The Adliberum Engine (ADLENGINE) news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed playersNot available
- SteamPulse tracked peakNot available
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score64% positive
- Total reviews14
- Release dateJun 23, 2017
- DeveloperLiam Twose
- PublisherLiam Twose
Genres: Massively Multiplayer, RPG, Utilities, Early Access
Company pages: Developer: Liam TwosePublisher: Liam Twose
The Adliberum Engine (ADLENGINE) Steam news
The Adliberum Engine (ADLENGINE) news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Early look at new in-built Map Editor... - 11 January 2019
As part of the bid to get adlengine out of early access we're working on an official in-built suite of tools to aid development using #adlengine in-line with bringing it to a more learnable state. Starting with a dedicated map editor which will allow you to quickly lay down the foundations of any scenario / game. Below is a sneak peak. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F29210544%2F9bf2969901e8ffdfdd2c2a3091e18ce392338bde.gif From this editor you will be able to add / delete / edit rooms and any contents within them, such as exits, objects, characters and more. Other tools we'll be developing as part of the suite: Script editor that will make complex scripting easier. UI editor to allow you to customise or totally alter the look and experience. Future tools: Timeline editor to handle events and dialogue manager.
- ADLENGINE v1.1.61.5d - 6 January 2019
Major changes are afoot. Rendering Text Changes Rendering text is now handled using text areas instead of static text objects, which will soon be added to theme controls, these allow for greater control of text, neater rendering and the ability to scroll back through previous text that has been rendered. Hoping these will also be more friendlier to screen readers (confirmed working with NVDA screen reader). New friendlier commands in this version: New IS command, a there and then or staggered comparison command. Alternative to the IF command which stores comparison commands which are called when you type specific phrases. is something equal to something not equal to something greater than something less than something or equal to something (may just become or equal to) then do something and do something and2 do something and3 do something else do something end is / endis / end An exampl…
- In the meantime... - 22 December 2018
Whilst we're busy rewriting adlengine... I will continue to work on the original Adliberum Engine and aim to get it out of Steam Early Access in 2019. Notably: emphasis will be placed on locking down the core elements, providing a friendlier experience with menus etc, better documentation and in-built tutorials, more support for languages and some example games to download. For now though, happy holidays. Catch you all in 2019!
- Show and tell. - 3 December 2018
Created or creating something using adlengine? I'd love to see it! Share your creations!
- The future of Adliberum Engine - 3 December 2018
Apologies for the really long period of down time, life unfortunately has a real nasty habit of getting in the way at times. Looking forward to a kinder, more productive 2019. Plus with the original software I used to create it no longer being updated and the knock on effect is that it's going to need a full rewrite. I'm not able to just simply convert adlengine because of its complexity, so I have slowly been recreating the engine entirely in Construct 3. Which will become adlengine 2. The engine will to the most part mirror across, and I will do my best to ensure the map files etc don't change (too much). Worse case I'll write an editor to convert the maps over to the new format. I will be placing a lot more emphasis on the learning side of it, plus will be working hard to ensure it has some example games to play / edit. Thank you for your support. Here's a brief snapshot of the new e…
- ADLENGINE: Using The In Built Editor - 11 March 2018
