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Is there an android app that gives us buttons for most common actions (look, say, examine, etc) along with tappable words for objects/things with more description?
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Andrew Singleton's profile photoDaniel Schwen's profile photo
3 comments
 
Why can't we have both? Some games contain rather odd words, that swype does not like.
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Gary Green

Discussion  - 
 
My thoughts on the Fear of Twine online exhibition... really enjoyed it.
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Alex Falkenberg's profile photoAdventure Cow's profile photo
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Gary Green

Discussion  - 
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Allan Davies's profile photoGary Green's profile photo
3 comments
 
I've only read a couple of them so far, but they were impressive, so I'm looking forward to reading the others.
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Matt Youngmark

CYOA systems  - 
 
Just found a wonderful review of Thrusts of Justice over at Mrs. Giggles' gamebook page. Thanks Mrs. Giggles! (And thanks, googling my own name)
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The seventh lesson in italian of the Inform7 course for beginners.
In the first minutes, it is shown a preview of "Per dieci cents di whisky", a Spaghetti Western IF written in italian using Inform 7.

http://youtu.be/btkZQi-KAJE
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Andrew Plotkin

Discussion  - 
 
 
Starting in 2014, the Interactive Fiction competition will be run by +Jason McIntosh . +Stephen Granade is retiring with honors after... a lot of years of running it.

Congratulations, thanks, good wishes distributed as appropriate.

http://www.intfiction.org/forum/viewtopic.php?f=23&t=10988
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Ed Turner has an interesting examination of the unique storytelling potential of the CYOA format (and a specific review of Thrusts of Justice!) over at his gaming blog.

http://synanthropes.com/TCG/2013/12/29/gmotw-thrusts-of-justice-and-the-narrative-patchworking/
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IF classic "Slouching Towards Bedlam" has been reimplemented and re-released for its ten-year anniversary. Inform 7 source code is now available.

http://peccable.com/if/slouching-10/index.html
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Andrew Plotkin's profile photo
4 comments
 
(Dunno why it changed.)
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Matt Youngmark

Discussion  - 
 
It's day six of the Twelve Days of Gamebooks over at Tin Man Games, where they're announcing their new slate of releases for the coming year. WHAT'S THAT? An Andriod/iOS version of my epic, novel-length choose-your-own-adventure Zombocalype Now? 

HELL YEAH IT IS. Yeeheehee!

http://tinmangames.com.au/blog/?p=3946
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Daniel Schwen

Discussion  - 
 
Finding the current player object. In V3 games the current location object is stored in global variable 0, in higher version games that is not the case. I need to detect the current location of the player with a given z-machine status. It seems to me the easiest solution is to determine the container object of the player.
I inspected some games with ztools and dumped the object tables. Out of 323 tested z5 games 214 have an object names "(self object)" which looks like a plausible candidate for the player object. In 180 games out of these that object has the number 20. 76 of the tested games have a "yourself" object (for 13 it is obj number 20). Now this looks like it is not a z-machine standard, but rather an inform6 library standard. 
With this I could at best use a heuristic approach to determining the player object. Is there any better way?
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Andrew Plotkin's profile photoDaniel Schwen's profile photo
2 comments
 
This is now implemented (along with V5 support for flexible statusbars). 
Here http://frost.schwen.de/jszip/jzip.html is Graham Nelson's Curses with working automapping.
(Saving automaps is not yet built in. Working on that, as well as playing arbitrary games. Once that is done I know what I'll play my IF games with)
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About this community

This community welcomes Interactive Fiction writers, in order to discuss experiences, learn from each other and work together.

Nara Malone

Useful Links  - 
 
An article over at Hypergrid Business on the virtual inerctice Hypergrid Stories project. http://www.hypergridbusiness.com/2014/03/hypergrid-stories-project-launched/
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Matt Youngmark

Projects and Collaboration  - 
 
The brand new app edition of Zombocalypse Now is available in the Google Play store! Yeeheehee! The lovely folks at Tin Man Games have been working on this for a while, and now you can play the first Chooseomatic on your phone or tablet. Upgrades include music, a (mildly) animated start screen, achievements, and THIRTEEN new illustrations by me (plus colorized versions of the original twelve)! This is currently my favorite way to read this book (and yes, iOS and Kindle Fire versions are coming soon).

