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.

Tiles

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.

Plants

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:

Clearings

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.

Stoneandwall

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.

propsstructures

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.

trees

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.

orc

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.