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TAB - thinBasic Adventure Builder

T.A.B. is an interactive fiction/text adventure program for Windows and made with thinBasic.
 
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 TAB Alpha Version 40 Available

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catventure
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catventure

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TAB Alpha Version 40 Available Empty
PostSubject: TAB Alpha Version 40 Available   TAB Alpha Version 40 Available I_icon_minitimeSat Jul 26, 2008 8:24 pm

26 Jul 2008 (Release 40)
=========
*CHANGED. TAB Player dialog window (text mode) now opens in same size as graphic mode game.

*NEW. Action "linkX$" automatically load a database into Player. eg: linkpart2.tab
Useful for multipart games over more than one database.

*NEW. "gfxdir=X$" and "sfxdir=X$" actions. Change picture and sound folders used by TAB.
eg: gfxdir=part2pics

*CHANGED. Any character movements are not now reported when player is in a dark location.

*FIX. The following actions were not working correctly *all* the time:
n1=n2
n2=n1
objn1=objn2
objn2=objn1
charn1=charn2
charn2=charn1

*CHANGED. playmovie display problems fixed. movie can now loop/repeat.

*IMPROVED. Long noun now works for ordinary and character nouns as well as object nouns.

*CHANGED. Video clip/movies are now called by the below actions:
playmovie1FILENAME$ - play a .wmv video clip in picbox1 ONCE only
playmovie2FILENAME$ - play a .wmv video clip in picbox2 ONCE only
loopmovie1FILENAME$ - loop a .wmv video clip in picbox1
loopmovie2FILENAME$ - loop a .wmv video clip in picbox2
Note: Player can press <ESCAPE> key to exit videoclips

*FIX. 'objn2notstatic' condition now works properly
*FIX. 'objn2notcontainer' condition now works properly

*NEW. Some new conditions added:
objn1lit - is object noun 1 a lightsource?
objn2lit
objn1notlit - is object noun 1 not a lightsource?
objn2notlit
litX - is object X a lightsource?
notlitX - is object X not a lightsource?

*NEW. 3 new OPTIONAL Character SPEECH actions are:

"charobjn1mess" - print a Speech Character's response to an object noun 1 'examine' command (uses object examine message text in Object Editor)

"charobjn2mess" - print a Speech Character's response to an object noun 2 'examine' command (uses object examine message text in Object Editor)

In order for the above 2 commands to work in the Character SPEECH Response entries the normal PLAYER object examine message for the object in question must now terminate with a tag:

%endmess%

This tag informs TAB that it signifies the end of the Player object examine text - and that any text below it can be used for if character(s) are commanded to examine an object also.

Example:

Object Message 5:

The hat is a safety hat for protection.%endmess%

Once you have put in this tag, you can begin to type in each characters response to an examine object command....
Each character's individual response must be enclosed within %chX% tags eg:

Object Message 5:

The hat is a safety helmet for protection.%endmess%

%ch1%%speechname% says: "The hat is your size. You should wear it at all times."%ch1%

'rem: you can add comments in between char responses...

%ch2%The %speechnoun% tells you that the hat is made of a strong metal and has a sharp brim.%ch2%

%ch3%Joseph the farmer examines it. "Might be useful", he remarks.%ch3%

etc.. etc..

Maybe you don't want to type in different responses like this for ALL your characters.
You can make them reply with a standard character default reply using the %chdef% tags! eg:


Object Message 5:

The hat is a safety helmet for protection.%endmess%

%ch1%%speechname says: "The hat is your size. You should wear it at all times."%ch1%

'rem: you can add comments in between char responses...

%ch2%The %speechnoun% tells you that the hat is made of strong metal and has a sharp brim.%ch2%

%ch3%Joseph the farmer examines it. "Might be useful.", he remarks.%ch3%

%chdef%%speechname% says: "That hat looks like it fits you. Could be handy.%chdef%


So now for Characters other than 1, 2 or 3 the DEFAULT reply will be output...

