TAB - Text Adventure Base
- OrbitalBlueprint
- Posts: 528
- Joined: 08 Sep 2013, 20:11
- Contact:
TAB stands for "Text Adventure Base". It's something I made so other people could create simple text adventure games with it.
Feature list!
-Support for installing more games
-Games can be created easily
-Games can have custom variables
-Games created for TAB can be uploaded on http://www.reddit.com/r/tab_games.
There's a guide on how to use TAB here: Guide
Here's a quick example game I've made for TAB: Example Game
Download here. Requires Löve 0.9.0.
File complaints, bugs or death threats towards me in this thread.
Feature list!
-Support for installing more games
-Games can be created easily
-Games can have custom variables
-Games created for TAB can be uploaded on http://www.reddit.com/r/tab_games.
There's a guide on how to use TAB here: Guide
Here's a quick example game I've made for TAB: Example Game
Download here. Requires Löve 0.9.0.
File complaints, bugs or death threats towards me in this thread.
- Mr.Q.Marx?
- Posts: 849
- Joined: 15 May 2012, 18:35
That guide doesn't lead to a working game.
However editing the example works.
Also entering nothing crashes the game and that.
and backspace doesn't work either.
However editing the example works.
Also entering nothing crashes the game and that.
and backspace doesn't work either.
- HugoBDesigner
- Posts: 2188
- Joined: 19 Sep 2012, 02:23
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I was making a game for it based in the example. It is awesome, but I get bored too easily, so I gave up :P
Besides what Q.Marx said (I didn't know this until now), I didn't have any problems with it. Good job, Orbital!
Besides what Q.Marx said (I didn't know this until now), I didn't have any problems with it. Good job, Orbital!
- OrbitalBlueprint
- Posts: 528
- Joined: 08 Sep 2013, 20:11
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Thanks for notifying me about all those stuff. About the thing with the guide not working, I forgot to add the function line to the guide. Well, the guide's fixed! The other two have been fixed as well.
Download v1.2 in the OP!
Also, thanks, Hugo :D I still want to add more features to costumise the options (such as being able to select between text input or the current options), so that'll be fun =P
Download v1.2 in the OP!
Also, thanks, Hugo :D I still want to add more features to costumise the options (such as being able to select between text input or the current options), so that'll be fun =P
- OrbitalBlueprint
- Posts: 528
- Joined: 08 Sep 2013, 20:11
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Preview of what's to come in v1.3! Scrolling, option buttons and a simpler ways to create games!
- Mr.Q.Marx?
- Posts: 849
- Joined: 15 May 2012, 18:35
love it. Does this mean the main menu will also get a scroll? And also could you think of adding a scrollbar to let us know how far we;re down the text?
- HugoBDesigner
- Posts: 2188
- Joined: 19 Sep 2012, 02:23
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Oh, something cool would be optionally having an image for a certain screen, so it works more like story-telling, but again, just optionally...
- OrbitalBlueprint
- Posts: 528
- Joined: 08 Sep 2013, 20:11
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Thank you for your suggestions :)
I've added the scroll bar like Q.Marx suggested (Main menu will require a bit more maths on my part) and I'm still trying to figure out a way to add custom images to it maybe I should just copy Mari0's code, but I think I'm ready to push the update soon-ishly! Maybe as soon as I finish rewriting the documentation for v1.3 :D
I've added the scroll bar like Q.Marx suggested (Main menu will require a bit more maths on my part) and I'm still trying to figure out a way to add custom images to it maybe I should just copy Mari0's code, but I think I'm ready to push the update soon-ishly! Maybe as soon as I finish rewriting the documentation for v1.3 :D
- HugoBDesigner
- Posts: 2188
- Joined: 19 Sep 2012, 02:23
- Contact:
Here's an idea: since the codes for each "level" are like option_a = "something", you could, in the source, add:
Code: Select all
image = false
if love.filesystem.exists(gamename .. "/" .. option_a .. ".png") then
image = love.graphics.newImage(gamename .. "/" .. option_a .. ".png")
end
--Later on love.draw
if image then
love.graphics.draw(image, x, y)
end