Discussions about interactive fiction

Archive for October, 2011

I7 extension: "file cannot be read"

I’m trying to set I7 up under Linux.  Files using "Simple CYOA" will
compile, but the "Installed Extensions" page gives the error

Mark Tilford > simple cyoa – file cannot be read
Mark Tilford > Simple CYOA – file cannot be read
mark tilford > simple cyoa – file cannot be read
mark tilford > Simple CYOA – file cannot be read

What do I need to fix?

.
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Uploading games?

Is there any site where one can upload a game they have written? Or is
there a way in which I could embed my game for play online? I’ve been
looking for something like this, but I can’t find anything. I use
inform 7 to create my games.

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The Chinese Room — Want to help with a post-comp release?

Hallo all,

Well, fifth place in the competition! I can honestly say that Joey and
I never expected to do this well with our game — the first venture
into IF for both of us. Reading all these positive reviews has been an
absolute joy — it’s nice to see people enjoying the work we’ve put
into it, and expecially nice to hear about people being at least a bit
thought-provoked and scouring Wikipedia for more info &c. So thanks,
all, for your appreciation and input.

We now really want to polish up the game. The reviews tell us that the
biggest let-down for people were the couple of game-killing bugs that
slipped through beta-testing. They’re really easily fixed
(depressingly!), but there’s more work to be done. People have been
picking up on a lot of typos, apparently, and there are other, smaller
bugs too. We’ve also had recommendations to deepen implemetation (so
that items are multiply usable), and a few other ideas. On top of
that, we’d like to do the couple of things we just ran out of time to
do.

So — it’s a huge game, and that’s quite a lot of work (and we’re
pretty tired of the game by now). I’m personally a fan of
collaborative work on art projects, so I thought I’d put a call-out to
see if there are people out there who’d like to help out with any of
us. We’re probably not going to be throwing the full code out there
for anyone to meddle with yet (not sure if people’d be interested, but
we’ll probably do this in the end anyway, just in the name of open
source), but we’re happy for people to volunteer to run around the
code with a marker pen. So, if you’re interested, here’s some of the
work we’re looking for help with:

- Proof-reading of all printed text for typos
– Going around the game with a sledgehammer: doing all imaginable
actions on all imaginable objects to help deepen implementation (can
involve writing responses, if you like)
– Coding the Karl Popper’s Falsification Adventure Game Machine (this
was supposed to be a Space Invaders style mini-game, but we ran out of
time and expertise to do it — this is a one-off job for a clever
coder, if they fancy it)
– Final beta-testing: a small team to play the final game a few times
to try and catch anything else that’s wrong
– Anything else? — if you’ve got an idea for how the game could be
improved, let us know! Or volunteer to chan ge it yourself.

Thanks once more for all the input. The whole process has been a
delight. I look forward to being able to put a fuller, more polished
edition out to y’all.

Hx

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Why doesn't this work?

Hi all. This is my first time on this forum. I am a long-time IF fan,
an amateur writer, and used to do quite a bit of programming. I
thought I could combine all these interests in one with Inform7, and
recently started writing with it. However, I have quickly hit a
problem that is driving me mad, and I hope somebody can help.

I am trying to create "luminous" objects that are visible and can be
examined even when it is dark, but do not allow other things to be
seen. The code I have written is below, but it does not work as I
want! It describes the dark room correctly, but does not let you
examine the stars. Any ideas?

A thing can be either luminous or lightless.

Visibility rule:
   if examining begin;
      if the noun is luminous, there is sufficient light;
   end if;
   there is insufficient light.

Rule for printing the description of a dark room:
   say "It is pitch dark.";
   repeat with item running through things in the room begin;
      if item is luminous, say "There [if item is plural-named]are
some[otherwise]is a[end if] faintly glowing [item] here.";
   end repeat.

The Bedroom is a dark room.

Some plastic stars are in the bedroom. They are scenery and luminous.
The description of the plastic stars is "An array of variously-sized
luminous plastic stars you have painstakingly arranged across the
ceiling into a map of the northern skies."

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Happy Thanksgiving!

I want to wish all of you a safe and Very Happy Thanksgiving, and I
hope all of you have a wonderful holiday!

Brian

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Inform 7: Tricky Coding Problem

I’m currently exporting Savoir-Faire over to I7.

I have no trouble with remembering things which are in scope such as
the well
and the snuffbox,wallpaper, rug, etc.  but is there a cleaner way to
remember
persons which are off-stage or even better yet are not NPCs in the
actual game
itself.

I made father ,mother, Marie, etc backdrops but there should be a
simpler way.
and they show up when they’re not supposed to  (like when the player
attempts
a ‘TAKE ALL’ action ! ! !

I set up a table but I do believe I can use it without having to make
the above
persons a backdrop.

Any help will be much appreciated

<code>

remembering is an action applying to one thing.
understand "remember [something]" as remembering.