There's also this great review up over at droidgamer! http://www.droidgamers.com/index.php/game-news/android-game-news/7262-tin-man-games-brings-us-zombocalypse-now-a-comedy-horror-adventure-with-a-stuffed-bunny
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E Bellyfish

Inform7  - 
 
I need some help with my Inform 7 project. I'm new to IF programming, and I'm working in a world where the player issues voice commands to various inanimate object (e.g. a computer). The issue I cannot seem to resolve is that whenever the player says something in a room without another person, Inform reports it as saying "(to yourself)" and that "There is no reply." Then it reports the action I've linked to the command. Does anyone have any advice? Thanks!
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Andrew Plotkin's profile photo
 
The easiest solution is to make the computer a person. (Or a kind of person. Then you can write rules to block out the other live-person actions, like kissing, with a sensible response.)

You could also redefine the grammar for the command. Currently it's in the standard rules as

Understand "answer [text] to [someone]" as answering it that (with nouns reversed).
Understand the commands "say", "shout" and "speak" as "answer".

The [someone] token means that the parser requires a person in that slot. If you drop this ('Understand the command "answer" as something new') and redefine it as [something], then that requirement goes away. Although then you'll still want to tune disambiguation with "Does the player mean..." rules.
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For those who speak italian of this group (very few I suppose), I'm proud to present some video lessons that explain how to use the Inform 7 italian extensions to write IF working in a browser with hyperlinks, images and sounds http://www.youtube.com/user/1001avventura
The lessons available until now are:
1 - Introduction Corso di Inform7 - 01 - Introduzione
2 - Italian extensions Corso di Inform7 - 02 - Estensioni in italiano
3 - Hyperlinks Corso di Inform7 - 03 - Collegamenti ipertestuali
4 - Advanced hyperlinks Corso di Inform7 - 04 - Ipertesti avanzati
5 - Sounds and images Corso di Inform7 - 05 - Immagini e suoni
6 - Discussing with Dr.Home Corso di Inform7 - 06 - Conversare col Dr. Home
Ciao!
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E Bellyfish's profile photoLeonardo Boselli's profile photo
2 comments
 
I think so, too. And I hope that in the next version of Inform the language customization will become easier ;)
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Patrick Ahlbrecht

Projects and Collaboration  - 
 
Currently working on an Android Z-Machine with a non-traditional user interface. Could use some feedback.
Genervt von "Runner" Spielen? Keine Lust mehr Gold zu farmen? Interesse an ...
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Julian Churchill's profile photoPatrick Ahlbrecht's profile photo
18 comments
 
Loving the touch a word in the text feature. Really improves playability of parser-based IF on mobile platforms. Great job!
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Andrew Plotkin

Discussion  - 
 
 
New game! “Choice of the Deathless" by +Max Gladstone, now available for iOS, Android, and, via the Chrome Web Store, Windows, OS X, and Linux. Please reshare this with friends! The more downloads we get in the first week, the higher we'll rank in the App Store. 

Battle demons and undead attorneys, and win souls to pay back your student loans! At the elite demonic-law firm of Varkath Nebuchadnezzar Stone, you'll depose a fallen god, find romance, and maybe even make partner, if you don't lose your own soul first.

"Choice of the Deathless" is a necromantic legal thriller by Max Gladstone, Campbell Award-nominated author of Three Parts Dead and Two Serpents Rise. The game is entirely text-based--without graphics or sound effects--and powered by the vast, unstoppable power of your imagination. 

• Explore a fantasy realm with a rich and evolving backstory, based on the novels published by Tor Books. 
• Play as male or female, gay or straight, dead or alive (or both).
• Build your career on carefully reasoned contracts, or party all night with the skeletal partners at your firm.
• Navigate intrigue and mystery in a world of scheming magicians and devious monsters. 
• Look for love in at least some of the right places.
• Balance student loans, sleep, daily commute, rent payments, and demonic litigation—hey, nobody said being a wizard was always fun.
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In I7 would it be easy to assign a gender to the player during game play and have NPCs say different things based on gender?
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Matthew Lowes's profile photo
 
Easy is a relative term. It's been a while since I've used I7, but I think this would be pretty easy to do.
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Daniel Schwen

Projects and Collaboration  - 
 
I'm still working on my in-browser Z-Machine player. It will have an auto mapping system. The page below shows off its current state. The data is automatically gathered while playing the game (moonmist in this case, so spoiler alert ;-) ) the interpreter observes the commands the player types and if it recognizes a direction and a resulting room change an exit is recorded. The rooms are laid out automatically, but they are draggable and can be placed at will (as I have done in the example below).

I'm curious, is auto mapping acceptable to you guys, or would you consider it cheating? I myself like using pencil and paper, but electronic mapping ties in better with the "cloud" saving feature and makes playing and resuming on multiple devices easier.
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