Here is the calling entry from Char Response Commands:

[start]examine %objn1%#charpresent%speech%#or_objlocn1=%speechworn%#or_objlocn1=%speechcarr%#or_objlocn1=here[acts]charobjn1mess[end]

If player and char in same room then if the object is here or if char is carrying or holding it then print the Character's individual reply.


'=============

The other new action is similar.

charmsgX - where X is a MESSAGE number. Print Speech Character's response to a command.

Use a blank, spare or unused message for character replies using this action.

Let's say the player types in:

>say to <character>, hello

You decide to use Message 450 to deal with the various Character replies...

Message 450:

command HELLO
This message deals with player saying hello to character.
'REM comments are allowed.

%ch1%%speechname% says: "Hello".%ch1%

%ch2%%speechname% says: "Hello to you as well!"%ch2%

%ch3%%speechname% greets you pleasantly with a courteous nod.%ch3%

%chdef%The %speechnoun% welcomes you with a smile.%chdef%

===========
Remember to add carriage returns to elements of ordinary messages if you need to
Char Response Command:

[start]hello#charpresent%speech%[acts]charmsg450[end]

You can use random %r% message tags inside of %chX% tags as well. Remember to use correct format for random message elements.

There's an example usage of these commands in "char_command_demo.tab"

http://tab.thinbasic.com

catventure


Last edited by catventure on Sun Aug 03, 2008 1:24 pm; edited 1 time in total
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catventure
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catventure

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TAB Alpha Version 40 Available Empty
PostSubject: Re: TAB Alpha Version 40 Available   TAB Alpha Version 40 Available I_icon_minitimeSun Jul 27, 2008 2:27 pm

Hi,

A revised Alpha 40 posted today 27 Jul 2008 at 14:00GMT.

This hopefully fixes videoclip bugs.

Nothing else has been added or changed.

http://tab.thinbasic.com

Regards,
catventure
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catventure
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catventure

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Number of posts : 412
Age : 72
Location : UK
Humor : Enjoys a laugh!
Adventure Points : 77
Registration date : 2008-06-08

TAB Alpha Version 40 Available Empty
PostSubject: Re: TAB Alpha Version 40 Available   TAB Alpha Version 40 Available I_icon_minitimeSun Jul 27, 2008 3:36 pm

Further update at 15.30GMT.

Quick Fix to Character movement reporting whch was causing TAB to crash in certain situation.

catventure.
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catventure

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Number of posts : 412
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Humor : Enjoys a laugh!
Adventure Points : 77
Registration date : 2008-06-08

TAB Alpha Version 40 Available Empty
PostSubject: Re: TAB Alpha Version 40 Available   TAB Alpha Version 40 Available I_icon_minitimeSat Aug 02, 2008 10:54 am

Hi,

New minor update deals with latest found bugs.

02 Aug 2008 (Release 40.1)
=========
*FIX.The following ACTIONS now work correctly
swapobjsX,Y
swapcharsX,Y
swapflagsX,Y

*FIX. %anyn1% and %anyn2% text format tags causing TAB to get stuck in loop/crash if used out of context when no noun1 or noun2 parser variable existed.

http://tab.thinbasic.com

Cheers,
catventure.
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catventure
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catventure

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Number of posts : 412
Age : 72
Location : UK
Humor : Enjoys a laugh!
Adventure Points : 77
Registration date : 2008-06-08

TAB Alpha Version 40 Available Empty
PostSubject: Re: TAB Alpha Version 40 Available   TAB Alpha Version 40 Available I_icon_minitimeWed Aug 06, 2008 7:12 am

Hi,

An important update is ready.

06 Aug 2008 (Release 40.2)
=========
*FIX. Space missing in "objlistoff" style of inventory listing when listing objects in carried container (Thanks to Jason Nicholls)

*FIX. Coding flaw in #else# processing which was affecting game logic.
This is an important fix.

*ADDED. "door_demo.tab". Example door puzzle. (Thanks to sandyrepope)

http://tab.thinbasic.com

catventure
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TAB Alpha Version 40 Available Empty
PostSubject: Re: TAB Alpha Version 40 Available   TAB Alpha Version 40 Available I_icon_minitime

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