int
Field CurBlue:Int
Function Create:WindowBox()
Local w:WindowBox = New WindowBox
w.SetWindowFont(Null,8)
w.ScreenWidth=GraphicsWidth()
w.ScreenHeight=GraphicsHeight()
w.SetPos(100,100)
w.SetSize(10,10)
w.CurX=0
w.CurY=0
w.CurRed=255
w.CurGreen=255
w.CurBlue=255
w.CurTextLine=0
w.CurTopLine=0
w.TextLines[0]=New TextLine.Create()
' WindowBoxList.addlast(w:WindowBox)
Return w:WindowBox
End Function
Method SetWindowFont(Font_Namex:String,Font_Sizex:Int)
Local font:timagefont=LoadImageFont(font_namex,font_sizex,SMOOTHFONT)
SetImageFont(font)
Font_Name=Font_Namex
Font_Size=Font_Sizex
FontMaxWidth=TextWidth("z")
FontMaxHeight=TextHeight("z")
Rem
FontMaxWidth=TextWidth(Chr(0))
FontMaxHeight=TextHeight(Chr(0))
For Local i:Int=65 To 91
If TextWidth(Chr(i))>FontMaxWidth Then FontMaxWidth=TextWidth(Chr(i))
If TextHeight(Chr(i))>FontMaxHeight Then FontMaxHeight=TextWidth(Chr(i))
Next
End Rem
End Method
Method SetPos(xpos:Int, ypos:Int)
WindowXPos=xpos
windowYPos=ypos
End Method
Method SetSize(xsize:Int, ysize:Int)
WindowWidth=xsize
WindowHeight=ysize
End Method
Method DrawBorder()
SetColor 255,255,255
Local x:Int=WindowXPos
Local x1:Int=WindowXPos+(WindowWidth*FontMaxWidth)+FontMaxWidth
Local y:Int=WindowYPos
Local y1:Int=WindowYPos+(WindowHeight*FontMaxHeight)
DrawLine(x-5,y-5,x1+5,y-5)
DrawLine(x-5,y-5,x-5,y1+5)
DrawLine(x1+5,y-5,x1+5,y1+5)
DrawLine(x-5,y1+5,x1+5,y1+5)
End Method
Method Show()
Local x1:Int=(WindowWidth*(FontMaxWidth))
Local y1:Int=(WindowHeight*(FontMaxHeight))
DrawBorder()
'DrawImageRect(TextureImage,WindowXPos,WindowYPos,x1,y1)
End Method
Method SetTexture(TexturePathx:String)
TextureImage = LoadImage(TexturePathx)
End Method
Method SetDefaultColor(Redx:Int,Greenx:Int,Bluex:Int)
CurRed=Redx
CurGreen=Greenx
CurBlue=Bluex
End Method
Method PrintWrap(Text:String)
Local words:String[]
Local Ret:String[]
Local soffx:Int=WindowXPos
Local soffy:Int=WindowYPos
Local codex:String
Local wordx:String
Local kcodevalue:Int
words=Text.split(Chr(32))
For Local t:String=EachIn words
Ret=t.split(Chr(10))
t=Left(t,Len(t)-(Len(ret)-1))
If Left(t,1)="{" Then
Local y:String[]
y=t.split("{")
For Local j:String=EachIn y
Local tt:Int=Instr(j,"}")
codex=Left(j,tt-1)
wordx=Mid(j,tt+1)
kcodevalue=WinCodes.GetCode(codex)
Next
Else
wordx=t
codex="None"
kcodevalue=0
EndIf
If wordx.length<WindowWidth-CurX Then
If CurX=0 Then CurY=CurY+1
TextLines[CurTextLine].AddWord(wordx,wordx.length,codex,kcodevalue)
Else
CurX=0
CurY=CurY+1
If CurY > WindowHeight Then
CurTopLine=CurTopLine+1
EndIf
CurTextLine=CurTextLine+1
TextLines[CurTextLine]=New TextLine.Create()
TextLines[CurTextLine].AddWord(wordx,wordx.length,codex,kcodevalue)
End If
CurX=CurX+wordx.length+1
If CurX > WindowWidth Then
CurX=0
CurY=CurY+1
If CurY > WindowHeight Then
CurTopLine=CurTopLine+1
EndIf
CurTextLine=CurTextLine+1
EndIf
If Len(Ret)>1 Then
For Local i:Int=1 To Len(ret)-1
CurX=0
CurY=CurY+1
If CurY > WindowHeight Then
CurTopLine=CurTopLine+1
EndIf
CurTextLine=CurTextLine+1
TextLines[CurTextLine]=New TextLine.Create()
TextLines[CurTextLine].AddWord("~n",-1,"~n",10)
Next
EndIf
Next
SetColor 0,0,0
DrawRect(WindowXPos,WindowYPos,WindowWidth*FontMaxWidth,(WindowHeight)*FontMaxHeight)
SetColor CurRed,CurGreen,CurBlue
Local i:Int=CurTopLine
Local xpos:Int
Local ypos:Int
While (TextLines[i]<>Null) And (i<=(WindowHeight+CurTopLine-1))
xpos=0
ypos=(i-CurTopLine)*FontMaxHeight
For Local j:Words=EachIn TextLines[i].WordList
If j.thecodevalue<>0 Then
WinCodes.codefunc[j.thecodevalue]
EndIf
DrawText(j.theword,soffx+xpos,soffy+ypos)
xpos=xpos+((j.thelength+1)*FontMaxWidth)
Next
i=i+1
Wend
End Method
End Type
Type Words
Field theword:String
Field thecode:String
Field thecodevalue:Int
Field thelength:Int
Function Create:Words(thewordx:String,thelengthx:Int,thecodex:String,thecodevaluex:Int)
Local w:Words=New Words
w.theword=thewordx
w.thelength=thelengthx
w.thecode=thecodex
w.thecodevalue=thecodevaluex
Return w
End Function
End Type
Type TextLine
Field wordlist:TList=CreateList()
Function Create:TextLine()
Local w:Textline=New Textline
Return w
End Function
Method AddWord(w:String,l:Int,c:String,v:Int)
ListAddLast(wordlist,words.Create(w,l,c,v))
End Method
End Type
Type Codes
Field codefunc()[]
Function Create:Codes()
Local w:codes=New codes
w.codefunc=w.codefunc[..255]
w.codefunc[0]=w.f0
w.codefunc[1]=w.f1
w.codefunc[2]=w.f2
w.codefunc[3]=w.f3
w.codefunc[4]=w.f4
w.codefunc[10]=w.f10
w.codefunc[32]=w.f32
Return w:Codes
End Function
Function f0()
'Print "None"
End Function
Function f1()
'Black
SetColor 0,0,0
End Function
Function f2()
'White
SetColor 255,255,255
End Function
Function f3()
'Yellow
SetColor 255,255,0
End Function
Function f4()
'Red
SetColor 255,0,0
End Function
Function f10()
'Print "chr(10)"
End Function
Function f32()
'Print "Space"
End Function
Method GetCode:Int(x:String)
Select x
Case "B"; Return 1
Case "W"; Return 2
Case "Y"; Return 3
Case "Red"; Return 4
Case "~n"; Return 10
End Select
End Method
End Type
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| In my opinion, Max is an excellent language with the features required to build something like this with minimum headache. Joe90: First off, you don't need a GUI to write a good text adventure editor. Of course it will look dated, but isn't that the point of the text adventure? Bang on that man... text adventures are all about immersion, and that means full screen and custom GUI. It does not need to be an all-singing GUI system. |