What's Included? - SickheadGames/AdventureKit GitHub Wiki
Before we do anything we want to give you an overview of what content and code is in the pack and where you can find it. This page should be a handy reference when your working on levels or dissecting the kit in any way.
The Demo
The first thing you'll probably explore is the Adventure Kit Demo from the TGB Adventure Kit Start Menu entry. This is provided so that you can quickly install the kit and play within the existing demo without the need to setup a new project. The demo code can be found in your install directory under games/AdventureKit. We highly recommend that you leave the demo in that folder pristine and do not modify it. It gives you a good place to go back and test behavior and allows us to upgrade your later without breaking any of your changes.
Project Template
The recommended way to start modifying the kit demo is to use the template. If you launch TGB from Torque Game Builder Start Menu entry and try to create a new project you'll see a new template, AdventureKit. This is essentially a copy of the AdventureKit game folder which can be found in tgb/gameData/T2DProject/templates/AdventureKit.
Again we don't recommend you modify this folder, but if you want to create a new template with your own changes it's safe to create a new copy of the template folder. If you want to know more you can move on to the Creating A New Project walkthru.
Art Resource
The kit supplies the art as part of the template project and in a TGB art resource. The resource data can be found in the install directory under tgb/resources/AdventureKitArt. Within there you'll find folders for sprites and tiles which contain the compressed PNG images. The resource does not need to be add to in any AdventureKit template project as it is already included. If you wish to include this resource into a non-Adventure Kit project you can follow the normal resource import instructions.
The art assets included in the resource are broken up into two main categories, tiles and sprites. Tiles are generally used for laying out maps in a grid within the Tile Editor, and sprites are used for placing into your map in the general Level Builder environment. Keep in mind that tiles may also be placed as sprites, which may be helpful when adding decoration to grassy areas.
Tiles
Tiles available in the TGB Adventure Kit are used to create basic ground types (grass, dirt, sand, water, etc.) and transitions between those. Some tiles are additionally used in animations, such as the Ocean and Lake/Creek tiles, which need waves or moving shores.
ground_tiles.png This holds all of your various ground tiles and transition tiles. The first six tiles are the basic ground tiles available (grass, long grass, light dirt, dark dirt, sand, and gravel). Following those in groups are the transition tiles used to fade from one ground type to another. Also included at the end is a decoration tile for adding a wind-swept look to sand and light dirt, and some extra transition tiles for long grass.
The map associated with this tilesheet is:
groundtiles_map
decoration_tiles.png Various tiles for decorating ground tiles, including a dark dirt road, various grass decorations, dark dirt plowed field, a chasm for desert scenes, and a block of nine tiles used for additional dark dirt variation. These last nine tiles are intended to be used as a 3x3 square, repeated over dark dirt tiles. Eventually with the implementation of "brushes" into TGB, tiles such as these can be used as a group that can be stamped across a tile layer.
The map associated with this tilesheet is:
decoration_tiles_map
stonepath.png All tiles needed to create a stone path.
The map associated with this tilesheet is:
stonepath_map
ocean tiles and lakecreek tiles These are tiles used in ocean, lake, and creek settings. Tiles can be used from these tilesheets as static tiles, or as prefabricated animated tiles.
The maps associated with these tilesheets are:
lakecreektiles14_map
lakecreektiles58_map
lakecreektiles_linkmap (which links together the 2 previous maps)
lakecreektiles912_map
oceantiles14_map
oceantiles58_map
ocean_linkmap (which links together the 2 previous maps)
oceantiles912_map
The animations associated with these tilesheets are:
lakecreektiles01_anim
lakecreektiles02_anim
lakecreektiles03_anim
lakecreektiles04_anim
lakecreektiles05_anim
lakecreektiles06_anim
lakecreektiles07_anim
lakecreektiles08_anim
lakecreektiles09_anim
lakecreektiles10_anim
lakecreektiles11_anim
lakecreektiles12_anim
lakecreektiles13_anim
oceantiles01_anim
oceantiles02_anim
oceantiles03_anim
oceantiles04_anim
oceantiles05_anim
oceantiles06_anim
oceantiles07_anim
oceantiles08_anim
oceantiles09_anim
oceantiles10_anim
oceantiles11_anim
oceantiles12_anim
oceantiles13_anim
Sprites
Sprites included in the Adventure Kit:
Plants
The small_plants.png and hedges.png contain static sprites. In addition to these, the broadleaf and elephant ear plants are included as animated sprites.
