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Two dumb questions because my CSS knowledge sucks and I'm out of practice with code:

if I wanted to progressivly remove dialogue options that the players has already picked from the list- what's the most efficient way to do that?

H'aaand two

Say I wanted to layer multiple images, like a base BG frame, and a character portrait and still be able to change both in the passage- is that even doable in twine with plugins?

third question lol- I'm having a hard time figuring out what ':' and '?' mean in the language. I think ':' is a synonym for 'is' or =, but I'm not sure. and ? is a function declarer? maybe?

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i'm assuming you're using 1.4x judging from the screenshots i saw?

for your first question, i believe there may be a plugin for that you can use. i'm not exactly sure what you're looking for, but one of these might help you: http://www.glorioustrainwrecks.com/node/5462 . if you can show me your code, i might be able to help you better? alternatively, if you want an option to take you to some flavortext, then be removed when the player goes back to the same area, what i usually do is:

<<if $cats is true>><<else>>i really like [[cats]].<<endif>>

then on the cats page:

i have a cat named chocolate. <<set $cats = true>>

i can't remember my syntax so i think i made a mistake... but this should work.

also, for the layered images, it's completely possible! you don't need plugins for it. o: i can't remember now to do it specifically right now, but i had a little demo with exactly that, and i believe i used variables to change the images. i'll open up my project and take a look asap!

your last question stumps me a little. i don't remember using those in twee? can you send me an example of where it's used

yup yup twine 1.4x since it seems to have the coool stuff.

The if/else bit is what I'm doing for one segment of the story, it works now that I realize there's <<if else>> commands.Though it still seems kinda brute-forcey. It works for now though.

But oh man, a lot of those macros look super useful for stuff I want to do later on down the line! And omg thank you- I found info on changeing BG images, but no define answer for layered images (though it would make sence as it's html5 based)

The last one might be javascript- which would explain why I'm stumped, I saw '::' in the twinery's faq and went BWUH? 'cause I couldn't for the life of me find an explamation for the syntax, nor can I find either again ><

I'll keep looking once I get home from work though.

hmm, i can't remember if there was an easier way to do it... there might not be a workaround, or at least, not one that i'm currently aware of.

as for layering images, i would probably make a style for it in your css node? so like

#character { margin-top: 200px; }

then in the story nodes:

<div id="character"><img src=""></div>

so it'd just be pure css, which you already know! or, of course, to save more time, you can create a separate node for each character and only have their div code in it, then call it within the main story:

node name: lys img

<center><div style="margin-top: 200px; background-image:url('filename.png');></center>

node name: generic story node

<<display "lys img">>

this should allow you to display different characters easily o

Ahhhh! thank you! I'll mess with that code today. (My CSS is super spotty-I was never very good at it)


(and I finly found '::' it's apparently twee notation for a passage >< derp)

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Will the actions macro work for this? It removes links as they are clicked. There's also choices for if you don't want a player to back up and make a different decision on something

these might work for it!

(they probably will, I'll just gotta read through the documentation a bit more)

thanks!