Start is a room. [a dummy location for compiling purposes only]

father,mother, Marie,Anton,Leonie,count and countess are backdrops.
father,mother,Marie,Anton,Leonie,count, and countess is everywhere.

instead of examining a backdrop,
say "You can’t see any such thing.".

remembering is an action applying to one thing.
understand "remember [something]" as remembering.

instead of remembering father:
choose a row with a name of "father" in the Table of Remembrances;
say "[response entry][paragraph break]"

instead of remembering mother:
choose a row with a name of "mother" in the Table of Remembrances;
say "[response entry][paragraph break]"

instead of remembering the player:
choose a row with a name of "player" in the Table of Remembrances;
say "[response entry][paragraph break]"

instead of remembering Marie:
choose a row with a name of "Marie" in the Table of Remembrances;
say "[response entry][paragraph break]"

instead of remembering Anton:
choose a row with a name of "Anton" in the Table of Remembrances;
say "[response entry][paragraph break]"

instead of remembering Leonie:
choose a row with a name of "Leonie" in the Table of Remembrances;
say "[response entry][paragraph break]"

instead of remembering count:
choose a row with a name of "count" in the Table of Remembrances;
say "[response entry][paragraph break]"

instead of remembering countess:
choose a row with a name of "countess" in the Table of Remembrances;
say "[response entry][paragraph break]"

Table of Remembrances
name             response
"father"             "Your father is dead."
"mother"        "You have not seen your own mother in many years —
not even for years
before you left the estate. You are not quite certain whether she
lives."
"player"         "Some would say you’re always thinking of yourself."
"Marie"      "She ought to be here, but she isn’t. The fact is
somewhat disturbing."
"Anton"     "Anton was the chef who was here when you first arrived —
he must be dead by now;
Leonie was his faintly harrassed wife."
"Leonie"        "Anton was the chef who was here when you first
arrived — he must be dead by now;
Leonie was his faintly harrassed wife."
"count"      "You had expected to find him here, but then, he is often
away on matters of business."
"countess"       "She was fond of you by the end, though you did not
understand each other at first.
But you were never very close, and of the family here she is the one
you consider least."

<code>

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Inform 7 Coding Problem

I’m currently exporting Savoir-Faire over to I7.

I have no trouble with remembering things which are in scope such as
the well
and the snuffbox, the wallpaper, etc. but is there a cleaner way to
remember
things which are not even part of the game as NPCs.

I made father ,mother, Marie,Anton,Leonie, count,countess backdrops
but there should be a simpler way. or at least a way to include these
people in a table without using them as backdrops.

<code>

remembering is an action applying to one thing.
understand "remember [something]" as remembering.

Start is a room. [a dummy location for compiling purposes only]

father,mother, Marie,Anton,Leonie,count and countess are backdrops.
father,mother,Marie,Anton,Leonie,count, and countess is everywhere.

instead of examining a backdrop,
say "You can’t see any such thing.".

remembering is an action applying to one thing.
understand "remember [something]" as remembering.

instead of remembering father:
choose a row with a name of "father" in the Table of Remembrances;
say "[response entry][paragraph break]"

instead of remembering mother:
choose a row with a name of "mother" in the Table of Remembrances;
say "[response entry][paragraph break]"

instead of remembering the player:
choose a row with a name of "player" in the Table of Remembrances;
say "[response entry][paragraph break]"

instead of remembering Marie:
choose a row with a name of "Marie" in the Table of Remembrances;
say "[response entry][paragraph break]"

instead of remembering Anton:
choose a row with a name of "Anton" in the Table of Remembrances;
say "[response entry][paragraph break]"

instead of remembering Leonie:
choose a row with a name of "Leonie" in the Table of Remembrances;
say "[response entry][paragraph break]"

instead of remembering count:
choose a row with a name of "count" in the Table of Remembrances;
say "[response entry][paragraph break]"

instead of remembering countess:
choose a row with a name of "countess" in the Table of Remembrances;
say "[response entry][paragraph break]"

Table of Remembrances
name             response
"father"             "Your father is dead."
"mother"        "You have not seen your own mother in many years —
not even for years
before you left the estate. You are not quite certain whether she
lives."
"player"         "Some would say you’re always thinking of yourself."
"Marie"      "She ought to be here, but she isn’t. The fact is
somewhat disturbing."
"Anton"     "Anton was the chef who was here when you first arrived —
he must be dead by now; Leonie was his faintly harrassed wife."
"Leonie"        "Anton was the chef who was here when you first
arrived — he must be dead by now; Leonie was his faintly harrassed
wife."
"count"      "You had expected to find him here, but then, he is often
away on matters of business."
"countess"       "She was fond of you by the end, though you did not
understand each other at first. But you were never very close, and of
the family here she is the one you consider least."

<code>

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I7: Vehicular confusion

Hi,

I am experimenting with Inform 7 and there are many things which I
just cannot fathom how to express in it.  If someone could set me
straight I would appreciate it :-)

My first point of confusion is how to prevent the player from leaving
the vehicle while it is moving.  For instance:

<code>
Moving is a scene.  Moving begins when play begins.  Stopped is a
scene.  Stopped begins when Moving ends.

