The Upcoming Release of Trizbort

The Pixie said: "The next version of Trizbort should have a Quest export function, so you can export your map into a new Quest game."

Holy crap!

I just did this!


1. Clone the current Trizbort repo from GitHub.

2. Open Trizbort.sln with Visual Studio 2017.

3. Build it.

4. Run it.

5. Create a map.

  • I made a two-room map.
  • I marked one of the rooms as the "Start Room" (which automatically created the player object in that room).
    image
  • I added an exit between the rooms on the map.
  • I added a lamp object to the second room (just for kicks).
    image
  • I exported to Quest.

image
image

<asl version="550">

  <include ref="English.aslx"/>
  <include ref="Core.aslx"/>
  <game name="A Trizbort Map">
    <gameid>737fbad5-c784-4df0-b124-3a938b96bb26</gameid>
    <version>1.0</version>
    <firstpublished>2018</firstpublished>
    <author>A Trizbort User</author>
    <description></description>
  </game>

  <object name="secondroom">
    <inherit name="editor_room" />
    <alias>second room</alias>
    <attr name="grid_width" type="int">3</attr>
    <attr name="grid_length" type="int">2</attr>
    <attr name="grid_fill">Transparent</attr>
    <attr name="grid_border">Transparent</attr>
    <attr name="implementation_notes">This is the second room.  (Nothing to write home about.)</attr>
    <description>This is the second room.  (Nothing to write home about.)</description>
    <exit alias="east" to="firstroom">
      <inherit name="eastdirection" />
    </exit>
    <object name="lamp">
      <inherit name="editor_object" />
      <alias>lamp</alias>
    </object>
  </object>

  <object name="firstroom">
    <inherit name="editor_room" />
    <alias>first room</alias>
    <attr name="grid_width" type="int">3</attr>
    <attr name="grid_length" type="int">2</attr>
    <attr name="grid_fill">Transparent</attr>
    <attr name="grid_border">Transparent</attr>
    <attr name="implementation_notes">This is the first room.</attr>
    <description>This is the first room.</description>
    <exit alias="west" to="secondroom">
      <inherit name="westdirection" />
    </exit>
    <object name="player">
      <inherit name="editor_object" />
      <inherit name="editor_player" />
    </object>
  </object>


</asl>

image


That is freaking SWEET!!!


NOTE: I only named them "first room" and "second room" for testing purposes (and due to lack of creativity).


Is there a way to set "take" to true?

(If not, I'm DEFINITELY not complaining! This is awesome!)

image


Is there a way to set "take" to true?

What does that mean? Have object takeable? Trizbort does not have a flag for that, so I did not include it. Quest export does support m, f, !, s, s and 2 (with 1 by default).


What does that mean? Have object takeable?

Yep. That's what I meant.

It's not like the game doesn't require a little editing after an export anyway. I was really just making sure I wasn't missing something.

I'm not complaining or nitpicking, you see.

This is seriously awesome!

I'm making games (or at least worlds) with it right now.


I'm thinking this is a good option to enable:

image


Ooh!

You can export/copy Quest code to your clipboard with no header and paste that into a library element!

<library>
  //PASTE HERE!!!
</library>

image


You can also put it into your existing game file in full code view, just paste it in above the last line "".


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