I can't say for certain what the problem would be without more information. My best suggestion would be to ensure you have at least SugarCube 2.36 installed as it includes features that are essential to the code. I was not able to replicate the issue when importing the template fresh into the browser-based version of Twine.
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If you want the easiest possible use of sugarphone, I would suggest starting from the SugarPhone Template file (sugarphone_template.html) included in the download. I'd also recommend looking through the demo file (demo_code_examples.tw) since it has the examples used in the main file.
The most important bits are to use <<addcontact>> to set up a contact, then using <<sendchat>> and <<receivechat>> to add the relevant chat passages to the history.
The chat passages themselves just need to have their text surrounded in the <<send>> and <<receive>> widgets.
If you can get those working (referencing the widget documentation is highly recommended!), it may be easier to get into the fancier bits as they become relevant.
I'm impressed you've been so thorough! But yeah, the forest hasn't been tested in-depth yet since I'm still planning to make a number of changes so I haven't wanted to chuck a lot of time into fixing things that won't stay--that's good to know those issues, though, and they're in theory fixed up.
The Ent issue is odd, though, since it works correctly when I shortcut to it and it's correct in the file. It must be something I'll have to fix engine side since the systems that handle branching dialogue are still a bit rough.
I also changed the insults since they were less fun and just sorta... mean to the point that it threw me off when editing. I'll probably make 'em a bit stronger in the next round.
Once again, thank you!
That's correct--the demo is only two in-game days.
That's in part because endings won't be written until all the core content of both princesses is written (nearly there), and also because it makes anyone playing less likely to run into bugs--I've only been able to do superficial bug testing since the guts of the game are still in flux and there's a lot of writing yet to do.
I'd make the demo longer and if I had more time to set aside for bug testing, but sadly I work full time so I've focused on the writing.
Thank you for the interest and bug reports!! I think I've found and fixed the problems, but I'll have to be sure after work and I'll try and have the fixes up by tomorrow.
https://koolkandy.itch.io/san-francisco-2118
The sun is gone, and your mother is gone, but the only thing harder to find is what the hell you feel about it . You've got until next Sun-Day to find out.
This game was part of Spring Thing 2019, where it got the audience award for Best Story and Best Sound!
Suggested points of interest: Sci-Fi, mother-daughter relationships, fast approaching futures.
As a long distance runner, you don't have much time for friends. And then you met the biomech.
It's a short (2,000 word) game to span the gap until my next long game. I focused on having a more flexible and visually appealing game (if only in the grungy sort of way).
It comes with a CW for potentially gross images/imagery.
I hope you enjoy!
The game is complete and all routes can be completed. If you're able to remember a bit more information about the choices you made I can look into figuring it what went loopy and made your specific situation go screwy.
Otherwise, can also restart, and if you go right through to playing Z-tag from your earliest opportunity, I can guarantee you'll be able to get down that path and reach an end.
Hey!
A Thing to Strive For is my first released project, an interactive fiction game set in a pseudo-dystopian near-future world where earning a living has never been easier. It's about alienation. It's about frustration. It's about friendship. It's about making a change. Above all, it's about something to strive for.
You'll find at least 6 distinct endings with further differences based on the decisions you've made. Some things are under your control, some aren't, so be sure to see what waits you down other paths.