Thanks, I will look into it.You must be registered to see the links
Try these options
Thanks, I will look into it.You must be registered to see the links
Try these options
This is really nice! Is this only with CSS? I would like to achieve something like this, but as of now I am working on the start of the story a bit more, then I'll work on the UI.For example, I use this option in my game
View attachment 2977719
Although this is still a prototype of a future game, there is still a lot of work to be done, well, for me it’s been a lot of progress over the year of developing the game.
To do all this in 5 days is really progress for me.
Yes, this works with CSS.This is really nice! Is this only with CSS? I would like to achieve something like this, but as of now I am working on the start of the story a bit more, then I'll work on the UI.
Thanks, I will try, I have some experience in CSS so I should be able to pull something off.Yes, this works with CSS.
Everything is ahead of you as long as you have the mindset to do something, everything will work out
Thanks for the info and explanation. I am already working with some widgets, and indeed this makes a lot of things way easier.By the way, here’s another piece of advice that has really become useful to me lately. Try using widget.
Example.
View attachment 2979107
Now for more details.
We create a separate pass and give it a widget tag as shown in the screenshot. Next we will use this code.
<<widget 'newday'>>\
<</widget>>
How to use this code using my code as an example.
<<widget 'newday'>>\
<<nobr>>
<<set $Health -= 25>><<if $Health lt 0>><<set $Health to 0>><</if>>
<<set $Satiety -= 25>><<if $Satiety lt 0>><<set $Satiety to 0>><</if>>
<<set $Hygiene -= 25>><<if $Hygiene lt 0>><<set $Hygiene to 0>><</if>>
<</nobr>>\
<</widget>>
Next I do something like this.
<<button 'Go to bed' `either('Home')`>><<newday>><</button>>
Now the player, every time we use the sleep button, my widget will be triggered and all the variables will be subtracted.
Now the main thing about this method is that you don’t have to write the code for variables for their actions in each pass, just put this code <<newday>> and everything will work.
You may have noticed that on my screen there are many widgets located in one passage. That's right, these are separate widgets that I use in different situations in the game.
This is the advantage of this system: I don’t have to write code every time, I just need to take the widget and install it at the right time.
I hope this helps you
Then there definitely won’t be any problemsThanks, I will try, I have some experience in CSS so I should be able to pull something off.
It became a second wind for me when I started using widgets I would like the engine to be able to show code markup and generally look awesomeThanks for the info and explanation. I am already working with some widgets, and indeed this makes a lot of things way easier.
It really speeds developing up if you use widgets. If Twine would be able to show code markup, that would be so nice and much more readable.It became a second wind for me when I started using widgets I would like the engine to be able to show code markup and generally look awesome
No need to add <<nobr>> and <</nobr>> inside every widget. Just put them at the beginning and end of the passage.By the way, here’s another piece of advice that has really become useful to me lately. Try using widget.
Example.
View attachment 2979107
Now for more details.
We create a separate pass and give it a widget tag as shown in the screenshot. Next we will use this code.
<<widget 'newday'>>\
<</widget>>
How to use this code using my code as an example.
<<widget 'newday'>>\
<<nobr>>
<<set $Health -= 25>><<if $Health lt 0>><<set $Health to 0>><</if>>
<<set $Satiety -= 25>><<if $Satiety lt 0>><<set $Satiety to 0>><</if>>
<<set $Hygiene -= 25>><<if $Hygiene lt 0>><<set $Hygiene to 0>><</if>>
<</nobr>>\
<</widget>>
Next I do something like this.
<<button 'Go to bed' `either('Home')`>><<newday>><</button>>
Now the player, every time we use the sleep button, my widget will be triggered and all the variables will be subtracted.
Now the main thing about this method is that you don’t have to write the code for variables for their actions in each pass, just put this code <<newday>> and everything will work.
You may have noticed that on my screen there are many widgets located in one passage. That's right, these are separate widgets that I use in different situations in the game.
This is the advantage of this system: I don’t have to write code every time, I just need to take the widget and install it at the right time.
I hope this helps you
It seems there is a plugin for the engine that, in theory, can solve this problem. Although I read that Harlow has such a function in contrast to the sugarcube.It really speeds developing up if you use widgets. If Twine would be able to show code markup, that would be so nice and much more readable.
I agree they are superfluous here, well, all the codes in my engine are a conveyor productNo need to add <<nobr>> and <</nobr>> inside every widget. Just put them at the beginning and end of the passage.
Yeah, widgets are great. And just to clarify, I meant to put the <<nobr>> and <</nobr>> inside the widget passage, so only needing to do it once. Like this:It seems there is a plugin for the engine that, in theory, can solve this problem. Although I read that Harlow has such a function in contrast to the sugarcube.
I agree they are superfluous here, well, all the codes in my engine are a conveyor product
I use widgets in addition to working with variables and also with buttons, and to eliminate unnecessary problems I left <<nobr>> and <</nobr>> everywhere.
They still don’t do much harm to the code
By the way, also a logical option. I'll have to find the time to rewrite all the widgets.Yeah, widgets are great. And just to clarify, I meant to put the <<nobr>> and <</nobr>> inside the widget passage, so only needing to do it once. Like this:
View attachment 2979981
This also shows how it looks with the SugarCube2 add-on in VSCode. If you switch to Tweego (as I have), you can use any editor you want instead of using Twine's.
No need to copy anything if you use Tweego. Run a .bat file with this code:I've heard about Tweego, but I'm too lazy to jump between programs and then copy the code.
That's why I, like the laziest ass on the planet, wrote all the necessary codes for the engine, use Ctrl + C and Ctrl + v and shove them into the necessary passes.
tweego -w src -o index.html
(this assumes your tweego files are in folder src). Then you just code in VSCode (or any editor of your choice), and when you save a file, the html is automatically upated.By the way, I want to thank you for such a wonderful game like this https://f95zone.to/threads/paradise-found-v1-0-04-alcahest.37176/
Today I will try your method, because after 1 year of working with the engine, I finally realized that I was missing code markup.No need to copy anything if you use Tweego. Run a .bat file with this code:tweego -w src -o index.html
Then you just code in VSCode, and when you save the file, the html is automatically upated.
Yes, I loved Twine in the beginning, easy and fast to code in. But as the project grows, the disadvantages become more obvious.Today I will try your method, because after 1 year of working with the engine, I finally realized that I was missing code markup.
Because when you start learning, this thing is clearly not the first problem that bothers you.
So I use the module and pipeline method.Yes, I loved Twine in the beginning, easy and fast to code in. But as the project grows, the disadvantages become more obvious.