fully sickos for this one. immaculate vibes
Recent community posts
Thank you MeiZi for the reply; this does sound like the cause of your problem.
Like several web based engines, Videotome requires running from a server, not directly from your local filesystem; this can be either a local one you spin up yourself, or something like itchio. It will not work without, for browser safety reasons.
Example instructions for running a local server are provided in the README.txt file. zipping up your project folder and uploading to itchio should also suffice, if you are unable to run a local server for any reason.
Hi, apologies for the unclear licence. I find CC licenses a bit clunky, so will clarify below.
The engine is under a BY-NC-ND licence. It is free to use, but only noncommercially, with attribution, and no derivatives may be reshared; if you make modifications to the engine for your own private purposes, that is fine. This basically translates to "no publicly released forks".
For games made with the engine, you may use it for free, noncommercially, and you may modify the engine as you see fit, just leave attribution.
If you wish to use the engine commercially, please message me via the contact form on my website to discuss. I do not consider itchio's default free-with-optional-donations to be "commercial" in this case, that's fine.
Just Windows, though it should run in any browser where you have keyboard input, so mac & linux too.
I do not have the spare time to teach myself how to create stuff for android, unfortunately.
Afraid not - I don't use Twine 2.0. Try either of the below, although they'll need more manual work than a template:
This bug has now been fixed. Each choice was being assigned an ID of the text it was displaying, not the numerical ID of itself.
You should now be able to use the command REMOVE:1 to remove the choice you setup with CHOICE1:[text]:destination, and REMOVE:2 for CHOICE2, etc.
Please note that this id is not 1:1 with the visually displayed choice number if, for some reason, you create them out of order.
the hallway image you uploaded in the last post was a .png, but the code screenshots are looking for a .jpg. did you convert it or just change the file extension? that's all I can think of right now.
uploading the VT_ADV Downloadable zip to itchio as-is and setting it to a HTML project with "this file will be played in browser" will work straight out of the box in firefox, chrome, and internet explorer.
With no information about your setup I'm not sure what to advise you try. If nothing happens I would guess the code.js file is missing/cannot be reached. If you bring up the console do you get any error messages?
the filename of this image has a forward slash in it. I would try removing that first, special characters in filenames often cause issues.
- check the file is in the right place as the other images and the url path to it is correct.
- check that your list of images has a comma at the end of every line except the final line.
- check the ID you give it starts with BG_ and that you call the correct ID in the script.
if all of them check out, bring up the developer tools when you have the game in browser (f12), go to console, see if it spits out an error.
did you read the Readme file about having to run a little server to test it from a local file? It will not work if you just open the index as is due to security restrictions inherent to web browsers.
When doing rapid iteration on web based games in Firefox, I recommend making sure you disable your cache (f12 to bring up developer tools > Network > Tickbox for Disable cache) to stop exactly that kind of thing. Otherwise ctrl-f5 seems to do the trick.
A PWYW donationware release that clearly states upfront it is a work in progress and "the documentation is lacking" is not an ethical issue. The choice to donate money towards a work in progress is yours.
this was good; but I feel like any essay about the change in consumption of music from analog media to digital would benefit from considering the impact napster et al had on the scene too, though! and the comparison between music-as-a-service like spotify and live gigs is interesting; the major difference is that live gigs are usually the way bands make a majority of their income, whilst spotify is probably the lowest direct income channel