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Menu to track progress in Snowman 1.3.0

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Hello

I am trying to create a way to track the progress of the user as they move through the story various paths of the story. Essentially a topbar or sidebar that display "Path1 = Incomplete | Path2 = Incomplete" etc. and changes "Incomplete" to "Complete" once certain passages have been reached for the first time.

Any help or advice is appreciated, thanks!

Twine 2.1.0 — macOS (10.12.3) Twine running fans at significantly high speeds, high CPU usage

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Is anyone else noticing this? Since the update I've been finding that Twine seems to be hitting my system a lot harder than before and is revving up the fan the same way it would if I was playing a game. The previous version doesn't run it as hard and the fan barely ever kicks in.

Variables changing when exit my inventory setup

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so i built a basic inventory for the gamebook im working on in Harlowe 1.2.3 based almost exactly off of this site:

http://gersande.com/blog/designing-inventories-in-twine-2-with-the-built-in-harlowe-macros/

the difference is that inside of my inventory i also keep record of various statistics (karma, money and a few others) which change throughout the book using
(set: $karma to $karma + 1)
now my issue comes in when i use the return button in my inventory
(link-goto: "Return", (history:)'s last)
to return to a passage where i gain or lose stats it will run the code again and add or subtract from my stats a second time thus making a way to cheat the stat system. Is there anyway to make it so it will only run a certain bar of code once? any help would be greatly appreciated!
Thanks
-Chrisgbw

Link broken for linux download? EDIT: How to install?

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Hi all,

So I'm moving to linux mint and have tried to download twine 2 again, but the link appears to be broken? Doesn't matter which browser I use (have tried firefox and chromium). Does anyone know where there's a safe download link for Twine 2 for linux?

(see next comment)

Recalling ARRAYS

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First Off I will be honest, I don't know much about what I am doing.
So I will give you what may be important information first. I am using "Twine 2.1.0 & Sugarcube 2.12.1."
Now off to the question.
I am looking to use arrays or recall their information multiple times, for example, the array:
<<set $Random to either("Koolaid","Pie","Can food")>> and then use the array to give a specific variable an identity <<set $Item1 to "$Random">> and then use that same array again but to be set with another variable <<set $Item2 to "$Random">>, This worked if I use the array once again in the middle of the passage, however, the problem came up when displaying the "Item1 and Item2" variable again in another passage.

I am not sure if I am doing this right, so feel free to recommend an alternative for what I am trying to do, the concept is that once a player clicks on a link the variables would change each time he clicks the same link again, becoming something different each time.

History/Journal 2 (Simple but maybe of some help to someone?) (sugarcube)

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So, I have a very simple way of creating a journal/tracking history in Sugarcube 2 for the player menu. Not very elegant, but no coding up front for the beginners like me. Maybe someone will find it useful.

Link your StoryMenu passage (make one if you haven't got one) to a new passage 'History' (our journal or diary, whatever you prefer to call it) which creates a new menu option.

In the History passage, list entries as variables under the <<print>> command eg

<<print $entry1>>
<<print $entry2>>
<<print $entry3>>

And in your StoryInit passage (make one if you haven't got one) set all the $entry variables to ""

Then whenever a passage does something you think is worthy of a diary entry, have that passage set the relevant $entry to "The diary entry goes here", which will then automatically be printed in the History passage.

I know it's not very sophisticated, but I'm finding it very easy to implement -- especially if you are slightly winging-it with the plot! Gives the player a nice journal in the menu.

Bitbucket download folder inaccessible

Images

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Hello,
I am brand new to Twine and I am trying to understand how to import images, but I see a lot of conflicting information. Can you help me out?
I want to be able to import images, and to change the background image for each passage. Is it possible? Can you help me with the example of code lines? I know a bit of HTML but not CSS...
Thanks a lot
Best,
CB

Riddle game not working

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Hi everyone,

New Twine user here. I've got a little bit of coding experience under my belt, but I'd say pretty novice level. Anyway, I've been messing around with Sugarcube 2.14.0, trying to make some very small, modular games that I intend to incorporate into a larger one.

The current one I'm working on is a riddle game - providing a riddle and then a text box for the player to input an answer. The text box is intended to set a variable and take the player to the next passage. Using a conditional, I then want the next passage to either present the next riddle if the previous one was answered correctly, or else send the player to the "you lose" screen. However the variable setting and/or checking doesn't seem to be working the way I intend. Instead, the player is able to advance through every passage no matter what they type. The "else" is never triggered, and they cannot lose.

I've been looking through the forums and trying to figure out where I'm going wrong, but no success so far. Would be much obliged for any help!

Passage 1:
A Voice speaks from the darkness:

"More powerful than the Lord.
More evil than the Betrayer.
The beggar has it.
The rich man needs it.
Consume it and perish."

What do you answer?

<<textbox "$nothing" "" "Riddle2" autofocus>>
Passage 2:
<<if $nothing is "nothing" or "Nothing">>

A soft chuckle echos all around you. The Voice continues.

