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 Forum: Announcements and Beta Testing   Topic: Game announcement: baby tree

Posted: Fri May 11, 2012 5:05 pm 

Replies: 24
Views: 5265


baby tree:

horror what?

sparse text.

review longer.

half star.

 Forum: Inform 6 and 7 Development   Topic: Beginner question

 Post subject: Re: Beginner question
Posted: Mon May 07, 2012 10:54 pm 

Replies: 6
Views: 1523


When play begins: repeat with prize running through off-stage treasures: move prize to a random chest. You should be careful when moving prizes to a random chest. There is a chance that a chest can end up with more than one prize. After opening a chest (called box): if box contains something: say &...

 Forum: General Design Discussions   Topic: RPG system: Implicit or explicit skills?

Posted: Mon May 07, 2012 10:42 pm 

Replies: 9
Views: 3753


Would it be an option to make the dice rolls and stats behind the scenes, but make it possible to toggle this information on and off should the player need or choose to see it?

 Forum: Announcements and Beta Testing   Topic: New game: Nemesis Macana

Posted: Mon May 07, 2012 10:36 pm 

Replies: 31
Views: 9770


I really didn't think about the possibility that people might conceive of dear Herman as a troll. Lack of thinking on my part, there. Anyway, though it would be false to say that Herman Schudspeer is me (god forbid), it is nevertheless true that he has never written a word that I did not write as w...

 Forum: Inform 6 and 7 Development   Topic: Pause the game cuts off replay through skein

Posted: Thu May 03, 2012 5:27 pm 

Replies: 8
Views: 2496


I've encountered this too. I usually only use pause at the beginning of the game so I can comment it out for testing.

 Forum: Announcements and Beta Testing   Topic: New game: Nemesis Macana

Posted: Thu May 03, 2012 5:23 pm 

Replies: 31
Views: 9770


NEMESIS MACANA is a quick and dirty game that can be finished in five minutes. It's a quick porno-loop riff on the Stiffy Makane mythos as previously expanded upon by Adam Thornton; perhaps this is even by Thornton in another guise. The prose is well-written, if purplish, which is the point. There's...

 Forum: Inform 6 and 7 Development   Topic: Creating Equipment

 Post subject: Re: Creating Equipment
Posted: Thu Apr 19, 2012 9:39 am 

Replies: 9
Views: 1051


After printing the name of a full handed thing when taking inventory:
Say "[one of] in your right hand[or] in your left hand[cycling]."

 Forum: Inform 6 and 7 Development   Topic: Creating Equipment

 Post subject: Re: Creating Equipment
Posted: Thu Apr 19, 2012 9:29 am 

Replies: 9
Views: 1051


Could you possibly just make the weapon a certain type of thing and only allow the player to hold two things of that type? (Pseudo code) A thing can be full handed. Check taking a full handed thing when the player carries more than one full handed thing: Say "You are weilding [a list of full ha...

 Forum: Inform 6 and 7 Development   Topic: Beginner question

 Post subject: Re: Beginner question
Posted: Tue Apr 17, 2012 2:08 am 

Replies: 6
Views: 1523


"Chests Galore" by Hanon Ondricek. Test Room is a room. "You've made it to the magical Test Chamber, where great riches await in one of ten chests arrayed here in a semicircle." a chest is a kind of container. It is openable. it is usually closed. It is usually scenery. a first ...

 Forum: Inform 6 and 7 Development   Topic: Beginner question

 Post subject: Re: Beginner question
Posted: Tue Apr 17, 2012 1:45 am 

Replies: 6
Views: 1523


If you really want ten posters, make a poster a kind of thing and give them different names. Test Room is a room. "Wow, look at all the posters in here!" A poster is a kind of thing. Understand "poster/posters" as a poster. A poster is usually scenery. a Doors poster is a poster ...
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