The in-built editor in #adlengine grants greater control of your levels and makes scripting easier. Check out the quick guide for using the editor at https://www.adliberum.com/engine/manual/ADLENGINE%20using%20the%20in-built%20editor.pdf If you need any assistance, I will do my best to help. ~ Liam
- ADLENGINE: Using The In Built Editor - 11 March 2018
The in-built editor in #adlengine grants greater control of your levels and makes scripting easier. Check out the quick guide for using the editor at https://www.adliberum.com/engine/manual/ADLENGINE%20using%20the%20in-built%20editor.pdf If you need any assistance, I will do my best to help. ~ Liam
- 1.1.60.7 - CYOA / THEME / ADVANCED FILTER COMMANDS - 28 February 2018
Updates in 1.1.60.7 // NEW CHOOSE YOUR ADVENTURE FUNCTIONALITY // You enable CYOA mode per room. Which gives 1-4 choice buttons. room is cyoa You can turn on / off choices using cyoa 1 is on / off cyoa 2 is on / off cyoa 3 is on / off cyoa 4 is on / off To set the text of a choice; 1 is ... 2 is ... 3 is ... 4 is ... When you set the text it will default the command to the same as you wrote for the text, for example take dirt, would run the command take dirt. To manually set what command a choice calls; 1 does ... 2 does ... 3 does ... 4 does ... They can be used to call single commands OR run scripts using; do ... // NEW ON-START SCRIPT // If script on-start is found it will be run AFTER the level has loaded. Create this script using the in-built editor; editor // THEME EDITING / MANIPULATION // All major theme elements can be edited now. To list them use; listui You can then edit / de…
- 1.1.60.7 - CYOA / THEME / ADVANCED FILTER COMMANDS - 28 February 2018
Updates in 1.1.60.7 // NEW CHOOSE YOUR ADVENTURE FUNCTIONALITY // You enable CYOA mode per room. Which gives 1-4 choice buttons. room is cyoa You can turn on / off choices using cyoa 1 is on / off cyoa 2 is on / off cyoa 3 is on / off cyoa 4 is on / off To set the text of a choice; 1 is ... 2 is ... 3 is ... 4 is ... When you set the text it will default the command to the same as you wrote for the text, for example take dirt, would run the command take dirt. To manually set what command a choice calls; 1 does ... 2 does ... 3 does ... 4 does ... They can be used to call single commands OR run scripts using; do ... // NEW ON-START SCRIPT // If script on-start is found it will be run AFTER the level has loaded. Create this script using the in-built editor; editor // THEME EDITING / MANIPULATION // All major theme elements can be edited now. To list them use; listui You can then edit / de…
- 1.1.60.6 - NEW ACCESSIBILITY COMMANDS + SCREEN READER - 28 February 2018
In this version we have enabled a tonne of accessibility functions. Made minor improvements to the inbuilt editor. NEW ACCESSIBILITY COMMANDS: Activate accessibility input box. input on/off customise input box colors. input b&w input w&b input red input blue input green input white input black customise input box font size. input small input medium input large NEW SCREEN READER FUNCTIONALITY: Activate screen reader mode (should work with NVDA as it triggers NVDA via alert boxes) - this also activates the accessible input box. reader on/off enter will move to the next queued speech OTHER ACCESSIBILITY COMMANDS: speech on/off voices = lists all available speech synthesis voices. voice is = sets the voice based on the number specified (use the voices command to get a list!) pause / p = pauses speech synthesis play = resumes speech synthesis
- 1.1.60.6 - NEW ACCESSIBILITY COMMANDS + SCREEN READER - 28 February 2018
In this version we have enabled a tonne of accessibility functions. Made minor improvements to the inbuilt editor. NEW ACCESSIBILITY COMMANDS: Activate accessibility input box. input on/off customise input box colors. input b&w input w&b input red input blue input green input white input black customise input box font size. input small input medium input large NEW SCREEN READER FUNCTIONALITY: Activate screen reader mode (should work with NVDA as it triggers NVDA via alert boxes) - this also activates the accessible input box. reader on/off enter will move to the next queued speech OTHER ACCESSIBILITY COMMANDS: speech on/off voices = lists all available speech synthesis voices. voice is = sets the voice based on the number specified (use the voices command to get a list!) pause / p = pauses speech synthesis play = resumes speech synthesis