"Though I be softer than a feather,
My bite may be sharper than the keenest blade.
Fiery and hot, I am at my most seductive.
Even short myself, with kindness I may go a long way. 
Mighty am I.

What am I?"

<<textbox "$word" "" "Riddle3" autofocus>>

<<else>>

"You sense that you are now alone. The darkness overwhelms you."
[[You lose]]

<</if>>

Thanks in advance!

Confused on Harlowe format

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I re-posted this as a question so I can click what answer helps. I had to read the "First time posting" discussion again to realize I should have made this a question not a new discussion. Sorry about that. :/

I am using the Harlowe 2.0 format and using it online. I have some riddles in my story with multiple answers. I want the player to choose the correct answer first before they can move to the next puzzle. So far this is what I got:

Passage "blue cap":

Two college kids got kicked out of college. Their dorm room was on the third floor. They have to move all their belongings from the third floor to the first floor. The larger student can carry two boxes at a time, and it takes him one minute to get to the first floor. The smaller student can carry only one box at a time, but it takes him just 30 seconds to make it to the first floor. For both students, the return trip to the third floor is the same as the trip down.

If there were seven boxes total, how many minutes would it take the students to get all the boxes to the first floor?


It would take:

[[seven minutes]] Pick me!

[[three minutes]] No me!

[[five minutes]] No, pick me!


Passage "seven minutes"
No.

(link-goto: "Try Again", "blue cap")

(set: $sevmins's isSelected to true)

Passage "three minutes"

Yes!

(if: $sevmins's isSelected is false)[Now look for a [[red cap]]]

(if: $sevmins's isSelected is true)[Now solve the puzzle in one try to move on to the next puzzle. (link-undo: "Go back")]


I thought the, (link-undo: "Go back"), would reset the $sevmins's isSelected to true back to false, so this, "
(if: $sevmins's isSelected is false)[Now look for a [[red cap]]]" would appear in the "three minutes" passage. However, this does not appear, but this does, "(if: $sevmins's isSelected is true)[Now solve the puzzle in one try to move on to the next puzzle. (link-undo: "Go back")]".

What am I doing wrong? or, is this not possible to do in Harlowe?

Thanks in advance and I'm sorry if I left out any information that would make it easier to help answer my questions.

How can I reset a true variable back to false?

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At first I made this a new discussion before I reread the "First time Posting" discussion and realized I should have clicked on "Ask Question". Sorry about that :/

I am using the Harlowe 2.0 format and using it online. I have some riddles in my story with multiple answers. I want the player to choose the correct answer first before they can move to the next puzzle. So far this is what I got:

Passage "blue cap":

Two college kids got kicked out of college. Their dorm room was on the third floor. They have to move all their belongings from the third floor to the first floor. The larger student can carry two boxes at a time, and it takes him one minute to get to the first floor. The smaller student can carry only one box at a time, but it takes him just 30 seconds to make it to the first floor. For both students, the return trip to the third floor is the same as the trip down.

If there were seven boxes total, how many minutes would it take the students to get all the boxes to the first floor?


It would take:

[[seven minutes]] Pick me!

[[three minutes]] No me!

[[five minutes]] No, pick me!


Passage "seven minutes"
No.

(link-goto: "Try Again", "blue cap")

(set: $sevmins's isSelected to true)

Passage "three minutes"

Yes!

(if: $sevmins's isSelected is false)[Now look for a [[red cap]]]

(if: $sevmins's isSelected is true)[Now solve the puzzle in one try to move on to the next puzzle. (link-undo: "Go back")]


I thought the, (link-undo: "Go back"), would reset the $sevmins's isSelected to true back to false, so this, "
(if: $sevmins's isSelected is false)[Now look for a [[red cap]]]" would appear in the "three minutes" passage. However, this does not appear, but this does, "(if: $sevmins's isSelected is true)[Now solve the puzzle in one try to move on to the next puzzle. (link-undo: "Go back")]".

What am I doing wrong? or, is this not possible to do in Harlowe?

Thanks in advance and I'm sorry if I left out any information that would make it easier to help answer my questions.

I tried this:

Passage 3:
(click: ?goback)(set: $goback's isSelected to true)(set: $sevmins's isSelected to false)

and it works, but it says this, "The (click:) command should be assigned to a variable or attached to a hook.►"

Searchable database

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Very odd question here, perhaps. I use twine mostly to create random generators for things but I recently thought of a way I might use it more constructively. In my job (Radiation Therapist) we have to occasionally do hand calculations that involve the use of very large tables of data; basically just rows and rows of numbers that we insert into equations as certain variables. I was wondering if there was a way to use twine to create some sort of easy interface where I could enter in some info and it would pull up the associated info.

For instance, I enter 4 cm depth, 12 cm field and it pulls the number I tagged as being the answer for 4 cm depth, 12 cm field.

I know I could do it using a complex series of passages (eg, Choose depth from a list, which leads to another list of possibilities to choose from. A flow chart sort of deal.) I'm just wondering if there's a better way

Is it possible to promote Twine any more ?