Road is a room.  "The road extends ahead into the distance."

Your car is a vehicle in the Road.  The player is in your car.

Instead of going from your car during Moving: say "Convention (and a
strong desire to avoid pain) dictates that you pull the car over
before trying to get out of it."
</code>

This gives me a very clear error: "… Your car seems to be intended
as something the player might be going from, but this has the wrong
kind: vehicle rather than room or region."  But what I am unable to
determine is how to refer to the event of the player exiting a
vehicle.

The following works:

<code>
Instead of entering your car during Moving: say "Convention (and a
strong desire to avoid pain) dictates that you pull the car over
before trying to get out of it."
</code>

But working out how to refer to the process of exiting it is beyond
me.

Another aspect is the description of the car once I have exited it.
Adding the following code:

<code>
Your car contains a passenger seat. On the passenger seat are a
newspaper and a cell phone.
</code>

What I see is this:

<game>
You can see your car (in which is a passenger seat (on which are a
newspaper and a cell phone)) here.
</game>

How do I get it to show as:

<game>
You can see your car here.
</game>

I have tried something along the lines of:

<code>
Rule for listing nondescript items of your car when the player is not
in your car: do nothing.
</code>

And:

<code>
Rule for deciding the concealed possessions of your car: yes.
</code>

Is there something else I should be reading?  The documentation
doesn’t seem to cover these things, at least not in any way I can
readily identify.  All the leads it gives me never seem to be
applicable to my situation and leave me reticent to consult it
further, except as a general overview of the scope of the language.

Cheers,
Richard.

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[ANN] Zoom 1.1.2

Good Morning (just).

As it turns out, I’m celebrating my 21st birthday for the 8th year
running. To celebrate my continued defiance of the laws of physics,
Zoom version 1.1.2 is now available from
<http://www.logicalshift.co.uk/mac/Zoom-Latest.dmg>, and will be making
its way to the archive in due course. You’ll need at least OS X version
10.3.9 to use this version of Zoom.

This version adds support for Mike Robert’s IFDB for finding and
downloading new IF: just click the ‘Find More’ button in the iFiction
window. Accompanying this is a much improved plug-in system allowing
Zoom to download new interpreters when it doesn’t have built-in support
for a particular game.

I’ve also been adding support for some of the new features in Leopard.
The highlight is QuickLook support, which means that games will be
displayed with their cover art in the Finder and will display metadata
information when QuickLook is activated. I’ve also enabled this for
saved game files, which will display the complete transcript leading up
to the save command when QuickLook is activated for them. There’s also
some Core Animation thrown in to improve the look of things like the
full-screen transition.

You can see the complete change list along with some screenshots here:
<http://logicalshift.co.uk/rotate/2007/11/22/zoom-112/>

Andrew.

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Remembering Code Still Not Working

OK I’ve changed my code but it still doesn’t work.

when I say
> REMEMBER FATHER

the game comes back and says:

<code>

a personage is a kind of thing.

father is a personage.
mother is a personage.
Anton is a personage.
Marie is a personage.
Leonie is a personage.
count is a personage.
countess is a personage.

remembering is an action applying to one thing.
understand "remember [any personage]" as remembering.

report remembering:
say "[The noun] raises no special memories for you."

instead of remembering father:
choose a row with a name of "father" in the Table of Remembrances;
say "[response entry][paragraph break]"

instead of remembering mother:
choose a row with a name of "mother" in the Table of Remembrances;
say "[response entry][paragraph break]"

instead of remembering the player:
choose a row with a name of "player" in the Table of Remembrances;
say "[response entry][paragraph break]"

instead of remembering Marie:
choose a row with a name of "Marie" in the Table of Remembrances;
say "[response entry][paragraph break]"

instead of remembering Anton:
choose a row with a name of "Anton" in the Table of Remembrances;
say "[response entry][paragraph break]"

instead of remembering Leonie:
choose a row with a name of "Leonie" in the Table of Remembrances;
say "[response entry][paragraph break]"

instead of remembering count:
choose a row with a name of "count" in the Table of Remembrances;
say "[response entry][paragraph break]"

instead of remembering countess:
choose a row with a name of "countess" in the Table of Remembrances;
say "[response entry][paragraph break]"

Table of Remembrances
name             response
"father"      "Your father is dead."
"mother"      "You have not seen your own mother in many years — not even
for years before you left the estate. You are not quite certain
whether she lives."
"player"       "Some would say you’re always thinking of yourself."
"Marie"        "She ought to be here, but she isn’t. The fact is
somewhat disturbing."
"Anton"       "Anton was the chef who was here when you first arrived —
he must be dead by now; Leonie was his faintly harrassed wife."
"Leonie"      "Anton was the chef who was here when you first
arrived — he must be dead by now; Leonie was his faintly harrassed
wife."
"count"       "You had expected to find him here, but then, he is often
away on matters of business."
"countess"    "She was fond of you by the end, though you did not
understand each other at first. But you were never very close, and of
the family here she is the one you consider least."

.

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