I just ran into that very issue as I add achievements to finalize Nuclear Powered Toaster. A reset button would be ideal, perhaps just located on the achievement page itself to avoid clutter? Don’t know how possible that would be.
Seconded, that would be super helpful! Either on the main game page or on the achievements page would be all right, at least for me? But I use a rather large screen most of the time. (The few times I’ve tinkered with CSIDE on mobile, or tried to, the buttons on the playtesting panel were much more cluttered looking and feeling to me.)
Edit: Oh, would another option be having a command to clear it through the Console, if you’re hoping to keep the potential button clutter to a minimum? (I know some people don’t use the Console…but it might be a good reason for them to get introduced to a very powerful tool which could prove beneficial in future, anyway? And the instructions would be fairly simple, I am thinking….)
A third alternative (other than @Fiogan and @hustlertwo) would be to locate the button or reset link in the “Help and Information Tab” - perhaps under the “Adding Scenes” topic, you can have: “Working with Achievements.” topic.
I think it should certainly be mentioned there, but we probably don’t want to include functionality inside the documentation - if I’m understanding you right?
@Fiogan
Console was one of my first thoughts but as you mention we then start to lean towards forcing people to use it…
If you have a document like Firefox uses, you will have an active link within the entry that takes the user directly to the place they can activate the feature.
This way, even if they don’t use the console every day, the user can still find their solution easily.
On the other hand, something like keeping or removing permanent achievements is…a bonus? Not typical of CS functionality, much like the Console itself, unless I’m mistaken about how that’d generally work with testing in browsers, behaviour in app stores, and such. (As in, one would have to go hunting for the data and delete it in any of those cases, not just with CSIDE, right?)
Another option—I almost hesitate to even go there—is the ever-filling Settings tab. I’m not a hundred percent if it would make logical sense there…I mean, is reset achievements a Project setting? It’s not exactly an editor setting or an app setting.
It’s probably most logical to put the ‘reset achievements’ on the Run Game tab, really.
Another thing—would ‘reset achievements’ then wipe the permanent achievements for all projects for all time? Or just the project you’re running currently? That might make a difference in where it’d make most sense to place it.
The other reason I had initially liked the idea of using Console, especially if wiping achievements is project-specific, is that Console is the place specifically where we can play with projects in a way that normal interfacing with ChoiceScript doesn’t allow—whether it’s by hopping around or changing variable values or making magically appearing variables, or what have you.
And having once upon a time been wary of Console, I was and still am super excited about how straightforward it is to use.
I think probably instructions that say something like ‘Click the >_ on the bottom left side of the Editor Panel and type *console_wipe_achievements, then press Enter’, or something like this, with pictures, might be fairly straightforward? Especially for people who are already used to using commands to control writing CS code for their games. Maybe I’m wrong though, not sure.
I really like that the console is both awesome but also 100% optional, if I can retain that I would very much like to. Maybe it won’t always be possible but I don’t think we’re past it yet.
I think deleting achievements in a development environment is important, what if you change your mind about how to earn it? Whether it exists at all? Etc.
Still unsure on the best way to present this, but I think a per-project solution would be best, if it’s possible. It might not be though (not easily at least).
I tried using the CSIDE image converter and it only gives me the Gosub_scene filename statement to cut & paste, which links to the imag/text file it generates, that I call out in my scene list in startup.txt.
Before compiling, it still takes quite a long time to load a chapter number image in the browser when it’s the opening statement of a scene file.
Does compiling a project accelerate that image loading time?
Yes, it should be a lot quicker. A compiled game is held entirely in memory from the start, so there is little to do in the way of loading. Typical CS usage in the browser requires downloading each scene file (including the image scene) as they’re requested. In fact, if you’re planning to compile, I would recommend against using image scenes. They’re more likely to have a negative effect on performance in a standard game.
I think I’m missing an understanding of the workflow between writing and publishing.
Is compilation a necessary part of that process, or simply a convenience for putting up demos online?
Ideally, I would just use an image statement pointed to a PNG for submission to publish an HG game.
I do 3D modeling and renderings in Lightwave so adding original images would be something I’d love to include in my chapters.
It’s just a convenience as far as I’m aware. You should be able to do *image myimage.png without a problem.
This is the wrong place to discuss though. Feel free to create a new thread and tag me with @, if you need more help.
Thank you! I’m new to this and at the beta test point, trying to figure it out as I go.
I’ve decided to be brave and edit CSIDE’s copy of CS to provide an extra menu option:
I’m not sure if this is a smart idea in terms of upkeep, but I think it’s the most logical in terms of location. At present this would clear all game data (as they share a store), but it might be possible to do it game-by-game in the future.
Long Version:
I saved my project to a flash drive, which at the time was drive G. The next time I tried it, it was drive F, and CSIDE couldn’t recognise it.
Not a problem, I figured. I’ll just delete this project and start a new one connected to drive F.
Unfortunately, I couldn’t name my new project exactly the same as the old one (the name was already in the directory?) and worse, I couldn’t move any of my old scenes to the new project. (presumably because those scenes were tied to the old one)
so, long story short,
Short version: I need a way to move my old scenes to the new project, or, failing that, a way to reset CSIDE to it’s initial state so the old project is no longer a barrier. Thanks for the help!
(I already tried deleting CSIDE and reinstalling it.)
I created a new folder, moved the txt files to the new folder then updated the path to look at so CSIDE looked at the correct folder.
I never had an issue moving the txt files individually or as a group.
Edit: The path is changed under Settings: Project Folder.
I can’t even get the txt files into the new folder without an error message
What is the error message you are getting?
Edit 2: If you go into the Settings: Project Folder and change the path from G to F, CSIDE should also see the original files…
The CSIDE project has already been deleted. Too late for that now.
I’ll type up the error message, but it’ll take me a bit since I can’t copy and paste.
This is the error:
EXDEV: cross device link not permitted, rename ‘F:choice games\Five Intertwining Fates 4\web\mygame\scenes\emilystory.txt’->‘C:\Users\Ty\Documents\Choicescript projects\Five Intertwining Fates 4\emilystory.txt’
I think this is a tech issue and not an user issue @CJW might need to take over from here.