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Generally will keep you on
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limited self-driving systems
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Stories disappear from list when starting up Twine 2?
I'm not entirely sure where this goes, but recently, I've been working on [X], one out of six stories on Twine 2 on my computer. Yesterday when I opened the app, I found all the stories but [X]; today, when I opened Twine 2, I found just [X] and no other stories. Am I doing something wrong?
I'm using Twine 2.0.11 on Mac OS X.
I'm using Twine 2.0.11 on Mac OS X.
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Proving yet again that some
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Using a Javascript file in Harlowe (Need to be done asap for college project)
I have a working game of Blackjack, only problem is to import that file into Twine, is there a way to do this?
For example, a header called blackjack and in the CSS have html.blackjack ?
I have saved it as a JavaScript file, but how to I import it into Twine and used on a certain page, say that page is called 21's?
I want to have it implemented into my Story before I hand it in when I return to college on Monday 18th April.
For example, a header called blackjack and in the CSS have html.blackjack ?
I have saved it as a JavaScript file, but how to I import it into Twine and used on a certain page, say that page is called 21's?
I want to have it implemented into my Story before I hand it in when I return to college on Monday 18th April.
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Mouse over sound
Is there a way to embed sound by using a "mouse over" instead of auto play in Twine 1.4.1?
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Displaying part of a random passage on click
Twine 1.4 and SugarCube 2.
Let's say I have a simple passage like this:
When the button is clicked I want to: get a random passage from a list, then get a random sentence from that passage, and display it below the original text and button--with any links removed/deactivated (so only showing plain text sentence). So the player can keep clicking the button, and new random sentences will keep appearing below it.
I know I can display a random passage with:
And I thought I could display a random passage on button click with something like this:
But that's not working.
As for grabbing a random sentence from the passage (rather than displaying the whole passage), and deactivating the links... I assume this is something I should try to do in prerender, via some kind of black magic vaguely like this?
Let's say I have a simple passage like this:
Some text and <<click "button">><</click>>.
When the button is clicked I want to: get a random passage from a list, then get a random sentence from that passage, and display it below the original text and button--with any links removed/deactivated (so only showing plain text sentence). So the player can keep clicking the button, and new random sentences will keep appearing below it.
I know I can display a random passage with:
<<set $passage to either("Passage 1", "Passage 2", "Passage 3")>> <<display $passage>>
And I thought I could display a random passage on button click with something like this:
<<click "Show Random">><<set $passage to either("Passage 1", "Passage 2", "Passage 3")>><<display $passage>><</click>>
But that's not working.
As for grabbing a random sentence from the passage (rather than displaying the whole passage), and deactivating the links... I assume this is something I should try to do in prerender, via some kind of black magic vaguely like this?
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else: macro won't run
This is probably some stupid small thing I'm missing and I honestly feel stupid for asking but I can't for the life of me find any place in my syntax that would cause this error. I have the following code:
The if: hook runs fine if the condition is met, but the else: statement will never run. If the if: hook doesn't run then nothing runs. It's just a blank page.
The problem isn't the hook syntax. I looked at other posters having similar problems and they either don's use the hooks or put spaces between the hook and the macros. I triple checked that this wasn't the case and even if it is the code above is a copy-paste so you can double check as well. I'm so confused.
Sorry in advance if this gets solved in like 2 seconds. And thanks a bunch.
(if: $gold >= $inncost)[ (set: $health = $maxhealth) (set: $gold = $gold - $inncost) You wake up the next morning refreshed and revitalized. The inn also has a complementary breakfast. You take the hell advantage of that, and leave stuffed and ready to take on the day. ](else:)[ The innkeeper takes one look at your pitiful wallet and throws you out onto the street. You think that the reaction is a bit extreme, but are grateful that she at least used the door rather than a window. ]
The if: hook runs fine if the condition is met, but the else: statement will never run. If the if: hook doesn't run then nothing runs. It's just a blank page.
The problem isn't the hook syntax. I looked at other posters having similar problems and they either don's use the hooks or put spaces between the hook and the macros. I triple checked that this wasn't the case and even if it is the code above is a copy-paste so you can double check as well. I'm so confused.
Sorry in advance if this gets solved in like 2 seconds. And thanks a bunch.
