ThunderPerfectWitchcraft, to gaming German
@ThunderPerfectWitchcraft@outmo.de avatar

Arcane Cache: Review to "A row of chairs abandoned on the beach"

https://thunderperfectwitchcraft.org/arcane_cache/2024/05/20/a-row-of-chairs-abandoned-on-the-beach/

The sound design and graphical arrangement is minimal, the (often randomly chosen) texts are written greatly – they are highly poetic, beautiful, fey ...In „A row of chairs abandoned on the beach“, humans do consequently become coast, night, and sky – but the world is turned into a living, equitable, and vivid instance in return.

VerySRSGames, to gamedev
@VerySRSGames@mastodon.gamedev.place avatar

Surprise game release! KEEP SACRIFICING OR THE WORLD IS GOING TO END is a free text-based resource management game, made in , in which you play the king of a vaguely Sumerian/Akkadian city state. It's very silly and you should play it.

https://starkravingsane.itch.io/keep-sacrificing

gray17, to random
@gray17@mastodon.social avatar

Today in #twine porn, I finally moved most of the js and css out of .tw files and into .js and .css files, with type annotations that typescript can check. type checking found a few bugs, of course. I wish types/twine-sugarcube didn't use any so much, but oh well, I'm not going to fix that today.

gray17,
@gray17@mastodon.social avatar

today's #twine porn problem. I have a function "replay this path", which renders each page and click()s on the right links. This flashes each page and is kinda slow.

In principle, I can traverse the path without displaying the page or calling click(), but SugarCube has a couple different ways that you can attach code to a link, and there's no simple way to determine what the code is or run it, without calling click().

solution: replace SugarCube with a pack of wolves running across the tundra

SirTapTap, to random
@SirTapTap@mastodon.social avatar

Are there like, game engine scaffolds for ? Been thinking of making something silly in or , pico8 looks adorable but I assume it's a lot more to work with coding-wise

autumn, to firefox
@autumn@trilobite.space avatar

When saving websites as HTML in Firefox, I've noticed that Firefox inserts new line breaks at about 80 characters inside text content nodes.

While this normally isn't an issue, it completely breaks downloaded twine games (newlines are inserted within <tw-passagedata> nodes). First, twine's display is sensitive to newlines, so inserting newlines forces line breaks in the output. And, if there's embedded javascript inside a passage, the line breaks can happen inside a quoted string, creating a syntax error.

Unfortunately, I had saved a lot of twine games using Firefox, so they're mostly broken in various ways now...

Is there a way to make Firefox not add newlines while saving-as-html?

(I don't think Chromium has this issue? I feel like it messed up twine games in other ways but don't remember how...)

(see examples from SPY INTRIGUE)

#firefox #twine #InteractiveFiction

Screenshot of javascript code from SPY INTRIGUE, showing a quoted string split across multiple lines.

vantablack, to writing
@vantablack@cyberpunk.lol avatar

VantaQuest is now out!!!

PLOT SUMMARY: thrust into an unfamiliar world, you form an uneasy alliance with a small cactus in order to find the realm's caretaker and return peace to the multiverse... but not before getting baked, of course

you can play it for free at https://vanta.quest

#VantaQuest #twine #InteractiveFiction #writing

gray17, to random
@gray17@mastodon.social avatar

today in #twine porn, I'm going to try capturing current state as a URL, which I realized I can do compactly because of two things:

  1. deterministic rng, which means I can always reconstruct a state with just the initial seed and a record of which links were chosen.
  2. dynamic text is done with css changes instead of dom changes, which means I can use a small integer for "link chosen", and replay doesn't have to worry about complications from delayed rendering.
owlbear, to random
@owlbear@twoot.space avatar

If you're interested in making #Twine into an FVM engine in spite of itself - which is actually useful for fast #FMV #AdventureGame prototyping - @MichaelKlamerus has assembled all the links for my tutorial on doing just that.

https://virtualmoose.org/2024/02/04/anyone-can-make-a-game-with-fmv/

He's also provided information on full-scale FMV adventure engines.

I'm still sad that YouTube broke its FMV game functionality - years ago now - along with all the games that used it.

Oooh... one could relink their fragments using Twine!

gray17, to random
@gray17@mastodon.social avatar

today in #twine porn, I'm creating two unique interaction widgets for one fail-state ending, and questioning again my commitment to playing with IF boundaries in this furry rapey m/m porn that ~3 people will play and probably not want to talk about. shrug it's been continually living in my head, and I might as well materialize it to kick it out. there are plenty of other boundaries to explore once this one's done

gray17, to random
@gray17@mastodon.social avatar

today in #twine porn, I'm trying to measure text to fit in a box. currently, I'm splitting it into words, wrapping each word in a span, then finding the first span that's outside the box. however, this doesn't let me use SugarCube macros or nontrivial html within the text, so I need to rewrite it to use SugarCube's render and then traverse that DOM tree, and I don't really want to, it feels like a lot of work for 10 seconds of text, but it's already been a lot of work, and I do need it

gray17, to random
@gray17@mastodon.social avatar

Today in #twine porn, I renamed an incidental character that's referenced only once, because the "rn" in their name looked too much like "m" in the default font and the ambiguity was bothering me. (Tomorrow at dayjob I'll keep thinking maven .pom files are not as fun as .porn files)

gray17, to random
@gray17@mastodon.social avatar

today in #twine porn, I had an idea for one of the protag-fails endings that I think will annoy players in a fun way, and coding it is annoying me now, so I'm even more motivated to make it work.

