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PostPosted: Mon Sep 25, 2017 10:26 am 
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This is a great idea! Thanks!

I'll write off to the prize pool people and see if they will accept 5 copies of Thaumistry.

Still on track for delivery to Kickstarter backers this Friday (!), and to the general public next week.

Here's hoping there are no last-minute glitches!

Cheers,

--Bob


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PostPosted: Sat Oct 07, 2017 9:42 pm 
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The game is now live on Steam:

http://store.steampowered.com/app/53298 ... Charms_Way


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PostPosted: Mon Oct 09, 2017 8:53 am 
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I notice that the release notes for version 1.1 (now available for backers, and also the Steam release) say:

Quote:
If you want to update to version 1.1, you can download the new version and continue playing from where you left off. Your save files will work. Starting a new game from the beginning is not necessary. This is also true for the Steam version; save files are interchangeable between the Steam and non-Steam versions of the game.

Please note, however, that going “backwards” will not work. That means that saving the game in the new 1.1 version and then trying to load that save file in the previous (1.0) version is not supported!


This is better than the usual TADS/Inform situation (where save files are absolutely not usable between game file versions) so I took a look. The T3 files in the apps (Contents/Resources/vmimage.bin) are identical. However, the 1.1 app contains a T3 *source* file (patch.t) which appears to dynamically replace some global variables and object methods. I assume this is compiled and executed every time the interpreter starts up.

Does that sound right? It's an interesting solution to the problem. Although sadly not applicable to I7 games, due to the lower-level VM design.


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PostPosted: Mon Oct 09, 2017 11:03 am 
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That sounds about right. TADS 3.1 added "dynamic compilation", which basically means the compiler is now part of the runtime. patch.t is compiled at runtime and executed on every start and after every restore. There are some limitations (this is not what the feature was intended for) and bugs though, but overall, it works. You end up with almost the same byte code as if you had compiled the new version of the game the traditional way.

If anyone else is thinking of doing this: you will make your life easier by never using anonymous objects in your game. If you do, you can't refer to them by their name anymore, and thus can't patch them at runtime. You should also avoid implementing functions. Use methods instead and put them in a common class/object. The reason is that you can replace methods at runtime (and thus fix bugs in them), but you can't replace functions.

It's documented in the DynamicFunc section in the system manual.


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PostPosted: Mon Nov 27, 2017 7:41 pm 
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I got this as prize for IFComp. I'm super excited to try it!

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-My IFDB name is Mathbrush.

Anyone can make interactive fiction; if you've made a game and need a review on IFDB, let me know!


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PostPosted: Mon Nov 27, 2017 8:03 pm 
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Congrats! I hope you enjoy it! --Bob


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PostPosted: Mon Nov 27, 2017 8:31 pm 
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I came late to the party. I purchased a commercial version. I am stepping my way through now. Great game. I hope there are more to follow.

fos1

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PostPosted: Mon Nov 27, 2017 8:46 pm 
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Bob Bates: LEGEND Continues!

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https://pyramidif.itch.io


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