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Using greater than/less than to make a passage choice in Harlowe
I'm trying to make a story that branches depending on whether the player has accumulated a certain number of points. I've got it set up currently so that if the player visits specific passages, they get a point. After a series of yes/no decisions, I want their points to be evaluated, and then give them a link to one branch or the other depending on if they have enough points.
This is how I've done it so far:
In Passage 1:
In a passage where they earn points (but not in passages where they don't earn points):
I know this part works because I included
Then, in the passage where the points are evaluated, I have:
However, nothing is getting printed, so the link to the next branch of the story doesn't show. I think this might be because (if:) only works with true/false? In which case, should I be using a different method? Or is there a more elegant way to use this method?
Harlowe in Twine 2.0.10.
Thanks!
ETA: In the same context, is it possible to have different links leading to the same passage, but for points to be assigned depending on which link is clicked? For example:
Then, when the player arrives in the passage "Win Fight", they get points if they used magic, but they don't get points if they used a sword. Is that possible? What would it look like?
This is how I've done it so far:
In Passage 1:
(set: $points to 0)
In a passage where they earn points (but not in passages where they don't earn points):
(set: $points to it + 1)
I know this part works because I included
(print: $points)in each passage to check.
Then, in the passage where the points are evaluated, I have:
(if: $points is >= 2)[This gets printed and there's a [[Storyline X]] link.] (else-if: $points is < 2)[This gets printed and there's a [[Storyline Y]] link.]
However, nothing is getting printed, so the link to the next branch of the story doesn't show. I think this might be because (if:) only works with true/false? In which case, should I be using a different method? Or is there a more elegant way to use this method?
Harlowe in Twine 2.0.10.
Thanks!
ETA: In the same context, is it possible to have different links leading to the same passage, but for points to be assigned depending on which link is clicked? For example:
You can choose to [[fight with magic->Win Fight]] or to [[fight with your sword->Win Fight]].
Then, when the player arrives in the passage "Win Fight", they get points if they used magic, but they don't get points if they used a sword. Is that possible? What would it look like?
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How to stop passage code from running
Hello! I haven't been using Twine very long so apologies if I mess something up. In Harlowe, I'm trying to have it so that a random number generator goes off at the start of the passage and if it hits, it'll throw the reader into a different passage. I know about the command (go-to:), however it doesn't seem to stop the rest of the 1st passage's code from running (unlike what it says in the description). Here's an example:
With this, the reader get's put onto the $jamie passage, but $shower still gets set to 1. If this is a bug, is there still a way I can stop the passage code from running? Any help is greatly appreciated!
{(set: $chance to (random: 1,4)) (if: $chance is 1)[(go-to: "jamie")] (set: $shower to 1)
With this, the reader get's put onto the $jamie passage, but $shower still gets set to 1. If this is a bug, is there still a way I can stop the passage code from running? Any help is greatly appreciated!
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How do I define story objects more gooder?
So I just started with twine, and I went ahead and installed (I think the latest) v2.
Deciding "Okay, let's keep this simple", I tested a few variables to get the hang of it. Stuff like
Which brings me to my current issue: Try as I might, I simply can't get sugarcube to define a twine story object.
Every piece of information I've seen suggests that I simply type
I feel like I've tried everything at this point, but obviously I haven't because even after an hour of searching here and on google and replicating the exact syntax of other people's solutions, there's still something stupid I'm doing.
Edit: Forgot to mention I'm using Sugarcube 1.0.34.
Deciding "Okay, let's keep this simple", I tested a few variables to get the hang of it. Stuff like
They worked and it seemed easy enough.<<set $timeOfDay to 1>>
Which brings me to my current issue: Try as I might, I simply can't get sugarcube to define a twine story object.
Every piece of information I've seen suggests that I simply type
and then after that I can modify it by writing stuff like<<set $person to {
name:"John Smith",
age:27,
gender:"Male"
}>>
but any time I attempt to do that, even immediately below the original definition, results in a bad expression: Cannot read property name of undefined.<<set $person.name to "Joe Smith">>
I feel like I've tried everything at this point, but obviously I haven't because even after an hour of searching here and on google and replicating the exact syntax of other people's solutions, there's still something stupid I'm doing.
