Discussions about interactive fiction

Archive for June, 2012

allowing actions only on the second attempt

My WIP includes a number of actions which the PC would rather not take.
In my original design, if the player tried to take one of these actions,
the PC would object, but if the player tried again, she would give in.
Since most of these actions change the plot significantly (or
occasionally end the game prematurely) it seemed like a good way to ask
the player, "Are you *sure* you want to do that?" without it coming
across too much like "Are you *sure* you want to take this Important
Game-Changing Decision?"

Since then, though, I’ve heard a few things which made me reconsider. I
think I remember Emily Short saying somewhere that she used this
technique in Metamorphoses, and it was problematic – people assumed that
the first refusal was a complete refusal, and didn’t think to try again.
Also, I think I recently read a complaint from a player about a game
that did this.

So I tried cutting the first refusals from my WIP, but I’m not
comfortable with it. It bothers me that a player could just be poking at
things and make an Important Game-Changing Decision perhaps without even
realising that s/he made any decision at all. Besides, the PC is already
enough of an Everygirl.

So I’m not sure what to do. I could use yes/no questions to check
whether the player is sure s/he wants to do that, but I really don’t
like that idea; it seems to me to give far too much weight to the
decision. (This is not a game where the fate of the world is at stake –
far from it.) Or I could allow the action first time, but note the PC’s
attitude towards it, so that the player gets a gentle hint that s/he has
done something important and can undo if s/he wants to. This could work.
It covers the PC characterisation issue, anyway. Or I could go back to
my original plan, which is what I’m leaning towards at the moment.

So. Any advice? Which of these possibilities do you think would be best?
And, supposing I did go with my original plan, what would be the best
way to let the player know s/he could try again? Writing the refusals in
such a way that they don’t sound final would be important, of course. I
could mention it in the About text, but not all players read the About
text. Any other ideas?

Thanks,
Emily

.
posted by admin in Uncategorized and have Comments (9)

[Tads3] Autosave update

I have just uploaded an update to my TADS 3 extension "Autosave" to the
IF-Archive.  It should eventually find its way to the
"if-archive/programming/tads3/library/contributions" directory, where it
will replace the current version.

Autosave is a module that allows the player to restore the game to an
earlier state determined by the game itself, like "undo", except that the
story is brought back to a specific point rather than one turn backwards.

This update is a cosmetic one.  Previously, the player was always asked for
confirmation before restoring an auto-saved position, whether the restore
was requested via a an end-of-game option or via a regular game command.  In
this version, the end-of-game option no longer asks for confirmation,
consistently with the behavior of the other end-of-game options predefined
in the Adv3 Library.

Thanks to Greg Boettcher for suggesting this improvement.

–Michel.

posted by admin in Uncategorized and have No Comments

I7-Glulx: Animation extension + multimedia examples

I have recently finished an update to my Graphical Window Animation
extension for Inform 7 Glulx, as well as a few examples that show the
extension in use. Because the examples are multimedia, I have put made
them available for download at:

http://www.sendspace.com/file/kutbtv

I will probably submit the package to the IF Archive when I7 reaches
the public release stage, but for now sendspace seems like a good
idea.

The Graphical Window Animation extension allows an author to animate
images in a Glulx graphics window, using Inform 7′s new-ish list
capabilities to create "reels" that allow for flexible definition of
image sequences.

The examples I’ve put up for download show how to code simple event-
driven animations, maps that animate the player’s comings and goings,
animations that run the entire time that a player is in a room, and
the use of sprites (images overlaid over a background), including very
basic display of animated sprites using a coordinate system.

I work on Mac OS X and haven’t been able to do much testing on Windows
or other platforms, so any feedback about performance on various
interpreters would be of great interest. Likewise, I haven’t yet
submitted the extension to the extensions librarian, so for the next
few days, this also serves as a beta for the extension, should anyone
wish to try it out.

