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Potsticker posted:I'm trying to remember the hoops I had to go through to do something simple like keep track of the number of times a player did something and then give a different room description for each value. I do remember trying different things like attempting to just make multiple rooms to ferry the player through or using some sort of clock/timing function? All I really remember is that it was a spectacular failure. Doing one specific thing? code:
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# ¿ Apr 28, 2016 22:17 |
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# ¿ May 15, 2024 17:01 |
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Potsticker posted:Well, I went to check to see if I could find the code on dropbox for specifics and almost couldn't find it. Um. Yeah, any* time you feel the need to end-run around the parser, you know you're heading down the wrong path in I7. You probably want to model the superpowers as their own class of value (think enums from other languages). And then you would define a new kind of action for using them. The rest of this is setting up the Mastermind implementation and limiting the actions in this room to only using superpowers. (Actions out-of-world like save and restore are automatically excluded from such rules, so (unless you break the parser...) you don't need to special-case them yourself.) code:
*Well, almost any time. Maybe not if it involves running regex on the user's command or replacing the parser with a choice-based menu system, say. But then there are probably extensions to handle that for you. Fuschia tude fucked around with this message at 00:52 on Apr 29, 2016 |
# ¿ Apr 29, 2016 00:50 |
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Potsticker posted:Yeah, I shouldn't have been using Inform for that sort of game at all, but my friend was only familiar with it and he wanted to collaborate with him doing most of the writing. It was doomed to fail. No, that's right. It's been like twenty years since I've played Mastermind, I forgot how it works So, to allow duplicate powers: code:
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# ¿ Apr 29, 2016 05:25 |
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SimonChris posted:Unfortunately, due to the way Inform saves work, I cannot make any changes to the game logic whatsoever without breaking all existing savegames. I am obviously not willing to do that unless there is a very serious bug, so I will just have to make a note of your suggestions until then. If I ever make another Inform game, I will probably implement my own checkpoint based save system. Oh hey, you made PataNoir? We actually played that at the local IF meetup a few months ago.
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# ¿ Aug 20, 2016 05:10 |
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SimonChris posted:Cool, what did you think? I'm still not entirely happy with all of the puzzles. I'm really, really bad at puzzle games. Our meetup is more like a book club, we talk about what we played for the month, so I mostly read playthroughs that month. Jacq's transcript seemed to go pretty well, from what I remember?
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# ¿ Aug 21, 2016 06:20 |
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Milky Moor posted:I can't believe that they say these are the guidelines when Heroes Rise is maybe their flagship series - a game where you spend no real time superheroing, where you make choices about how you feel and not how you're going to act, and where NPCs do almost all of the heavy-lifting and where many of the choices you do make are 'gotcha' type things. For what it's worth, you're talking about a game that's over four years old and this document was just posted. I started writing for them years ago and back then I never saw most of this.
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# ¿ Sep 25, 2016 22:35 |
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Megazver posted:The most funded work of IF, Hadean Lands by Andrew Plotkin, asked for $8k and got $31k and that was back during the early Kickstarter boom and Plotkin is, like, one of the biggest names in the hobby, has been active for two decades and spent most of them releasing games and, more importantly, creating tools that everyone else uses for free. Most other purely text-based projects got much, much less. You're significantly understating this. He did that in 2010, 16 months before even Double Fine Adventure kickstarted the Kickstarter craze.
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# ¿ Jan 25, 2017 23:15 |
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Megazver posted:IFComp 2017 started. 80 games have been submitted, a new record for the contest; a fund has been set up for prizes and got over $6000 donations; and you can send anonymous feedback to authors this year. Eat Me is really well-written. It's also really gross, in so many different ways. It's actually impressive in the scope of its depravity.
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# ¿ Oct 25, 2017 07:49 |
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# ¿ May 15, 2024 17:01 |
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Oh yeah, I tested the winner. The author is part of my local IF meetup.
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# ¿ Jan 21, 2018 02:14 |