Made in literally 10 minutes, mostly by my friend Liam.
An epic tale of revenge.
This little macro shows a span of text only the first time you encounter it - for all subsequent times you visit a passage containing it, it will be absent. This can be done with variables, but this form lets you use a single pair of macro tags. This can be good for, let's say, IF-style verbose opening descriptions of scenes or rooms.
You can use
<<gains>> to specify text that should appear only on the second visit, or the third, and so forth.
<<once>>I'm going now. Goodbye.<<endonce>>
<<once>>You arrive at the bathhouse.<<becomes>>You return to the bathhouse a second time.<<endonce>>
<<once>>You arrive at the garage.<<becomes>>Back at the garage.<<becomes>>Third visit to the garage.<<endonce>>
* If many
<<once>> macros containing exactly identical text are used in different passages, seeing one of them will hide the others.
Do you know Commander Keen? Today i'm making a new Keen fangame using Twine, but i use the version 1.3.6 alpha due that 1.3.5 is an egoist which doesn't use macros too much.
The fangame will be named: Commander Keen - The War of the Tongies.
The plot of the game will be not revealed at the moment.
various peformance enhancements and bug fixes and feature additions and stuff
This simple macro produces a usable internal link whose text changes whenever you mouseover it.
This uses the << choice >> macro's parameter order - the destination passage name comes first. Then comes the visible label, then the hidden label.
<<hoverlink "CryPassage" "Stand and fight, guns blazing" "Sit down and have a cry">>
For obvious reasons, this won't work on iPads!
* The link has a class of "hoverLink" in addition to the standard internalLink/brokenLink classes.
* Each text label is a <span> inside the <a>, and the mouseover and mouseout events make one or the other visible.
Get THE MAN from ONE END to THE OTHER in this simple tale of THE MAN vs THE BLOCKS!
This horribly janky platformer requires expert exploitation of the astrocious platforming mechanics to complete.
I attended PAX this year! As part of my devious plan to spread the Glorious Trainwrecks way of game-makering, I put aside an hour to set up a laptop in a vaguely low-traffic area with an attractive sign promising people that I would make games for them. I quickly got a taker, who sat down and chatted with me for about an hour as I made PAX Quest In Glorious Klik-O-Vision! Many other people looked and smiled -- one guy even stopped to say he liked my sign -- but no one else stopped to see what I was doing. It may or may not have had something to do that I was mostly looking at my computer and there was a dude sitting beside me, presumably getting a game made. (Turned out he was a Mac user so he won't be able to play it.)
In conclusion: Fun experiment! Mixed results. Afterwards my legs hurt.
Oh, the game? PAX Quest is a fairly accurate representation of some of the more annoying portions of PAX. I resisted the temptation to make waiting in line real-time.
Where did the pills go?