It’s not a bother at all! I’m glad it’s working for you now.
A heads-up: the latest version of VS Code has a new feature called Workspace Trust. When you open a folder in VS Code, it will ask you if you trust the authors who wrote the code in the folders.
This is a good thing! It makes it harder for an attacker to slip malicious code into your system. But I figured it might surprise some of you, and wanted to let you know that it’s okay to trust your own folders.
The latest version of my plugin will let you edit code in an untrusted folder, but you won’t be able to run the game or run QuickTest or RandomTest against the code.
Hello, I’m trying your extension, and I must say you did a great job!
However, I have noticed that the editor points out some problems (specific to my project) that don’t actually prevent it from running well. These are very specific situations that are difficult to get around, and in truth some can actually generate run-time errors. Maybe there should be an option to hide errors of a certain type?
- *set p_am “@{{p_am_ability} (-5|-4|-4|-3|-3|-2|-2|-1|-1|0|0|1|1|2|2|3|3|4|4|5)}”
This will throw “Multireplace must have a space after its variable”.
- *set enemy param_1
In a label with parameters, this *set will generate a “Variable ‘text_label’ used before it was created” error.
- *goto_scene {current_chapter} begin
Throws error “Label ‘begin’ wasn’t found”. Not an error, the editor just doesn’t know which scene {current_chaper} will be. Maybe just a warning with a different message here?
I also have these issues:
“Choice of Games style requires a Unicode ellipsis (…)”
“Option is more than 15 words long”
Can you please point me to where I can find some guidelines on these standards?
Thank you and keep up the good work!
Thank you for these! Would you be willing to share your code with me? That will let me make sure I can reproduce what you’re seeing and test fixes quickly.
For the Unicode ellipsis and 15-word option length, that’s in CoG’s style guide for people publishing in-house games. I’ve meant to make that a toggle-able option for people who aren’t going that route, but have been too lazy to do it. I’ve added it to my to-do list and I’ll tackle it when I work on the issues you uncovered.
@nocturno I reproduced your errors except for the 2nd. Do you have sample code you can PM me sample code that causes the error?
@Sargent Sorry for the late reply. Yes, I will PM you with the sample code. Thanks!
Just a tiny little problem with the extension. When I’m writing down things like onomatopoeias and highlight them with an asterisk *
, the extension perceives the use of asterisks as a command, and shows this error.
Honestly, this is a very minor issue and the game still runs as normal from the extension, but having an error warning for something that isn’t really an error, and doesn’t cause the game to bug out is a bit bothersome at times.
I also understand that this is quite difficult to fix, since there’s no magical way to make the extension automatically discern between using an asterisk as a symbol and using an asterisk to signal command. So, I understand if there’s no fix to this minuscule problem.
EDIT: I have just run the code again and it printed out an error for *RAP RAP RAP*
, I so I suppose that this is just a thing about Choicescript in general, so please disregard this reply. I found a workaround to this by using text formatting commands like and , which allow me to use asterisks without triggering an error.
[i]*RAP RAP RAP*[/i]
A heads-up that the latest version, 2.4.0, now will show local images when you play your game in the browser. This involved re-working much of the play-your-game plumbing, so please let me know if you run into issues.
Also, a big thanks to @nocturno, who’s been patiently reporting bugs to me and beta-testing the updated extension over the past months!
Besides supporting the new *ifid
command, the newest version by default disables VS Code’s habit of trying to auto-complete your text. You’ll still get autocomplete for commands and variables, but not for the words the player will see.
If you liked that behavior, you can get it back by unchecking the “Disable Quick Suggestions” option in the extension’s settings.
Hi, sorry to bother, I tried running quickest and it says that “File does not exist” for one of the images.
The image file is in the same folder as the rest of the txt files. And when I play it in the browser the image shows just fine. Also, randomtest works without issues.
I’m working on an update to address the issue. The short answer is that quicktest expects the images to be in a specific location, and I need to make that adjustable.
I’d admired this extension from afar since it was created and tried using it every so often, but for some reason it never quite stuck - maybe I wasn’t in the mood for trying something unfamiliar. But I started using it this week and adore it - even before I’d looked up and worked out how to use the outline functionality It’s absolutely amazing! I’ve already noticed a big difference in how smooth it is to draft with the error highlights, and I don’t know whether it’s a placebo effect, but it feels like my laptop is running RandomTest via the extension slightly more quickly. Either way it’s incredibly useful to be able to re-run with the same settings and not have to click back to the game folder to open randomtest-run etc.
Thank you so much for making and maintaining it! Next time I’m giving advice about text editors to use, I’ll be praising it to the skies!
I was trying this great extension out.
I experienced this issue when I attempted to run quicktest tonight.
I don’t remember if I did this, but you can try to comment all the images in your game to see if it works, just as a temporary fix.
I’m doing that for checkpoint system code and arrays as well. Thank you for the follow up.
.
Oh my gosh, thank you so much! I’m glad it’s helping.
Ugggh, I got that working and then just…never released an update. I’ll try to get that taken care of this coming weekend.
I just gave this a try, and I’m already finding it incredibly helpful. Thank you for making it!
The one (non-array-related) issue I’ve had is with placing comments between *if
/*else
pairs. If I write the following code:
*comment Text for people who like conditional text
*if foo
bar
*comment Text for people who don't
*else
ほげ
…I get the error Command *else must be part of an *if command block.
Is that a bug, or is there a ChoiceScript rule against this that I’ve overlooked?
I suspect it’s the *comment Text for...
line that breaks the if/else block. See if you can put that comment indented under the else line
Yeah, that’s the workaround I’ve been using. I figured it was worth flagging as a possible bug, though.
Hmm, okay, so I see that this situation doesn’t throw an error in CSIDE editor. (haven’t tried in the basic node.js method to see if CS coding convention permits this or not)