Edit: Forgot to mention I'm using Sugarcube 1.0.34.
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Remembrance House - I turned a performance into a game
Please do let me know what you think. All and any feedback is very welcome.
Remembrance House
Remembrance House
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Strange Bug in my Battle System
So far my progress with making an rpg has gone steadily. The Battle System is functioning well, but there is a strange bug that is proving to be rather confusing. I know what is causing it but am unsure how to fix it. Below will be all of the code that is causing it. The problem is located in the <<if>> statement, <<if random(1, 6) + $player.STR gte $enemy.AC>>. The bug is causing the click links to essentially negate themselves. I could click them and there is a chance that it won't set the turn variable to enemy. This means players and enemies are able to move twice essentially, which was not intended. The problem more than likely stems from random(1, 6). I noticed that when I changed the + in that statement to "and" the bug disappeared but only one of the outcomes was triggering. That outcome being the player missing their attack.
<<if $turn is "player">>
<<click "Attack" "Combat">>
<<if random(1, 6) + $player.STR gte $enemy.AC>>
<<print random(1, 6), $player.STR, $enemy.AC>>
<<set $enemy.H = $enemy.H - $player.STR>>
<<set $log to "pAttack">>
<<set $turn to "enemy">>
<</if>>
<<if random(1, 6) + $player.STR lt $enemy.AC>>
<<print random(1, 6), $player.STR, $enemy.AC>>
<<set $log to "pMiss">>
<<set $turn to "enemy">>
<</if>>
<</click>>
<</if>>
<<if $turn is "player">>
<<click "Run" "Battle Lose">><</click>>
<</if>>
<<if $turn is "enemy">>
<<click "Continue" "Combat">>
<<if random(1, 6) + $enemy.STR gte $player.AC>>
<<set $player.H = $player.H - $enemy.STR>>
<<set $log to "eAttack">>
<<set $turn to "player">>
<</if>>
<<if random(1, 6) + $enemy.STR lt $player.AC>>
<<set $log to "eMiss">>
<<set $turn to "player">>
<</if>>
<</click>>
<<if $turn is "player">>
<<click "Attack" "Combat">>
<<if random(1, 6) + $player.STR gte $enemy.AC>>
<<print random(1, 6), $player.STR, $enemy.AC>>
<<set $enemy.H = $enemy.H - $player.STR>>
<<set $log to "pAttack">>
<<set $turn to "enemy">>
<</if>>
<<if random(1, 6) + $player.STR lt $enemy.AC>>
<<print random(1, 6), $player.STR, $enemy.AC>>
<<set $log to "pMiss">>
<<set $turn to "enemy">>
<</if>>
<</click>>
<</if>>
<<if $turn is "player">>
<<click "Run" "Battle Lose">><</click>>
<</if>>
<<if $turn is "enemy">>
<<click "Continue" "Combat">>
<<if random(1, 6) + $enemy.STR gte $player.AC>>
<<set $player.H = $player.H - $enemy.STR>>
<<set $log to "eAttack">>
<<set $turn to "player">>
<</if>>
<<if random(1, 6) + $enemy.STR lt $player.AC>>
<<set $log to "eMiss">>
<<set $turn to "player">>
<</if>>
<</click>>
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"like" or "thumbs up" passages - voting system
Hello everybody!
I am currently using twine in a language class, with the entire class colaborating on the same story. I have my students read the passages of the other students and continue their plots, so that ideally everybody contributes to all of the plots.
This system causes quite a bit of fragmentation, as students come up with more and more plots. In order to narrow down the amount of plots, the other day I printed the entire story on paper and represented the twine structure using lines. Afterwards, I had my students vote for the plots they liked best (each of them could spend three points in total).
This was a rather tedious process, so I thought it could be done much easier online. What I have in mind is a kind of counter which enables the reader to "like" or "heart" or whatever passages he likes. The counter should be visible to everybody. Users should have a limited amount of points they can spend. Not all the passages should be allowed to vote on, maybe a designated tag could trigger the counter.
I understand this cannot be done with javascript, my guess is php and a text file where the counts are stored should do the job. I'd be very grateful for any hint in the right direction. If somebody comes up with an idea, I can provide webspace for testing.
