Please do go through them! I love all the tricks you know about, and it’s really helpful rounding this out. Finding typos is especially valuable. The raw code for this guide isn’t easy to copy-paste into a file and test it.
I’m working on updates today, I’ll let you know when it’s updated.
All that said, I think I’m going to keep “change variable kinds” under “break the game”. Even if it’s technically possible, it almost shouldn’t be. <_<
Almost… bear in mind it’s still possible to impose an overriding *if condition on one or more *selectable_if (or *hide_reuse, etc.) options, as follows:
*choice
*if (var1 > 50)
*selectable_if (var2 = 1) #This is a valid option only if both conditions are true
Just a quick update that the page now has use of the Back button, and each page has its own unique URL. These aren’t as useful as I’d like, because each click counts as opening a new page, and the unique URLs aren’t pretty, but I still think it’s useful.
To celebrate, here are some especially useful quicklinks:
Visualizing ChoiceScript - how to visualize ChoiceScript’s formatting.
Nice! The lack of internal URLs/bookmarkability was my main complaint about this resource. I was worried you wouldn’t be able to add that without revamping the whole thing, which is why I didn’t mention it.
Once people get to grips with the tutorial elements of your site they might ask ‘what’s next?’
You might wish to consider a section linking forum demos demonstrating innovative coding with choicescript (or even if you’re up for it, a hyperlink to one of the game’s scene files so they can immediately review the code)
These could be assembled under simple headers, like
I like that idea, especially since the sheer volume of the forum tends to overwhelm me. Although, since it can be overwhelming, I think it’s that much more important to help sort it out! I just finished doing some moving stuff, so I think I’ll start looking into it. If you have suggestions for specific forum posts though, everything helps!
@jeantown’s Guenevere has a *restore_password function that’s useful to look at - but I believe it requires adding a line of script to the game files
@Lordirish does pretty good examples of inventory systems - there’s one in Norif I: The Lost Raven but he might be able to say which is the best example for code
@aetheria did a great job with visuals in Lunchtime at St. Expeditus
I don’t think there’s anything available to look at yet from Chronicles of Mornland - which has some kind of multiplayer function.
: )
I’ve been trying to find games with developed code around randomisation, grammar matching etc. (I offer my mini game Wilson until a better example is suggested)
Seems I’m a bit late to the CS Tutorial fest! @Lglasser Amazing work here Being a more interactive and visual learner, this tutorial would have worked wonders for learning.
At least now I have something to get me back into the flow of things if ever I take a long break. Thanks for such a grand contribution.
That is really weird. I’m about to go to bed but I’ll see if I can fix it tomorrow and upload the files here too at least. It will be a nice excuse for fixing some smaller issues as well.
Okay, I checked the website this morning and it looked up for me. Just to be sure, I refreshed it. But I’ve also uploaded the page onto my dropbox, along with a .tws file there if you want to look at the Twine file.