What is SCUMM-8?
SCUMM-8 is a PICO-8 "demake" of the SCUMM engine that powered most of the classic LucasArts adventure games, such as Monkey Island and Maniac Mansion. However, it is only (heavily) "inspired" by the SCUMM engine, not a true replica - for that you'll want good ol' SCUMM-VM.
My plan/hope is to make it possible for anyone to make their own point & click adventure games in PICO-8!
|All the code and API documentation can be found on:|
• Multiple Rooms (32+, technically)
• Pathfinding for walking
• Dialogs between Actors
• Camera system (pan-to, follow, static)
• Room transitions ("iris", cut)
• Customisable Verbs
• Z-plane ordering of objects/actors
• Global-level (background) & Room-level scripts
• Game start-up script
• Object dependencies
• Replace Color (to allow re-use of room/object gfx)
• Adjustable Room Brightness Levels
• Screen "shake" effect
• Proximity (between Actors/Objects)
The above "game" is just a silly demo that I created as part of testing the engine. Unfortunately, due to the large size of the engine + game code, it had to be "minified" to allow posting to the BBS. The original demo game source can be found here (link).
Please see the SCUMM-8 Wiki (link) for details on how to get started creating your own SCUMM-8 game, as well as the the full API reference.
The following PICO-8 posts & resources were very helpful in the making of SCUMM-8:
• picotool: Tools and Python libraries for manipulating Pico-8 game files
• Overcoming tokens
• Sample Code: Screenshake and Fading
• A* pathfinding example
v1.0.1: * ADD: New CAM_X variable * CHG: Diagonal pathfinding optional * CHG: Say/Print_Line can now set duration * CHG: Now skip cut-scenes on mouse click * FIX: UI cols as user-config * FIX: Fixed demo game bug v1.0 * Initial release
Fantastic! Impressive even in its own right, without considering the greater ambitions.
:: Thank you!
@gyfe: Thank you for your kind words. Very glad to see people appreciate the goal I was aiming for. Makes all the extra effort feel worthwhile! ;o)
Haha! Well, THAT'S quite an unorthodox way of completing the demo! :D
Yes, I made the fire "pickup-able" for a laugh one day and thought I'd leave it in as an "Easter Egg" - guess you win! :D
But I didn't even think about it being extinguished while in the inventory - just glad it didn't crash!
P.S. - Did you know you can also TALK to it? That's another "bonus", I guess... ;o)
@TriBar: Thanks again. It certainly should be able to use musurca's excellent PiCAD with it. In fact, that was my original plan - particularly as all room bg's would take only 1 Token (being string-based). However, I then had to think about collision for walking and also drawing fine detail would've been challenging. Probably a good solution would be to use a little of both, but (for better or worse) ultimately I ended up going down the "sprite/map"-based route in the end.
@oakreef: LOL! Thanks for letting me know. I think I know why that would be, as objects/actors will inherit the room's brightness level (unless they specify one of their own - like the fire). But as for why it would persist? Hmmm... Either way, will be fun squashing that bug! :D
@Rahrahrah: Thanks a lot, glad you like it! :D
@ToyCrab: Many thanks - me too! :D
I can't thank you enough for creating this.
I had the vague idea of creating something like this for a game concept, but you have already done all the hard work, and this will make it possible for many of us to make some of the adventure games we've dreamed of.
Log in to post a comment