I write down random names when something pops in my head, or when I come across a phrase that tickles me fancy. Other than that, I also at times go hunt for such phrases if they don’t come to me on their own.
I have actually had that approach fail with inline *if #options. I’ve never had it fail with *selectable_if, and I agree that Cat-Toes’ code was sure to fail as written (with multiple conditions not grouped into a single bracket). But it sounds like they’d tried the single-parentheses approach and it was still throwing an error…which is, alas, consistent with my experience too.
I’ve basically stopped using *if as an inline command. It’s a little annoying, but not as annoying as adding more fails to my QT checks.
Good to know! I’ll keep your solution in mind if that happens to me. It bugs me though that it sometimes works and sometimes doesn’t, apparently. It’d be helpful to know why. I might play around with trying to recreate the error later so that I can better understand.
…I haven’t even started thinking about achievements yet. I kind of anticipated doing them very last. Are you creating achievements as you go?
Yeah, they help me with plotting.
My writing is done for Star Crystal Warriors Go (thanks for all the help in this thread!) but I also wanted to express appreciation as a writer for all the great beta testers. It’s been really nice to have such detailed feedback in the public beta, both for typos but also for things like ‘this scene could have more descriptions in it’ or ‘hey can we have a callback to this thing from earlier’. I really appreciate this community, and its definitely resulting in changes to the final product!
I’m excited to get to participate in this beta. You should have some feedback from me next week!
That’s great! I’m glad someone with your experience is taking a look. It’s so much nicer to find problem areas before a game is published instead of after!
Just ran quicktest/randomtest for my work so far and was reminded of something very important: just because the test flags in the error in one chapter or on one line, doesn’t mean that’s where the error lies.
In this particular case, I’d forgotten to change a *goto_scene
command in chapter 3 to a *gosub_scene
command, which led to a ‘gosub hasn’t yet been called’ error in chapter 1 where the *return
command was. Took me longer than I care to admit to check chapter 3…
Just sharing in case others can benefit from this reminder as I could have.
So today was a victory overall.
I have been working tirelessly on building Salvage out, with yesterday alone coming in hot with 600+ lines of code for the identification system alone.
Upon testing today, not only was it functional but it also ran extremely fast on mobile with no slowdowns despite a large script to execute after some optimizations I had in mind and executed on.
Still working on UI, text, ect, but when a critical roll hits for example, the system will identify two parts. This script in whole identifies the part, its condition, its rarity, and its value - of which that is dynamically adjusted based upon the condition of the part and its rarity against a base value given to each part.
I am super excited for others to get a chance to play it!
I’m the worst person to ask about that, but you could write a mini game to get it out of your system if you’re seeing enough to resist having it turn into a much larger project? IFComp is coming up…
I forgot to reply to this—
Wordcraft, I suppose. I’ll need to rewrite it at some point, but every time I look at it my brain shuts down. I’ll need to recharge and preferably (re)read some submarine thrillers in the interim.
if you want another set of eyes on it just for kicks, let me know! would be happy to help out even just a little :))
What I would probably do is start writing about the mood and tone by free associating about space and writing down what I feel as imagery, then refining that into an acceptable starting point.
Or just jumping into the middle and coming back later. I hate doing things out of order like that, but sometimes I have no choice.
I’m spending half my time writing new content, and half my time revising old content. Seems to be more enjoyable that way.
Hello, this is my first time posting anywhere. My goal for july is to learn choice script and start writing an outline! Haven’t ever written an IF ever, but luckily there’s
ahh i hope you have a great time! choicescript tripped me up a bit at first, but between the forum and the wiki and the built-in tests (randomtest and quicktest my beloveds) it wasn’t too bad in the end.
on my end, things are going pretty chill! getting slightly antsy recently not feeling confident in things meshing completely together, but i’m trying to just chill out about all that and keep writing things as they come. also i’m testing scrivener out and it’s SO NICE so urgh i may end up getting that, since i am always writing something or other. outline is not going too shabby though, it’s definitely getting SOMEWHERE lol
This thought just occurred to me, so a question: do the automated tests flag unused variables and labels?
They flag unused achievements but not unused variables. You can run Randomtest to show line coverage to see whether it’s impossible to reach any lines.
And you could do something like
*if variable_set
*bug
and then run Randomtest. If the *bug never gets triggered after 10K seeds, you can assume it’s never set to true. Or you can run it more times just to make sure.
That would, unfortunately, not solve the problem where I set a variable, but never check it. And I can hardly count on a community code review.
Thanks. Spreadsheets it is.
Don’t see why you couldnt put *bug
after every line that checks for the variable you want? Ctrl+F on notepad and find every instance of the variable being chekced, and dont forget about ${variables in these things}