Cheers,
richVIE
I am currently using twine in a language class, with the entire class colaborating on the same story. I have my students read the passages of the other students and continue their plots, so that ideally everybody contributes to all of the plots.
This system causes quite a bit of fragmentation, as students come up with more and more plots. In order to narrow down the amount of plots, the other day I printed the entire story on paper and represented the twine structure using lines. Afterwards, I had my students vote for the plots they liked best (each of them could spend three points in total).
This was a rather tedious process, so I thought it could be done much easier online. What I have in mind is a kind of counter which enables the reader to "like" or "heart" or whatever passages he likes. The counter should be visible to everybody. Users should have a limited amount of points they can spend. Not all the passages should be allowed to vote on, maybe a designated tag could trigger the counter.
I understand this cannot be done with javascript, my guess is php and a text file where the counts are stored should do the job. I'd be very grateful for any hint in the right direction. If somebody comes up with an idea, I can provide webspace for testing.
Cheers,
richVIE
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Whats the best way to export Json?
Seems this thing is broken; https://github.com/cauli/TwineJson
I'm looking to parse Twine in Unity, Json seems like the most painless way.
I'm looking to parse Twine in Unity, Json seems like the most painless way.
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Avery
Hello, my name is Avery. My crazy teacher has us trying to make games using Twine. I am student. We are using the Harlowe version of Twine. I need some help. I was wondering if it is possible for two people to be editing on the same story at the same time. If so, how?
Thanks!
Thanks!
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I was trying to get an image into my file I will put what I tried in the thing below.
(img: src= "http://i.istockimg.com/file_thumbview_approve/31158178/5/stock-illustration-31158178-tea-bag.jpg" width="235" height="235" alt="Teabag")
I am using harlow
I am using harlow
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How can I set a time in my story based on other variables?
I'm new to Twine so I don't know much here. I'm trying to have the sentence "It is X:XX in the morning." The time depends on another variable I have called $MinToAlarm. (The character woke up before the alarm and other things happen before the alarm goes off to make time pass.) Depending on what exactly the character has done, it changes what time it will be. I'm trying to use another variable called $time and using the (if:) macro but I think I'm doing something wrong because the sentence always ends up being "It is 0 in the morning." Please help if you can! I'm sorry if I sound naive. It's because in this subject, I am. Thank you!
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Save / Load game in 2.0 and Harlowe
I've found somewhere the macros to save and load (not here at this forum).
They are working fine, so to have two saving slots:
[Save A]<savea| (click: ?savea)[(save-game: "FileA", "Passage1")]
[Save B]<saveb| (click: ?saveb)[(save-game: "FileB", "Passage1")]
And to load, I've put on a "Load Game" passage:
[Slot A]<loada| (click: ?loada)[(load-game: "FileA")]
[Slot B]<loadb| (click: ?loadb)[(load-game: "FileB")]
Great, tested and 100%. BUT it's a little crude, since the user can't see any info about the file. How could I get a data stamp, or better, the level player was when game was saved? Example: if I have a level system stored in $yourLevel, would be possible to display this, something like:
Slot A (XP 100, MP 50, level 5)
Slot B (XP 250, MP 0, level 12)
Slot C (empty)
Any better approach/ideas would be fine, too.
They are working fine, so to have two saving slots:
[Save A]<savea| (click: ?savea)[(save-game: "FileA", "Passage1")]
[Save B]<saveb| (click: ?saveb)[(save-game: "FileB", "Passage1")]
And to load, I've put on a "Load Game" passage:
[Slot A]<loada| (click: ?loada)[(load-game: "FileA")]
[Slot B]<loadb| (click: ?loadb)[(load-game: "FileB")]
Great, tested and 100%. BUT it's a little crude, since the user can't see any info about the file. How could I get a data stamp, or better, the level player was when game was saved? Example: if I have a level system stored in $yourLevel, would be possible to display this, something like:
Slot A (XP 100, MP 50, level 5)
Slot B (XP 250, MP 0, level 12)
Slot C (empty)
Any better approach/ideas would be fine, too.
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Is it possible to do a countdown in Harlow, Twine 2?
I want to create a table with a visible countdown above it. Any help is much appreciated!
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