I'm thinking a lot can be done with subtle things, like you notice a man walking across the street wearing a suit and socks, but no shoes. Follow him to unveil a mystery. Did someone force him to go out without his shoes? Is he acting out of fear? And once you figure out what's wrong, how can you help?
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Wohoo, we got nine submissions - absolutely awesome!
Now it's time for voting. Please read up on rules (under "Voting") and recommendations (under "Recommendations") for judges on the main jam page. You will find the voting link under "Voting".
The rules require contestants to provide the game in Z-code format.
We are aware of the current problems with borogove.
If you just need a place to host your Z-code file for the judging period so you can point Parchment to it, drop me a mail (see organizer's mail address on jam page) and I can provide a solution.
+ Fun, great music, nice graphics!
- Incredibly stressful, and hard to control with joystick. This game would be a lot better with the option of keyboard steering, preferrable with 8 keys + fire.
If you feel like you don't remember the basics, maybe go through the tutorials linked on the homepage.
If you look at your old code and there are just a lot of properties, attributes and whatnot that you're not sure what they do, look them up in the quickref document.
I wish there was a comprehensive manual that explains PunyInform from the ground up, without relying heavily on the Inform 6 documentation, but unfortunately we're not there yet.
The jam has ended, and all votes have been recorded. Final standings:
1. Morris by Dee Cooke, 4.417 points
2. A Once In a Lifetime Opportunity by Interpied, 3.373 points
3. Face Your Fears by Sijnstra, 3.300 points
The maximum score is 5. The submissions got 9-12 votes each.
Look out for post-jam versions of the games, with bug fixes and other improvements.
Many thanks to all participants and judges!
These games use an Infocom-type parser that tries to parse full english commands, e.g. "get all the books but the blue one", "look at the door", "put all in the box", "open the box then enter it". You can skip articles, but not prepositions.
PunyInform v3.1 was just published. Read more at https://twitter.com/FRamsberg/status/1451881045209518081
Among other things, this release has a new document, a PunyInform Quick Reference. To learn more about this, see https://intfiction.org/t/punyinform-quick-reference/53154
Except for this the new release contains some advanced new features, along with lots of bugfixes and optimizations.
Welcome participants and possible participants! It brings us great joy to see there's so much interest in this jam.
There's still a month to go before the jam starts. If you're planning on writing a game for the jam, and you're not currently an expert PunyInform developer, we recommend you start learning the language and library right away. It's a powerful system and the better you know it, the better your chances of making your game great. Also, it's fun!
We have just added a prize to the prize pool: A new, signed paperback copy of the book Twisty Little Passages by Nick Montfort.
There are two traditions to this - This game is really modelled after Infocom's games, which always used 'restore', while a lot of other text adventures used 'load'. I should perhaps add instructions on common commands to the game.
Didn't see this until now.
When building for C128, D71 disk image is the default target, but D64 and D81 are fully supported as well. And regardless of this, the interpreter uses 100+ KB of RAM for game data, and it can use an REU if you have one. Also note that the game starts on the screen (40 col or 80 col) that is active when you type RUN.
Please note that your game has been compiled with DEBUG mode enabled (you can tell because it says it uses "PunyInform v2.4 D" where D is for DEBUG, This means player have access to debug commands, essentially allowing them to cheat to some extent. Compile the game without the -D switch to get a non-debug build.
PunyInform v2.4 is out!
If you want to stick with v2.3 for your jam entry, do so! If you want to upgrade to v2.4, make sure you read the release notes first. In particular, there's a section for things in the new release which may force you to make changes to your code as you upgrade, just to keep your game working the same.
Welcome to the jam Robin and son!
You are absolutely right of course. It should say "Take:". My bad.
It is legal, and sometimes useful, to write code in an after routine without preceding it with an action name. That code will then be run regardless of the current action. This was not the intention here though.