intfiction.org

The Interactive Fiction Community Forum
It is currently Sat May 25, 2013 9:41 pm

All times are UTC - 6 hours [ DST ]




Post new topic Reply to topic  [ 16 posts ]  Go to page 1, 2  Next
Author Message
PostPosted: Fri Apr 27, 2012 9:52 am 
Offline

Joined: Sat Sep 04, 2010 1:06 am
Posts: 7
Could anyone provide me with a piece of code so as to "hide" hyperlinks whithin normal text? (not to appear blue and underlined).

Thank You!

I.B.


Top
 Profile Send private message  
 
PostPosted: Fri Apr 27, 2012 10:01 am 
Offline

Joined: Thu Oct 22, 2009 4:31 pm
Posts: 1137
Restyling of hyperlinks is currently possible only in the online interpreters (Parchment & Quixe), where you can change pretty much any styling by writing your own CSS rules. Otherwise, interpreters have control over the display of hyperlinks and don't offer any way for the author of the game to customize.

_________________
Glimmr: Advanced Graphics for I7
blog | download | bug-tracker


Top
 Profile Send private message  
 
PostPosted: Fri Apr 27, 2012 10:07 am 
Offline

Joined: Sat Sep 04, 2010 1:06 am
Posts: 7
Oh... I thought there was some kind of code, much like the one you can use to "lock" the text and background colour for any interpreter.

Thanks, anyway!
I.B.


Top
 Profile Send private message  
 
PostPosted: Fri Apr 27, 2012 10:07 am 
Offline

Joined: Thu May 20, 2010 9:33 pm
Posts: 479
I certainly don't want to get all up in your business (especially as you seem to be new here; welcome to the forum!), so don't answer this if you don't want to talk about it, but I'm very curious as to why you'd even want to do that. My first reaction is that hiding the hyperlinks would make interaction very hunt-the-pixel-ish, as the player would just sort of hover over each word in turn to see if they get the link cursor or not. But maybe you're hyperlinking almost every word, and it would just be a mass of blue and underlines if you let the links look like that. Or maybe you have some other intended interaction entirely. As I said, I'm curious.


Top
 Profile Send private message  
 
PostPosted: Fri Apr 27, 2012 10:35 am 
Offline

Joined: Sat Sep 04, 2010 1:06 am
Posts: 7
Nice to meet you!
Yeap, I'm new here, although I was somewhat regular in the now-seemingly-defunct r.a.i.f.

My purpose is to make a point-and-click text adventure. Using I7 is quite useful, but I don't want important things in my prose to stand out very much. I want subtlety.

Imagine a point-and-click graphical adventure, where all the "clickable" items stand out like neon light. That's how regular hyperlinks are like and I don't want that.


Top
 Profile Send private message  
 
PostPosted: Fri Apr 27, 2012 2:45 pm 
Offline

Joined: Tue Dec 25, 2007 10:06 am
Posts: 888
I.B. wrote:
Imagine a point-and-click graphical adventure, where all the "clickable" items stand out like neon light. That's how regular hyperlinks are like and I don't want that.

I'm not completely up to date with graphical adventures, but my impression is that they are moving towards exactly that. The point of adventures should not be "find the hotspot" but something completely else. If hyperlinks in text are hidden, I'd imagine the players (at least I) would spend their time clicking on every word to make sure they don't miss out on anything instead of actually playing the game.

Of course careful game design could make a system with hidden links work, but it would require serious effort and playtesting.

_________________
Vorple UI libraryBeta testing siteBlog


Top
 Profile Send private message  
 
PostPosted: Fri Apr 27, 2012 8:44 pm 
Offline

Joined: Tue Mar 30, 2010 9:30 pm
Posts: 190
Juhana wrote:
If hyperlinks in text are hidden, I'd imagine the players (at least I) would spend their time clicking on every word to make sure they don't miss out on anything instead of actually playing the game.


And yet (to play devil's advocate) isn't this more or less the same input model as standard, non-clickable IF? You get a paragraph of text, assume that some of the words mentioned are part of the model world, and try to >EXAMINE the likely-seeming ones to find out which actually are. If anything, guessing by clicking should be a lot faster, right?

_________________
Aaron Reed - Creating Interactive Fiction with Inform 7 - Smarter Parser


Top
 Profile Send private message  
 
PostPosted: Fri Apr 27, 2012 9:15 pm 
Offline

Joined: Sat Jan 23, 2010 4:56 pm
Posts: 2087
Clicking invokes at least the possibility of spamming the paragraph, whereas typing "examine" has a great deal of friction.

But I think that's a lesser change than the distinction between probing-by-clicking and probing-by-reading. I suspect that when the player leaves the reading modality, the whole idea of having a text game loses a big chunk of its point.

(Whereas in a graphical adventure, you are scanning visually. No modality switch. Probing by mouse (or touchscreen) is as close as we've got to probe-by-look-more-closely, at least until eyeball-trackers go mainstream.)


Top
 Profile Send private message  
 
PostPosted: Sat Apr 28, 2012 12:36 am 
Offline

Joined: Tue Dec 25, 2007 10:06 am
Posts: 888
aaronius wrote:
Juhana wrote:
If hyperlinks in text are hidden, I'd imagine the players (at least I) would spend their time clicking on every word to make sure they don't miss out on anything instead of actually playing the game.

And yet (to play devil's advocate) isn't this more or less the same input model as standard, non-clickable IF?

That's a good point and I don't actually know whether hidden hyperlinks would lead to same as hunt-the-pixel in graphical adventures. It would probably not if there's still an option to type in the commands. Still, the most frustrating part of graphical adventures is when you get stuck on a puzzle only because you haven't found the exact right spot to click on.

In any case if you're hiding the hyperlinks only to make them harder to find, I do believe it's not a good design decision.

_________________
Vorple UI libraryBeta testing siteBlog


Top
 Profile Send private message  
 
PostPosted: Sat Apr 28, 2012 6:18 am 
Offline

Joined: Sat Sep 04, 2010 1:06 am
Posts: 7
First of all, I'm deeply honored by your involvement in my authoring problem...

Now...

I have to admit that I'm scared by the parser... the players can type whatever they want and you have to predict it... or the author might have in mind a specificverb (or noun) and the player cannot find it...
I respect to no ends authors that make parsers that can understand everything... I just don't have the patience to do it...
That's why I try to make menu or point-and-click adventures. I once turned to SUDS (http://www.sudslore.org/), but it didn't have the community (or platform) support that a newbie like me needed. I guess that if I knew how to draw I'd be using AGS (http://www.adventuregamestudio.co.uk/)...
Thankfully, I7 is very capable and popular... and with the use of hyperlinks I think I can do a PnC Text Adventure.

I don't want to send my reader pixel-hunting, I also don't want to to have my prose full of blue underlined words. I may be able to do something like Emily Short's Jade (http://emshort.wordpress.com/2010/06/07/so-do-we-need-this-parser-thing-anyway/, click on here), but without typing (or the bold words)...

Thank you!

I.B.


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 16 posts ]  Go to page 1, 2  Next

All times are UTC - 6 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group