gray17, to random
@gray17@mastodon.social avatar

today in #twine porn I'm thinking about doing something I should have done long ago: put js in .js files, instead of .tw files. T3LT will helpfully tell vscode what sections of a .tw file are js, so syntax highlighting works, but vscode does not do type analysis on the js fragments, so a lot of helpful IDE behavior is missing.

tweego will happily consume .js files and add them to the twine .html bundle. and reversing it will be a fairly small modification to my untwine script

gray17, to random
@gray17@mastodon.social avatar

today in #twine porn, I've been spending way too long wondering if I should use indexeddb instead of localStorage to store complete player history. localStorage limit is 5M, indexeddb limit depends on disk space

indexeddb operations are async, and SugarCube isn't really setup to do anything async. but it should be ok, it's just a little awkward

indexeddb is also kinda buggy in some safari/ios 14 (2021) releases. which probably doesn't matter

gray17, to random
@gray17@mastodon.social avatar

today in #twine porn, I've decided I do want to keep total player history, every session. 1000 steps takes about 45k of storage, lz-compressed. so, a pessimistic 5M storage limit can store at least 100,000 steps, which is comfortably more than any person is likely to read. it's annoying that the storage is so inefficient (json strings), but making it more compact is probably not worth it. just need to batch the lz-compress so it doesn't happen on every step

luxas, to fallout French
@luxas@social.gnieh.org avatar

Je suis en train de préparer un scénario pour une table de #Fallout #JdR. Pour la première fois, je le fais en utilisant #Twine (https://twinery.org/) pour représenter les différents grandes étapes et décisions. Je suis vraiment content de la facilité de prise en main, du résultat. Bref je recommande.

L'outil sert à écrire des histoires interactives (genre livres dont vous êtes lea héro·ïne), c'est vraiment bien foutu.

ArchaeoBasti, to VideoGames
@ArchaeoBasti@mastodon.online avatar

#280CharAbstracts: Krijn H.J. Boom et al. show that games can be used to teach about the past in a fun way. Through 4 case studies (#videogames #streaming #twine and #minecraft), they show us how this happens in practice.

This article is part of a broader book about communicating the ancient past 2020 @ubiquity : Communicating the Past in the Digital Age.

#openaccess

🔗 https://doi.org/10.5334/bch.c

gray17, to random
@gray17@mastodon.social avatar

today in #twine porn, I decided that instead of closing off the unexpected path found by a playtester, I'd make it work. I'm regretting that decision, because it adds combinatorial complexity to prose that already has combinatorial complexity. There are now ~2400 words and ~100 conditional clauses to render a variant of a ~30 word paragraph, and I'm not done yet.

I keep doing this to myself because I hope to better understand the combinatorial prose problem, but it's not working yet..

ljwrites, to gamedev
@ljwrites@writeout.ink avatar

Here's an interesting #CallForSubmissions : Plotopolis accepts submissions of interactive fiction on an ongoing basis to be distributed over chat apps. Pays pro rates. #GameDev #Twine https://plotopolis.com/submissions

gray17, to random
@gray17@mastodon.social avatar

today in #twine porn, I'm trying to model hypothetical players in my head, based on feedback from a playtester who had trouble solving a hard puzzle because he got stuck following a local minimum, and several clues are outside that path. if this were a more "normal" game, it would probably be fine to scatter clues randomly and let the collective internet trade hints. but since the game will have ~3 players, who will probably hesitate to share their interest, I should make it more solo-able...

gray17, to random
@gray17@mastodon.social avatar

first milestone of my kinky furry m/m #twine porn went to beta testers yesterday. I'm vibrating slightly, but it's just porn, not anything important, whatever.

already got a report of a minor game-breaking bug. I don't expect to get any other type of feedback anytime soon, maybe never. (idea: add game-breaking bug right before protag cums)

not going to add snooping telemetry, but maybe I should have a prompt "would you like to share your playing session with the devs?" then turn on the camera

gray17, to random
@gray17@mastodon.social avatar

today in #twine porn, I'm considering implementing a mini-map view of the storygraph, so I can get a better handle on testing and exploring the entire storyspace. except, all the flags and their combinations make the storygraph an inadequate representation of the storyspace, so I'm not sure it will actually help...

skribe, to writing
@skribe@aus.social avatar

Any thoughts, questions, or comments on twine? It's an interactive, non-linear story telling tool. It's also open source and free. I'm curious if anyone else has used it.

gray17, to random
@gray17@mastodon.social avatar

today in #twine porn, I'm trying to make a map of where the player has been, because it's hard for a playtester to know if they've tried all the paths. in principle, I could render the storygraph in the game itself, but the shape of the graph is a spoiler. it also requires a huge 2d space to be legible, it won't work well on phones.

so I'm going to try a defrag view: dense grid of small boxes, no connections drawn.

the messy bit is many passages need to be N boxes, for tracking their variants

gray17,
@gray17@mastodon.social avatar

Basic form of reading history for my #twine porn is working ok. Passages are grouped into sections, and a section isn't shown until you've seen at least one passage in it.

Right now, it doesn't show variants of a passage. That's what I really need, and it's going to be tricky to do...

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