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silva joão

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A member registered Feb 24, 2023 · View creator page →

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Recent community posts

you should check out the zazz module before anything. it comes with decker, in the examples folder :)

definitely! i'll share with the community when i'm finished :)

damn. had to regretfully quit the jam. realized i only have like, three days with my pc before next year and i don't really want to rush this. well, at least i learned a lot trying :)

twee is the future of decker. this is looking too cool

perfect, that's what i was trying to do! i was aiming to plan the story entirely on twine and then add decker magic to it. the perfect combination! thanks a lot :)

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i'm trying it out and i have a question: i didn't really understand how eval[] works within the module (it's listed in the lil fragments card). i thought i could use it to run code bits contained in a given field widget (or manipulate widgets like ! does in dialogizer), but... haven't really been able to do anything.

other than this, i'm loving it!

no complaints, thank you so much! i'm about to take a short break from work to dig in :D

there’s no way you said you wouldn’t work on this until next year and dropped it like five days later lmao

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this time around i'm trying my hand at making a producer 2021 inspired adventure game where you investigate pseudo-magical cybernetic phenomena in the early days of the internet. you can also decorate your house!

it's in portuguese but i'll try to translate it to english, although later.



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I love Mini-Twine.

Something that I think would be great to have in a future iteration (whenever it comes out, if ever) is a handy way to customize the script for each hyperlink (for things such as updating values). Would be nice to have an item pop up into the inventory card if you click the hyperlink "get item" without having to worry about much else.

I like Dialogizer, but I'm not a fan of the way it locks the whole deck while it displays texts. I find myself always trying to work around this limitation - without Dialogizer.

that's fine! we're in no hurry at all :) it's great to see decker growing with each question brought here by its users. have a great december!

NICE

I'll just ask you my next doubt already, if you don't mind.

I'm fiddling with the Mini Twine deck using a twee file of an old Twine game I made. What I wanted to do is keep a log field with the narrative text as the player makes their choices, but so far I'm having trouble leaving the link lines out of it. 

Example:

How do I break the game field string and leave the verb choices out of the log field? Like so (tampered with example):


Thank you again!

Yes! That does help a lot! Thank you sou much :)

Hey, IJ and Decker community

I've been messing with hyperlinks. I'm trying without much success to come up with a way to make a functional hyperlink (string + link event) show up inside a field through coding alone. Like, say, opening up the listener and making the word "Apple" show up in a field, functioning as a link to the Apple card.

Is there a way to do it?

Thanks :)

nós somos construídos diferente...

NICE!!!!!

it's possible

insane!

a versão de mário

pooo, o decker é bom demais pra fazer números viajarem de um lugar pro outro! não sou expert na área mas você pode baixar o deck (ctrl+s na página toda, o arquivo vai estar entre os baixados) e ir fuçando

so that's why i can't find a damn cigarette for sale

apoi

valeu paizao

aprendeu?

stripped it of animations so it can at least run on broser lmao. more people will get to play :)

DALE

i'm such a fan of cziczi!

thanks so much for playing! 

a minion can get you a very long way in this game. like, i-should-have-nerfed-it long way lmao

AMAZING!!!!!!!!!

thank you so much for playing and for the reply!

i'm adding sounds both for clicking and buying stuff as we speak, although it's coming up even more chaotic than it already is -- what i don't think is an issue.

hope you play again when it reaches launch version :)

(it just occurred to me that i can name a group of widgets that are buttons and do this, but i'm thinking of a less manual approach)

thank you for the answer! this already opens up a lot of possibilities, actually.

what i meant was if there was a way of having, for example, an animated field widget that displayed text whenever the pointer went over a button. and i figured the way to do this was such field having something like:

on view do
 if rect.overlaps[pointer (((any button)))]
  me.text:"pointer over some button"
 else
  me.text:"pointer over any other thing"
 end

BRABO!!!!!!!!!!! BRIGADO GIGANTE VAMO QUE VAMO

Hey there, everyone!

I've managed to put out some sort of pre-alpha version of my jam deck. Since we still have a week or so to go, I could use your help with playtesting.

I hope I can gather a few opinions on things that can be improved for the final version :) anything goes, from game feel to tips on how to improve the deck, if you want to take a look at the stuff going on under the hood. I'm a hobbyist dev and this is my very first jam, I'm very happy with how much I learned about Decker, but I figure everything could be done better.

Important warning: the game is running terribly on webdecker, so I've discarded the .html file for now. I'm sorry, but whoever wants to play this will have to download and run on native Decker. I'll work on making a lighter version with less stuff going on so it can be played by more people.

Thank you, Decker community!

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hey, ij and fellow deckheads! 

i've been using the rect module to detect the cursor hovering over buttons and having a field widget display information on that button. so far i can only do this by having every button being animated and having a rect.overlaps[pointer me] command. 

what i really wish i could do was having the rect module detect the widget type. like rect.overlaps[pointer <button>] (this doesn't work) and then specify the button by its text. 

is it feasible?

thank you!

same, tbh. we can do this!

i think i used "on view" scripts on too many widgets, and now my deck is kinda sluggish. are there lighter ways to make widgets receive information from other widgets without having them wait for signals on every frame?

for example, since i'm building a clicker game, i use on view scripts to keep information flowing between cards. things such as updating numbers and detecting clicks. 

is it lighter to make one widget be the animated one running all the code, or to make many widgets animated running smaller bits of code?

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implemented moving cards containing information on how many cigarettes you've smoked, how many cigarettes you can smoke per click, how long you've been playing, how many cigarette byproducts you've produced by smoking, how many cigarettes are still out there and *checks notes* how many minions you've created to smoke/destroy tobacco farms and cigarette plants for you

and also, the clickable cigarette now gently sways and moves


NICE