- NEW VERSION: 1.1.60.1 | All New Power Commands Added (nb: steam overlay = broken) - 21 January 2018
IMPORTANT: steam overlay IS currently not working with the new update. UPDATE NOTES: 1.1.60.1 ----------------------------------------------------------- AUTO ADD TO INTELLISENSE ----------------------------------------------------------- 1. certain commands will now automatically add items to intellisense now, e.g. obj is takeable would add take obj to intellisense. ----------------------------------------------------------- ENTER / EXIT TRIGGERS SCRIPT ----------------------------------------------------------- 2. on-enter & on-exit triggers now in place, it will look for a script based on the direction they enter / leave and run it if present; i.e. on-exit-e OR on-enter-se. ----------------------------------------------------------- GLOBAL ACCESS TO DATA ----------------------------------------------------------- 3. you can now get global access to anything to amend / update data etc…
- NEW VERSION: 1.1.60.1 | All New Power Commands Added (nb: steam overlay = broken) - 21 January 2018
IMPORTANT: steam overlay IS currently not working with the new update. UPDATE NOTES: 1.1.60.1 ----------------------------------------------------------- AUTO ADD TO INTELLISENSE ----------------------------------------------------------- 1. certain commands will now automatically add items to intellisense now, e.g. obj is takeable would add take obj to intellisense. ----------------------------------------------------------- ENTER / EXIT TRIGGERS SCRIPT ----------------------------------------------------------- 2. on-enter & on-exit triggers now in place, it will look for a script based on the direction they enter / leave and run it if present; i.e. on-exit-e OR on-enter-se. ----------------------------------------------------------- GLOBAL ACCESS TO DATA ----------------------------------------------------------- 3. you can now get global access to anything to amend / update data etc…
- ADLENGINE 1.1.55.6 - INTERACTING WITH UI. - 2 November 2017
All images for UI must either fall under the c:\users\username\adlengine\mapname\ folder under images OR under userlib folder as per above. Each image used MUST be given a unique anim number (currently) from 0-16. To assign the anim number: {image-name}.anim=10; works for {image-name} / {text-name} i.e. {text-selectchar}.lmb=speak '{text-selectchar}.text'; {image-selectchar}.wheelup=do nextchar; MOUSE CLICKS {image-name}.lmb=do something; {image-name}.mmb=do something; {image-name}.rmb=do something; MOUSE HOLD {image-name}.holdlmb=do something; {image-name}.holdmmb=do something; {image-name}.holdrmb=do something; MOUSE RELEASE {image-name}.releaselmb=do something; {image-name}.releasemmb=do something; {image-name}.releasermb=do something; DRAG WITH MOUSE {image-name}.draglmb=do something; {image-name}.dragmmb=do something; {image-name}.dragrmb=do something; TOUCH {image-name}.tap=do som…
- ADLENGINE 1.1.55.6 - INTERACTING WITH UI. - 2 November 2017
All images for UI must either fall under the c:\users\username\adlengine\mapname\ folder under images OR under userlib folder as per above. Each image used MUST be given a unique anim number (currently) from 0-16. To assign the anim number: {image-name}.anim=10; works for {image-name} / {text-name} i.e. {text-selectchar}.lmb=speak '{text-selectchar}.text'; {image-selectchar}.wheelup=do nextchar; MOUSE CLICKS {image-name}.lmb=do something; {image-name}.mmb=do something; {image-name}.rmb=do something; MOUSE HOLD {image-name}.holdlmb=do something; {image-name}.holdmmb=do something; {image-name}.holdrmb=do something; MOUSE RELEASE {image-name}.releaselmb=do something; {image-name}.releasemmb=do something; {image-name}.releasermb=do something; DRAG WITH MOUSE {image-name}.draglmb=do something; {image-name}.dragmmb=do something; {image-name}.dragrmb=do something; TOUCH {image-name}.tap=do som…
