Development Diaries

Napolis's picture

Hello !

ghetto ghetto nigga.png

Sometimes, the ghetto contains weird and obnoxious stuff, like these : gangsters, car stealing, foul mouthed criminals seeking for money or for women, and a wild Napoleon. Well, in order to define a wild Napoleon, you should notice what he makes. Let' s see...

Making weird games is a hobby for a wild, wild Napoleon.

mud idol's picture

hello

hi

Twine 1: Bugfix update of my Combined Replace Macros

I've recently updated my <<Replace>> Macro Set to version 1.1.5. Normally I don't make auxiliary posts explaining changes to my macros, but I think this deserves one due to the number of nuanced fixes that this attends to.

<<endinsertion>> fixed
This particular end tag had a nasty and embarrassing bug - the text "n>>" was left behind after it, unless you instead substituted <<endinsert>> for it (which was also a bug, as it shouldn't work like that). That's fixed, and <<insertion>> spans may be used with their proper end tags again.

<<revise>>: "end" option fixed
Consider this code:

<<revision "B">>The balcony is vacant.<<becomes>>The balcony is occupied by a party of ghosts.<<endrevision>>
Maybe you should <<revise B "look closely" end>>.

The "end" in the <<revise>> macro is supposed to make it so that the text "look around" remains after you click to the end of the revision... but until now, it's been broken. Now that's fixed. While making some Twine games of my own, I discovered (or rediscovered) that this particular idiom is actually a valuable usage case, so I deeply regret that it's been unavailable for so long.

<<hoverreplace>> <<gains>> behaviour fixed

<<gains>> hasn't quite worked with <<hoverreplace>> since its inception. Consider this code:

<<hoverreplace>>First bit<<gains>> and next bit<<endhoverreplace>>
If you moused over the first bit (causing the next bit to appear), but did not ever touch the next bit, it wouldn't disappear when you moused off it. This is now fixed.

<<hoverreplace>> rapid mouse behaviour fixed
For awhile, <<hoverreplace>> has been more than a little flaky when rapidly moving the mouse on and off the element. I've tried a few fixes in the past to alleviate this, but this one looks to be much better, and testing shows it to be robust.

A note about <<hoverreplace>>
One thing that is still not yet fixed is the problem caused when the initial state is larger than the end state. Consider this code:

<<hoverreplace>>[img[large image]]<<gains>>Small text<<endhoverreplace>>

This code is still buggy because as soon as you mouseover the large image, it disappears, leaving the small text behind, and thus your pointer is no longer "over" the hoverreplace structure. I may still be able to fix this in the future, but generally, in this particular situation you should resort to <<mousereplace>>.

Questions
Q: Why did it take you 9 months to write the fixes for these bugs?
A: At the time, my attention had been single-mindedly focused on both my day job, preparing Twine 1.4.2, and developing Twine 2. I apologise sincerely for this unsightly delay in basic maintenance, and will try to be less badly negligent in the future.

jan_strach's picture

Poor Thing update and crisis

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Dear All,
Ever since my last update I have been working on the game almost every day, encouraged by your comments. I have added a ton of new levels (and also deleted some unnecessary to make room for more among the 255 available), details and so on... I have also been working on the backstory, which I am afraid to say is getting darker and darker. Graphically I have started lately making more interiors,as you can see attached. But it really wore me out, especially that I have to incorporate more and more "action" elements which mean programming, failing, reprogramming without an end... So I will be taking a short break now and probably restart next year. I need a pause with these endless obstacles and also the everso more depressing narrative. But worry not, I love the project like a 3rd baby and will complete it for sure! It is just more exhausting than I initially thought it to be. As always, lots of pixellated love for you dear crazy computer peoples and keep creating!

