Scumm 8 Versions Save

A PICO-8 demake of the SCUMM engine that powered most of the classic LucasArts adventure games, such as Monkey Island and Maniac Mansion.

v1.2

2 years ago

New Features

  • Added BIG font support for print_line()
  • Reduced token usage, thanks to @sparr's token golf + optimizing efforts 🙏
  • More code-tidying & token reduction of the core engine
  • lmproved scumm8.p8's "template" game - added other char to talk to, items to pickup, etc. for quick testing/reference
  • Reinstated Monkey Island "Thimbleweed Island" mini-game (when USE-ing the Computer) in game.p8

Fixes

  • Fixed ability to cancel/overwrite UI commands
  • Fixed "face opp dir" code and cutscene end
  • Added missing luamin exclusions (for "doors")
  • Fixed default action logic (e.g. open/close) when needs to "walkto" beforehand
  • Fixed "use" positioning

Noteworthy/Breaking Changes

  • Now using latest main picotool branch (no longer using scumm-8 fork) - as latest luamin now supports passing of "exclude" list. Scumm-8's picotool fork will be archived, as no longer required (+very old!)
  • Now uses #include for engine lib in \src files + build merges dist output into new code "tab" (but can now also use #include in your own games too - esp. for multi-cart, all share same lib!)

v1.1

5 years ago

New Features

  • Fake 3D depth "auto-scaling" of Actors (affects size and walk speed to simulate distance)
  • Now made "Scale" an Actor/Obj property
  • Actor path-finding now more precisely walks to target point
  • Added offset X,Y position for talking overlay sprites
  • Actors and Objects can now have animations (via do_anim())
  • Can now specify default verb for clicking on inventory items (e.g. LOOK-AT)
  • Skip current dialog (left-click/Z)
  • Skip cutscene (right-click/X)
  • Added UI settings properties (for easy custom UI theming)

Fixes

  • Fixed "Walking to Object, then clicking diff Verb does latter"
  • Fixed "USE" display (and also sample Game "bucket" logic)
  • Fixed hover obj display when executing
  • Fixed error if specify invalid sprite state
  • Fixed issue for actors without walk anims (defaults to "idle" anim)

Noteworthy/Breaking Changes

  • Auto-depth actor scaling is now on by default
  • New UI settings properties must be set on game start-up
  • Refactored do_anim() function's anim_face param is now face_towards
  • Token count and character count have increased a lot as a result of the above changes - meaning less space for actual game content. However, you could always try spanning games across multiple carts, like I just did with my game: "CODE-8"
  • enable_mouse property removed - now always on by default

v1.0.1

6 years ago
  • Now all UI colours reflect user-config
  • Now possible to disable "diagonal squeeze check" in pathfinding for walking (using enable_diag_squeeze = false)
  • Made CAM_X a public variable
  • Changed say/print_line to have duration overload
  • Now skip cutscenes with any mouse click
  • Now arrow hover colour to UI setting
  • Fixes #11 bug in demo game

v1.0

7 years ago

Initial public release