- ADLENGINE 1.1.55.6 - RENDERING TEXT TO THE SCREEN - 2 November 2017
All commands work with '' and %% special commands. SETUP: {text-name}.new; {text-name}.visible=1; {text-name}.x=260; {text-name}.y=600; {text-name}.opacity=100; {text-name}.width=320; {text-name}.height=32; {text-name}.text=some text; {text-name}.fontcolor.r=255; {text-name}.fontcolor.g=255; {text-name}.fontcolor.b=255; {text-name}.fontsize=22; CUSTOM PARAMS {text-name}.paramname=value; DELETE {text-name}.delete; SAVE / LOAD {text-name}.save; {text-name}.load; {text-name}.export; LOCAL = RENDERED IN CURRENT ROOM. {text-name}.local; GLOBAL = RENDERED AS MAIN UI. {text-name}.global; EFFECTS - FLASH - {text-name}.flash; FADE IN: {text-name}.fadein; FADE OUT: {text-name}.fadeout; FADE IN/OUT {text-name}.fadeinout;
- ADLENGINE 1.1.55.6 - RENDERING TEXT TO THE SCREEN - 2 November 2017
All commands work with '' and %% special commands. SETUP: {text-name}.new; {text-name}.visible=1; {text-name}.x=260; {text-name}.y=600; {text-name}.opacity=100; {text-name}.width=320; {text-name}.height=32; {text-name}.text=some text; {text-name}.fontcolor.r=255; {text-name}.fontcolor.g=255; {text-name}.fontcolor.b=255; {text-name}.fontsize=22; CUSTOM PARAMS {text-name}.paramname=value; DELETE {text-name}.delete; SAVE / LOAD {text-name}.save; {text-name}.load; {text-name}.export; LOCAL = RENDERED IN CURRENT ROOM. {text-name}.local; GLOBAL = RENDERED AS MAIN UI. {text-name}.global; EFFECTS - FLASH - {text-name}.flash; FADE IN: {text-name}.fadein; FADE OUT: {text-name}.fadeout; FADE IN/OUT {text-name}.fadeinout;
- ADLENGINE 1.1.55.6 - RENDERING IMAGES TO THE SCREEN. - 2 November 2017
All commands work with '' and %% special commands. SETUP: {image-name}.new; {image-name}.visible=1; {image-name}.x=260; {image-name}.y=600; {image-name}.opacity=100; {image-name}.width=320; {image-name}.height=240; {image-name}.image=imagename; CUSTOM PARAMS {image-name}.paramname=value; DELETE {image-name}.delete; SAVE / LOAD {image-name}.save; {image-name}.load; {image-name}.export; LOCAL = RENDERED IN CURRENT ROOM. {image-name}.local; GLOBAL = RENDERED AS MAIN UI. {image-name}.global; EFFECTS - FLASH - {image-name}.flash; FADE IN: {image-name}.fadein; FADE OUT: {image-name}.fadeout; FADE IN/OUT {image-name}.fadeinout;
- ADLENGINE 1.1.55.6 - RENDERING IMAGES TO THE SCREEN. - 2 November 2017
All commands work with '' and %% special commands. SETUP: {image-name}.new; {image-name}.visible=1; {image-name}.x=260; {image-name}.y=600; {image-name}.opacity=100; {image-name}.width=320; {image-name}.height=240; {image-name}.image=imagename; CUSTOM PARAMS {image-name}.paramname=value; DELETE {image-name}.delete; SAVE / LOAD {image-name}.save; {image-name}.load; {image-name}.export; LOCAL = RENDERED IN CURRENT ROOM. {image-name}.local; GLOBAL = RENDERED AS MAIN UI. {image-name}.global; EFFECTS - FLASH - {image-name}.flash; FADE IN: {image-name}.fadein; FADE OUT: {image-name}.fadeout; FADE IN/OUT {image-name}.fadeinout;
- EVEN MORE POWER COMING NEXT TO ADLENGINE! - 31 October 2017
EACH COMMAND: (LOOPS THROUGH EACH OBJECT ETC) each:do something each inv / obj / char / npc / room / worn / equip / COMMAND is: (SETS CURRENT COMMAND TO...) command is talk to carter INTELLISENSE is: (SETS TOOLTIP...) intellisense is talk to carter NEW SYSVARS (includes new structure to avoid conflicts) SYS SYS SYS SYS SYS SYS SYS RENDERING TO THE SCREEN: INTERACTION WITH SCREEN: %SPECIALS% NOW COVER ALL DATA! RANDOM / CHOSEN / PLAYER / TARGET CONFIG EVENTS INVENTORY LOCAL CUSTOM COMMANDS GLOBAL CUSTOM COMMANDS LOCAL SCRIPTS GLOBAL SCRIPTS PRIVATE SCRIPTS LOCAL MAP GLOBAL MAP PRIVATE DATA VERBOSE LOOKUP VERBASE LOOKUP ITEMS CAN BE MADE STACKABLE ITEMS CAN BE DUPLICATE SCRIPTS CAN NOW BE ATTACHED TO ENTITIES SCRIPTS CAN BE CALLED: - from an entity - entity.script() - or in general (easier) - script()
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