I know that in another text adventure builder I use, the timers can be rather unpredictable for others when they play your game. I suspect this is down to a number of things - the weight of the game, the users' internet connection, etc.
Because my game employs the <<timed>> macro fairly often - often in situations where it's important the action is triggered after the specified time - I thought I'd just check if Twine is known to suffer similar issues.
They work correctly for me, but I suspect that's because my game is constantly cached.
Because my game employs the <<timed>> macro fairly often - often in situations where it's important the action is triggered after the specified time - I thought I'd just check if Twine is known to suffer similar issues.
They work correctly for me, but I suspect that's because my game is constantly cached.