Finally, thanks to Mike Tarbert, JDC, and vaporware for their help
with concrete coding ideas and explanations related to this version of
the extension!

posted by admin in Uncategorized and have Comments (2)

I7: Namespace conflict

I don’t know if this is really a namespace problem; I’m using the term
loosely. It’s a terminology problem, let’s put it that way.

I drafted a long message about this, but it would make your eyes cross,
so let’s cut to the chase. I need to have backdrops called "left" and
"right", which are present everywhere, and I also need to use "left" and
"right" as possible values for a value called table-position, which is
then used as a property of some widgets (as shown in Example 45) and
allows the widgets to be referred to as "the left widget" or "the right
widget".

The compiler doesn’t want to do that.

I’ve tried a couple of kludgy workarounds, and they wouldn’t compile
either, so I’m stuck. How can I arm-wrestle the compiler into letting me
use the words "left" and "right" in the two separate ways that I need to?

–JA

posted by admin in Uncategorized and have Comment (1)

NIKE AIR JORDAN FORCE FUSION SHOES AJF 5 V JORDANs 5 FUSION NIKE

shoes on
AIR Jordan 1  (paypal payment)(www.king-trade.cn )
AIR Jordan 2
AIR Jordan 3
AIR Jordan 4
AIR Jordan 5 (paypal payment)(www.king-trade.cn )
AIR Jordan 6 Rings
AIR Jordan 6
AIR Jordan 7
AIR Jordan 8
AIR Jordan 9 (paypal payment)(www.king-trade.cn )
AIR Jordan 10
AIR Jordan 11
AIR Jordan 12
AIR Jordan 13 (paypal payment)(www.king-trade.cn )
AIR Jordan 14
AIR Jordan 15
AIR Jordan 16
AIR Jordan 17
AIR Jordan 18
AIR Jordan 19
AIR Jordan 20 (paypal payment)(www.king-trade.cn )
AIR Jordan 21
AIR Jordan 22
AIR Jordan 23 (paypal payment)(www.king-trade.cn )
AIR Jordan 3.5
AIR AIR Jordan 4.5
AIR Jordan 7.5
AIR Jordan 9.5
AIR Jordan 12.5 (paypal payment)(www.king-trade.cn )
AIR Jordan 15.5
AIR Jordan 19.5
AIR Jordan 21.5
AIR Jordan Large Size Jordan
AIR Jordan  Size 14 Jordan
AIR Jordan Size 15 shoes
AIR Jordan DMP
Nike air force one, air force 1, air force one low cut, air force one
high cut, air force one release date
Air force one, air foce one 25TH, af 1, af 1 25TH, Nike air force one
new releases, limited version
Air Force One (paypal payment)(www.king-trade.cn )
Air Force one 25TH
AF 1
AF 1 25TH (paypal payment)(www.king-trade.cn )
Dunk sb nike sb dunk nike dunk sb dunk sb high  dunk sb low  dunk sb
woman
Nike sb dunk Nike Dunk High SB nike dunk low premuim sb Nike SB Dunk
High Shimizu
Nike SB Dunk Pro Nike SB Dunk Dunk SB
Nike Dunk shoes
Dunk shoes for woman (paypal payment)(www.king-trade.cn )
Dunk low cut
Dunk high cut

AIR Jordans Fusion 1 Jordan 2 Fusion AIR Jordan 3 Nike Jordan Fusion
4
Jordan 5 shoes Nike Air Jordan 6 VI Force 1 Jordan Fusion AJF 6 AJF6
AJ6F Jordan 6 Rings Jordan 6 fusion (paypal payment)(www.king-
trade.cn )

AIR Jordan Fusions 13 NIKE Jordan Fusion 14 AIR Jordans 15Nike Jordan
16 Fusion Jordan 17 shoes Nike Air Jordans 18 XVIII  Force 1 Jordan
Fusion AJF18 AJF18 AJ18F Jordan 18 fusions
(paypal payment)(www.king-trade.cn )

