Discussions about interactive fiction

Archive for March, 2011

Alchesmagora wants you!

Hello everyone, I just finished up part one of a two part adventure (My
first stab in the world of IF) and am wondering if I could get some
testers/proofreaders. Your help is appreciated, and I hope that it
would be at least mildly enjoyable, but I make no guarantees…

Just post if your interested and I’ll send along the blorb.
Thanks in advance!

.
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Help needed with Inform 7 programming problem please

The following code should move the player from the underground lake to
the Lakeside. When the player is not in the underground lake and tried
to "go bank" then the player should get a message saying it’s not
possible, but when I enter the command "go lake" I get the message
"You can’t see any such thing".

How do I overcome this problem?

[My code]
go bank is an action applying to one thing.

Check go bank:
if the player is not in the Underground lake,
 say "This is not possible"; stop the action.

carry out go bank:
move player to Lakeside.

[end of code]

I also tried

instead of going to the bank:
move player to Lakeside.

but with no success.

Regards Brian

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Need help with Inform 7 script

I am trying to convert a adventure over to Inform 7.

In this situation the player is carrying some clay and when he cleans
the clay he finds a shining ball.
When I enter the command "clean clay" I get the message "You achieve
nothing by this."
When I enter the command "wash clay" then I get the message "I didn’t
understand that sentence." which is strange as I had defined the word
wash in the Understand code statement.

What am I doing wrong?

[start of code -------------------]

player is carrying some clay.

Understand "some clay" as clay.

Understand "wash something" or "washing something" or "cleaning
something" as clean something.
clean something is an action applying to one thing.

check clean something :
if player is not carrying some clay, stop the action

Carry out clean something:
 move some clay to location;
 move shining ball to player;
 say "OK…I’ve found something.".

[end of code ----------------------------]

I also tried

Instead of clean some clay:
   if player is carrying some clay;
   move some clay to location;
   move shining ball to player;
   say "OK…I’ve found something.".

but with no success.

Is there also a way of continuing the action if the check passes
For example

Check clean something:
If player is carrying some clay,
continue the action.

Regards Brian

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Inform 7 (and thereby 6) Errors – Memory on pathnames?

Inform 7 has spewed this out at me – but I can’t find a way around it.

"One of your pathnames is longer than 128 characters" – I can’t help
this, but why does this matter?  Is there a way to increase the memory
allocated?  (Preferably without building a private version)

Help me, please!

Here’s my compiler output – I’ve condensed the useless bits.

Inform 7 build 3Z95 has started.
++ 0% (Lexical analysis)
I’ve now read your source text, which is 17 words long.
++ 5% (Semantic analysis)
I’ve also read Standard Rules by Graham Nelson, which is 11209 words
long.
++ 15% (Drawing inferences)
++ 38% (Binding rulebooks)
++ 78% (Generating code)

  The 17-word source text has successfully been translated into an
intermediate
    description which can be run through Inform 6 to complete
compilation.
    There were 2 rooms and 1 thing.
Inform 7 has finished.
/Network/Servers/web1.chs.edu.au/Volumes/Data/Students/2008/uname/Desktop/Inform.app/Contents/Resources/Compilers/inform-6.31-biplatform
\
        -kE2SDwv5
+include_path=/Network/Servers/web1.chs.edu.au/Volumes/Data/Students/2008/uname/Desktop/Inform.app/Contents/Resources/Library/Natural,.,../Source
/private/Network/Servers/web1.chs.edu.au/Volumes/Data/Students/2008/uname/Desktop/InformProjects/Test.inform/Build/auto.inf
/private/Network/Servers/web1.chs.edu.au/Volumes/Data/Students/2008/uname/Desktop/InformProjects/Test.inform/Build/output.z5

Inform 6.31 for Mac OS X (patched, 28th July 2006)
One of your pathnames is longer than 128 characters.

Compiler finished with code 1

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Tadsdev – release 0.1.0

For those which could be interested, I’ve just released tadsdev 0.1.0.

Tadsdev is a plugin for the Eclipse IDE which aims to provide an
integrated environment to create TADS v3 adventures.

This release provides a basic syntax highlight and new project wizard.

I hope you will find it useful.

The site is

http://sf.net/projects/tadsdev/

Regards
Marco

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[I7] Having a project that begun in I6 and goes on in I7?

I understood on the Inform 7 website that the possibility is partly
implemented, or at least examined, to import or translate existing
Inform 6 projects to I7.
Does that mean that it’s possible that, say, a half-done big project
(several thousand lines of code)  be imported in I7 and pursued in I7
code? Will I7 recognize its objects, locations, etc as if they were
directly implemented in I7?
Or is it too ambitious yet? (Incidentally, when will the feature
mentioned on the website make it to Windows, if it’s know?)

Thanks.

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Creating a multiple-choice environment with Inform 7?

I was wondering if you would be able to create a multiple choice type
game with the Inform 7 toolkit?

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Help needed on Inform 7 built-in word please

The code below works if I type "wash ball", put it won’t work if I
type "clean ball". I have a feeling that this has something to do with
Inform 7′s built in functions as it must know the word clean and
return the built in message instead of returning the message
"OK…I’ve found something".
I tried to include the word "clean" in the Understand command but with
no luck.

How do I reprogram the "clean" word so that it gives me a different
message?

Regards Brian

player is carrying some clay.

Understand "some clay" as clay.

[Clean Ball - hangled by Inform 7]

Understand "wash [something]" or "clean [something]" or "washing
[something]" or "cleaning [something]" as clean something.

clean something is an action applying to one thing.

[Instead of clean some clay:
   if player is carrying some clay;
   move some clay to location;
   move shining ball to player;
   say "OK…I’ve found something.".]

check clean something :
if player is not carrying some clay, stop the action

Carry out clean something:
 move some clay to location;
 move shining ball to player;
say "OK…I’ve found something.".

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The check (condition) command in Inform 7 is not working?

Another problem with my code is that if I type wash clay then the clay
is replaced with the ball and the player gets the message "OK…I’ve
found something." But if I enter the same command "wash clay" a second
time then the "check clean something" code does not stop the code from
being executed and I get the same message "OK…I’ve found something."

This should not happen as the player is carrying the ball when I
repeat the command "wash clay".

What is wrong with my code?

Regards Brian

check clean something :
if player is not carrying some clay, stop the action.

Carry out clean something:
 move some clay to location;
 move shining ball to player;
say "OK…I’ve found something.".

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A question on the Check and Carry Out commands in Inform 7

I noticed that you can issue commands user the Check command
For example

check cleaning :
 if player is not carrying clay
 begin;
          say "You haven’t got the clay!";
         stop the action;
 end if.

"say" is a command that is executed under the "check" command so why
is the "Carry out" command needed?

Why not use

check cleaning
 if player is not carrying clay
 begin;
          say "You haven’t got the clay!";
         stop the action;
 end if;
 if player is carrying clay
 begin;
 move ball to player;
 move clay to location;
 say "I found something".
 end if.

How would you get around situations such as

Throw rock
if (condition)
do (action)

if (condition)
do action

if (condition)
do action

If there is a single check throw rock
followed by a single carry out throw rock
then how are the other if condition, carry out action code executed?
I don’t think inform would allow me to use more than one "check throw
rock" code.

Regards Brian

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