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Dear Twine team

I have been an evangelist for Twine among french teachers for two years. Organising some training courses and planning a little hackaton in Strasbourg for next 13th of may.
But all the recent releases of the 2.1 serie seem to be hoplessly bugged. I was unable to work with 2.1 on any of my computers. Using Windows 10, Windows 7 or Mint 18.1, french versions. Allways the same symptoms : I launch Twine, and it is unable to save any story after closing. On relauching, Twine freezes and the only way to quit is to relaunch the computer...

Quite a few users complained about the same problems. I made my own ticket in the issues folder. I was pretty shure an element of the problem is in translating the name of the folders in localized versions of Twine.
I hoped very much that with the 2.1.1 release Chris had brought a solution or advices to make Twine run properly.

I was very disapointed to see that 2.1.1 made no progress concerning those oddities. And so I am in great trouble about the future and all the promotion I have made for Twine. It's in no case an attack against the team releasing Twine, but a serious fear to publicly "loose my face" and be forced to cease pushing Twine. Please, help us continuing to present Twine as a good tool in schools.

My only solution for the moment is to stick on release 2.0.8... and to apologize for my poor english lacking the nuances.

Multiple StoryCaptions?

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Yep me again, latest twine sugar cube 2 12
Wondering if multiple storycaptions were possible?

[Harlowe 2.0.0] First Letter of Each Line Cuts Off

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Is anyone else having an issue with Harlowe 2.0.0 cutting off the first letter of each line? There's a grayish bar running down the left side of the passage. Useful for indicating new paragraphs, yes, but it also cuts into the first letter. Is there anyway to get rid of that bar or to indent the paragraphs (without a hard indent) so the letters are not cut off? It makes for some awkward proofing and editing of the individual passages.

J58oUoj.png

[Harlowe 2.0.0] No Default Story Format Enabled

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Not sure if this is a big deal for anyone but brand new users. With the release of 2.1.1, there is no default story format enabled automatically. When creating a new story with the +Story button, giving it a title, and selecting +Add, nothing happens and no error message is thrown. It works fine AFTER selecting a story format.

[Sugarcube 1] Getting Back from a StoryMenu passage without Undoing Variables

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I suspect that this is going to be something I should have thought of... that or something that went over my head for lack of programming knowledge.

I have a Storymenu line linking to [Inventory]
Now, the Inventory, I actually have working. It's very basic, but fulfills all my needs for it... except a couple little hiccups.
1. I want to be able to turn a Lantern ($invlantern) on and off ($invlight)
2. I want there to be multiple available outfits the player can switch between. (displays "worn" in the inventory if you are wearing it. I can make that work)

In order to display the results of the player clicking on the lantern, or changing outfit, the Inventory page needs to be reloaded. Aaand there's the hiccup. As soon as the Inventory page loads again, it drops history. I can't use [back] because it would lose the Variable changes, and I can't use [return] because it causes a loop.
I did find this JS code, but every time I try to use it, I get "ERROR: State not defined" when the game tries to load.
predisplay["Menu Return"] = function (taskName) {
if (! tags().contains("noreturn")) {
State.variables.return = passage();
}
};

My only thought would be finding a way to update the text without reloading the passage, but I'm still more than a little confused trying to figure out how to do that.

(at least I know which versions I'm using this time. XD )

Multiple properties stored in a variable

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<<set $Woodensword to ["Wooden Sword",10]>>
Like an array, i know i can store more than one piece of information and i know printing this variable will in fact show "Wooden Sword 10". But i was wonder if could specifically call up the number part, like.
<<set $TestE to 25>> <<print $TestE>>
<<set $TestE to $TestE - $Woodensword>>
$TestE
and that would subtract the 10 from 25 but I don't think that is how it works. I toyed with object class variables in java script but I don't quite know how they work either.
Any suggestions would be great.

Doing something when link/passage is clicked?

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Hey, i am currently trying to blend in with sugarcube. Already got some stuff out of the documentary.

But what i coudn´t find because i cannot put it into the right words:

How to do something (e.g. changing variables) when something is clicked?

The Intention Looks like this:

Passage "Stayhere"

<<set $text to "Hello">>
<<print $text>>

[<<set $text to "Okay let´s talk">>Stayhere| Let´s have a talk]]

same question:
How to do something (e.g. change variables) when someone clicks on an internetlink.

Dynamic links with SugarCube 2

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I'd like to create a passage with some links, created from an array (of strings). To create this links I have insert this code on the passage:
<<for _i to 0; _i lt $gallery.length; _i++>>
	<<set _link to $gallery[_i]>>
	[[_link|GalleryImage][$galleryImage to _link]]<br />
<</for>>

$gallery is an array of strings like "home", "church", "university".
All links are linked to the same passage "GalleryImage". On this passage I want to show the images, based on the gallery array. So I want to set $galleryImage for every link. But here is the problem: Every link sets $galleryImage to the last element from the $gallery array.
How can I solve this problem?

Kind regards
from Purzelkater

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