AIR Jordan Fusions 7 NIKE Jordan Fusion 8 AIR Jordans 9 Nikes Jordan
Fusion 10 Jordan 11 shoes Nike Air Jordan 12 XII  Force 1 Jordan
Fusion AJF 12 AJF12 AJ12F Jordans 12 fusions
(paypal payment)(www.king-trade.cn )

NIKE AIR JORDAN FORCE FUSION SHOES AJF 5 V JORDANs 5 FUSION NIKE
JORDAN 5 FUSION SHOES AJF5 Nike Air Jordan XXIII 23 Force 1 Jordan
Fusion AJF 23 AJF23 AJ23F
(paypal payment)(www.king-trade.cn )

Nike Jordans Fusion 23 AIR Jordan 22 Jordan Fusions 21 AIR Jordans
Fusion 20 Jordan 19 shoes Air Jordan Force Fusion VIII (8), AJF 8
Nike (paypal payment)(www.king-trade.cn )
Air Jordan 17 XVII  Force 1 Jordan Fusions AJF 17 AJF17 AJ17F Jordan
our website : www.king-trade.cn

posted by admin in Uncategorized and have No Comments

STOCK TRADE ONLINE

STOCK TRADE ONLINE
http://internetstocktradings.blogspot.com

http://creditcarddealsnews.blogspot.com

posted by admin in Uncategorized and have No Comments

I7: Printed Names In Lists

I have a character whose description is along these lines: "Bob is a
tall man wearing [a list of things worn by Bob]."

As it happens, Bob is wearing several things, one of which is not
normally considered a garment. He’s wearing a rubber chicken on his
head. But the output created by the lister is, "Bob is a tall man
wearing bermuda shorts, a Che Guevara tee-shirt, and a rubber chicken."

I tried modifying the printed name of the rubber chicken as "rubber
chicken[if the rubber chicken is worn by Bob] on his head", but that
didn’t work. Evidently it’s not the printed name that’s used by this
listing rule. So how can I cause the listing rule to modify its mention
of the rubber chicken?

Thanks!

–JA

posted by admin in Uncategorized and have Comments (3)

How to use single-letter keyboard input in I7

Well, I tried, I really did. I checked out DM4 and look a good long
heavy look at Emily Short’s "Menus" extension, figuring "Hey, it uses
single-key navigational arrow input. What I want *has* to be in there
somewhere." I’m sure it is, but I give up, I can’t seem to *get* it.

What I’d like is a way to navigate the map using the keypad (*not* the
nav arrows), similar to Beyond Zork. This is because I’ve set up a
nice, toggleable, ASCII automap, and as long as it’s open, navigation
with the keypad seems much more comfortable and natural.

To show my ineptness in this general area, here’s the little tibdit
I’d come up with:

To decide what number is the chosen letter:
        (- GetKey() -)

Every turn when the chosen letter is 153: try going north.

What I’d *really* like, of course, is an extension faciliating the use
of keypad, function keys, and etc, but that’ll have to wait until
someone who feels like doing it comes along. In the meantime, could
anyone tell me how do I achieve the keypad navigation thing?

posted by admin in Uncategorized and have Comments (9)

history question: what was the first IF to support UNDO?

From the spotty documentation that comes with "Lost Treasures of
Infocom", Beyond Zork appeared to support UNDO in 1987, but I can’t
find anything earlier.  Anything before that?

–Jeremy

posted by admin in Uncategorized and have Comments (2)

Potentially good idea for if game?

I was wondering if this has been done before, a game where you
interact with the player character as though he/she were an
independent person, so it’s in first person rather than second person,
and if they don’t think whatever you’ve suggested is a good idea or
whatever they might just not do it, I’m pretty new to if, so I have no
idea how complicated programming such a game would be (or any game,
for that matter) but I think if done well it could be really
interesting.

Agree/Disagree/Interested?

posted by admin in Uncategorized and have Comments (3)