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I think that there is a room status message and a command response , both of which have the response limit applied to them. That said, the top right of the screen (status bar) can sometimes be employed as an additional passive status indicator.

At the end of the day, the judges will judge the minimalism. Your baseline implementation is TWO. If you want to try to exploit ambiguity in the number of allowed responses, you can do that, but a judge may see that as less minimal than not trying an exploit 

Regarding score, that doesn't really answer the question. I'll update the passive score indicator anyway, but people tend not to notice when that has changed, so I normally provide an extra active score indicator a la Inform/Infocom as a matter of course. Is this permitted?

Regarding multiple messages, TWO does this, so I guess it's okay. If not, the game is crippled, because you can't do any of the interesting background processing that normally takes place in text adventures - things like NPCs moving around or timed events taking place, e.g. "Starts raining", "Getting dark", "You're hungry", "Bomb exploded", "Mine collapsed" and so on.

Regarding the score, I've worked out how to play the success tune when I find a treasure and when I drop it in the treasure room, so I'll use that instead.

Is it possible to customise the success tune?

(+1)

Yes the jingles are configurable. 

If you name subroutines the following names, they will be executed as a jingle:

  • success_jingle
  • failure_jingle
  • lose_game_jingle
  • win_game_jingle

Obviously these are only executed if jingles are enabled in the theme_settings {} of the theme, but the TWO theme and anything that extends it enables kindles by default.

Chris

And here am I again with another stupid question. Is there a way to change "typing" (key press) sound?

pitch or switching off?

Ideally, replace with my own, but if there is no way, then at least change the pitch.

It's supposed to be configurable. In the theme_settings {} inside your theme, use:

 keyboard_click_pattern = d, p

where d is the duration in milliseconds and p is the pitch. However, I just tried it and it didn't seem to do anything. Perhaps there's another setting somewhere.

Keyboard Click Configuration

 Option 1 - If you extend the two theme (keyboard clicks already enabled in parent theme so no additional setting required):

start_at    = my_location
start_theme = my_theme locations {    my_location : location "You are in a room." ;   
} themes {
   my_theme : theme {
      extends = two
      theme_settings {
         keyboard_click_pattern = 3, 3
      }
   }
}

Option 2 - If you don't extend the two theme (keyboard clicks need to be set on as off by default), 

start_at    = my_location
start_theme = my_theme locations {
   my_location : location "You are in a room." ;
} themes {
   my_theme : theme {
      theme_settings {
         keyboard_click         = on
         keyboard_click_pattern = 3, 3
      }
   }
}

I don't think it works. I'm extending the two theme. Before making any keyboard click changes, I get a click for the very first keystroke, then nothing else for the rest of the game. I thought this was a bug. After making the suggested changes, I get silence. (At least it got rid of that annoying initial key click.)

what browser?


I just tested both these out on Chrome. Weird.

Firefox.

Booted up IE and couldn't get Adventuron classroom3 working at all. At first, I couldn't even get to the web site and discovered that I had to enable an earlier version of SSL & two later version of TTL in the options. Now I can't get past the loading screen after clicking the licence acceptance button. Any idea why that would be?

(1 edit)

I've tried this one, and it isn't working on engine specified failures, like "go to blocked direction".

failure_jingle : subroutine {
      : play_sound sound="incidental_failure" ;
   }
(1 edit)

Confirmed this is a bug, and should be fixed now if you update to beta 24.

Works like a charm, many thanks.