Something I' m making

game of the millenium 2014.png

looks very cool ( at least to me )

( made in java. this simple fucking thing took one day to fully develop, omfg !!!!! )

nanosity's picture

HOLY CRAP GUYS I'M NOT DEAD

MrJones.png

WOAH THERE ALMOST FORGOT ABOUT THIS PLACE

ANYWAY

REMEMBER *FREAKIN AGES AGO* WHEN I MENTIONED THAT I WAS WORKIN ON SOMETHIN' WITH MNO?!?!? YEAH, THATS TOTES HAPPENING NOW AND YOU CAN (not) EXPECT IT SOME TIME SOON. IT CURRENTLY STANDS AT 14 FRAMES AND IN MY ESTIMATE PROBABLY ABOUT A QUARTER OR SO OF THE WAY DONE. TAKING A WHILE BECAUSE I'M A PROCRASTINATING SHIT WHO CAN'T GET UP OFF THEIR ARSE TO MAKE VIDDY.

SCREENSHOT IS A TEASER IMAGE FOR IT, WE DONT HAVE A NAME FOR THE GAME JUUUUST YET. IT WILL FEATURE AT LEAST ONE CHARACTER YOU SHOULD BE FAMILIAR WITH IF YOU HAVE PLAYED MNO'S GAMES BEFOREHAND.

also im looking into various neat obscure-ish game engine type shits to look at and go oooooo but i wont ever learn them because hahha procrastination

im still most active on twitter: username is arienne_v

pce boiz

Twine: A script to convert parser IF transcripts into linear Twines

I've devised a way to convert game transcripts exported from Gargoyle (using the "script" command) directly into basic Twine games, programmatically. Here is a two-step process:

0) Open a new Twine 1 story.

1) Include this script:

var currentPassage=new Passage("Start");currentPassage.text="";var id=currentPassage.id=1;tale.get("Transcript").text.split(/\n/g).forEach(function(b){var a=b.indexOf(">");if(a===-1){currentPassage.text+=b+"\n"}else{id+=1;var c="Turn "+id;currentPassage.text+=b.slice(0,a)+"\n ''>'' [["+b.slice(a+1)+"|"+c+"]]\n";tale.passages[currentPassage.title]=currentPassage;currentPassage=new Passage(c);currentPassage.id=id;currentPassage.text=""}});currentPassage.text=currentPassage.text.trim()||"<<set window.close()>>";tale.passages[currentPassage.title]=currentPassage;Wikifier.formatters.forEach(function(a){if(a.name=="list"){a.match="^(?!.)(?=.)"}});

2) Paste the entire transcript, from beginning to end, into a passage named "Transcript".

When you run the game, the Start passage and all other passages will be replaced with passages derived from the transcript. Each passage will only have 1 command.

Limitations:
* This assumes that the ">" character is only used for player commands throughout the entire story - and it also assumes that all player commands end in a line break. If these aren't the case, there'll be trouble.
* If the transcript contains other text structures which correspond to Twine syntax, those may unwittingly activate. This script removes one fairly common occurrence - HTML bullet points denoted by * - but leaves the others present.

Suggestions:
* Play in the Jonah format (and optionally remove the title using CSS).
* Use basic CSS to make the links larger (similar to how MS Paint Adventures displays its page links).

FAQ:
Q: Is this Lighan ses Lion compliant???
A: Naturally!

everythingstaken's picture

Bike Game

staples.png

So yeah, it's almost been an entire year of me working on this game (not consistently, but off and on working on this game) and the end feels very far away. My goal of this game was originally to make a game in a week which happened, but it kept getting more and more complicated and more and more a representation of real life in a way which makes it very difficult to work on. I want to have more than GTA/Final Fantasy/Legend of Zelda level of attention to detail in this sort of narrative and exploration driven action adventure game.

The game takes place in my home town and in my neighborhood and surrounding areas and you can explore every house and business. I feel like I should have a lot of modular areas, but I'm not letting myself do that.

Yeah, so what do you think of these screenshots? and how would you go about making this game? and have you ever worked on a game for this long or with the level of detail that this game has?

I feel like most games with this level of scale made by one person never get finished.

dellaprather's picture

Mini Cannon

Amongst the world's smallest real working artillery. A mini cannon that fits in your pocket and fires a powerful 30 caliber mini cannonball. Just like the full size cannons, uses black powder and fuses.

Whether a hobby or just having fun in the background, a mini cannon can be a joy for hours on end.

mini cannon

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