The maps associated with these tilesheets are:
smallplants_map
hedge_map
broadleaf_map
elephantear_map
The animations associated with these tilesheets are:
broadleaf_anim
elephant_ear_anim
Clearings
You may find that you'd like to break up an empty area with patches of grass, dirt, rock, or gravel. The clearing sprites are great for this:
The maps associated with these tilesheets are:
shortgrassclearings_map
longgrassclearings_map
darkdirtclearings_map
graveldeco_map
Stone and stone wall
Three different type of stone are included... grey granite, grey granite with moss, pink granite, and sandstone. Also available is a set of modular stone walls that can be placed in countless configurations.
The maps associated with these tilesheets are:
rock_greygranite_map
rock_greygranitemossy_map
rock_pinkgranite_map
rock_sandstone_map
stonewalls_map
Props and structures
A number of structures and props are contained in the Adventure Kit. The "shack" and "large tent" sprites are accompanied by interior views for setting up structures that can be entered. The "campfire" image contains a static post-fire campfire as well as frames for an animated "lit" fire.
The maps associated with these tilesheets are:
structures_map
fences_map
campfire_map
gantlet_map
shackcutaway3_map
stumplogs_map
tentlarge_map
tentsmall_map
The animations associated with these tilesheets are:
campfirelit_anim
Trees
The "Trees" folder contains a variety of different solutions for trees. There are 10 animated variations of the deciduous tree, one image containing static versions of all, smaller trees, and animated fir trees.
Note that for memory usage purposes, a limited number of animated trees were used in the Adventure Kit demo.
The maps associated with these tilesheets are:
dectreevar00_map
dectreevar01_map
dectreevar02_map
dectreevar03_map
dectreevar04_map
dectreevar05_map
dectreevar06_map
dectreevar07_map
dectreevar08_map
dectreevar09_map
treevaristatic_map
smalltreeyellow_map
smalltreegreen_map
bamboo_map
firsmallgreen_map
firsmallbrown_map
The animations associated with these tilesheets are:
dectreevar00anim
dectreevar01anim
dectreevar02anim
dectreevar03anim
dectreevar04anim
dectreevar05anim
dectreevar06anim
dectreevar07anim
dectreevar08anim
dectreevar09anim
smalltreeyellow_anim
smalltreegreen_anim
firsmallgreen_anim
firsmallbrown_anim
Orcs
The Orc folder contains all the animations needed for the single Orc character included in the kit. These are normally of little use to the user as sprites except for the final frames of the death animation which are great for placing Orc corpses in your level.
NOTE: All of the Orc animation datablocks include an extra field, dir. For example...
new t2dAnimationDatablock(orc_die_west_anim) {
canSaveDynamicFields = "1";
imageMap = "orc_die_west_map";
animationFrames = "0 1 2 3 4 5 6";
animationTime = "1";
animationCycle = "0";
randomStart = "0";
startFrame = "0";
dir = "-1 0"; // See here!
};
The dir
value is essentially a direction normal used by the code to figure out the direction of travel that particular animation is for. Without these the wrong animations will be played when the orc moves around.
Other Assets
Unfortunately the art resource feature in TGB cannot yet handle sound and particle effects. For this reason when you create a new project template the sounds, particle effects, and some standard demo specific GUI art can found in the yourProjectName/game/data/audio
and the yourProjectName/game/data/images
folders.
Sounds
The demo includes a few high quality sound effects encoded in the OGG format that you can reuse in your prototypes and games.
ambient.ogg - An outdoor environmental sound with a light breeze and birds chirping.
boltShot.ogg - The sound played when the player or AI fires his crossbow.
breakWall.ogg - The sound of crumbling rock.
fire.ogg - A raging campfire.
ocean.ogg - Sounds of the sea shore.
orcBreathing.ogg - Used when the orc is standing idle.
orcDeath.ogg - This is played when the orc dies.
orcGrunt.ogg - The orc jump grunt sound.
orcPain.ogg - The pain sound played when the orc is hurt.
orcRun.ogg - Played when the orc is running.
spawn.ogg - The chanting spawn sound effect.
stream.ogg - The sound of a running stream.
tntExplode.ogg - A medium sized explosion sound.
Particle Effects
We included a few particle effects in the kit. These are mostly effects modified from the original effects that ship with TGB, but we have a two new ones.
breakwall.eff - A new effect that burst a few puffs of white dust as well as tossing some rocks into the air.
campfire.eff - A modified versions of TGB campfire.
explosion.eff - Modified version of TGB shockwave_burst without the shockwave.
portal.eff - TGB portal modified.
smoke.eff - New simple effect used for campfire smoke.
spawn.eff - Heavily modified version of TGB fire_fury we used for the spawning effect.
torchfire.eff - A modified version campfire for torches.