Starting to plan out the next few updates (both some quick updates to the current version and maybe a larger 2.0 version). You can look at the current list of issues at (https://github.com/JasonLautzenheiser/trizbort/issues)
One question I have in particularā¦I know a few of you use the export to I7 feature, but does anyone use the export to Tads3 or I6? Also is there any other languages you would see implemented in the export?
Well that wasnāt so bad (and kinda fun)ā¦Iāve got export of maps to ZIL from Trizbort working. Still need to finish up a few things with itā¦mostly with exporting objects in roomsā¦but for the most part I think the general map and navigation is working.
Iāve published a new release if you want to try it out.
If things seem to work well, Iāll do some final polishing and see how much further I can take the ZIL export.
So I started reading through the ZIL document and I realize I have a lot more to do with thisā¦nothing too difficult but I can do more. Also gave me some ideas on how to improve Trizbort handling of rooms and objects in rooms a bit better. Maybe Iāll get some of those worked into the next release as well.
This is really awesome to readāI was wondering and hoping there would be any language worth exporting to. And there are!
Part of me wonders if ALAN might be a decent exercise on my own, in a private fork to push later, because I sort of want to contribute to that. But ZIL looks like the next logical choice & itās exciting itās coming together. And the issue in GitHub about a template for CodeExporter is really cool, too.
Windows-only right? Well, good show anyway. Interesting concept, map first, and then export into code. I never used an automapper before, though, and not even when playing do I make maps. If the geography is challenging I just use indented lists to track the directional links. Iād be most interested in mapping software for the purpose of creating a nice-looking map of my own games in order to print out or publish, after the design and everything is complete.
Currently yes itās Windows only. While Trizbort has the export of code and automapper while playing, it does a decent job of creating a nice looking map as well. @AndrewS has created some nice looking ones of his games plus a some others (https://github.com/andrewschultz/trizbort-maps)
It might run under Mono, though Iāve never tried. I know a few that reported it working under an emulator or VM (though Iāve heard of a couple that have had trouble).
Nice job! I downloaded it and despite me entering a trivial bug, itās neat to see the new options. Iāll continue to poke at it, and I like the option of having different roundedness for different rooms.
I was thinking how game maps sometimes come in spoiler-y and non-spoiler editions and how it might be convenient to have the option to hide areas/regions in Trizbort to take care of both needs at once. Map makers could set it so that this or that region is initially hidden, and people would click on something to reveal additional info.
Thanks for the suggestionā¦Since the maps are just exported to images or pdfs, I donāt have much control over what happens after itās exportedā¦I could (and I think it is a good idea) put some options in to hide regions, selected rooms, ⦠that way it would be easier to generate the maps by the authors. There is a feature in there already to hide all text, so the general layout is available, but not room names.
BTW: I just put out another release of Trizbort. Has some bug fixes, a few small features and some very nice enhancements to the ZIL exporter thanks to @vaporware
I think Roody was referring to hiding and showing things within the editor, so a number of rooms could be flagged as āSPOILERā and not appear until the Trizbort-user hits a certain check box to show them. Then authors could release the .trizbort file for people to look at, or just use the feature to make two different images (as you mentioned).