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Rekka & Devine

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A member registered Apr 16, 2015 · View creator page →

Creator of

Recent community posts

Posted in saving

Absolutely, you can render a PNG image with ctrl+r.


Created a new topic Official Guide
(Edited 1 time)
  • New: CmdOrCtrl+N
  • Open: CmdOrCtrl+O
  • Save(.grid): CmdOrCtrl+S
  • Render(.png): CmdOrCtrl+R
  • Export(.svg): CmdOrCtrl+E
  • Build Icons: CmdOrCtrl+B

Edit

  • Copy: CmdOrCtrl+C
  • Cut: CmdOrCtrl+X
  • Paste: CmdOrCtrl+V
  • Undo: CmdOrCtrl+Z
  • Redo: CmdOrCtrl+Shift+Z
  • Delete: Backspace
  • Deselect: Esc

Stroke

  • Line: A
  • Arc: S
  • Arc Rev: D
  • Bezier: F
  • Close: Z

Effect

  • Linecap: Q
  • Linejoin: W
  • Mirror: E
  • Fill: R
  • Color: G
  • Thicker: }
  • Thinner: {
  • Thicker +5: ]
  • Thinner -5: [

Manual

  • Add Point: Enter
  • Move Up: Up
  • Move Right: Right
  • Move Down: Down
  • Move Left: Left
  • Remove Point: CmdOrCtrl+Backspace

Layers

  • Foreground: CmdOrCtrl+1
  • Middleground: CmdOrCtrl+2
  • Background: CmdOrCtrl+3

View

  • Tools: U
  • Grid: H

Mode

  • Picker: CmdOrCtrl+P

Wow, that's really not working as expected then. I will try to reproduce these issues.

Yes! If we could update the community post content with the butler, that would work. I'd love to push game guide updates during push the process.

(Edited 2 times)

I'm guessing that you're typing `warp to` instead of `warp in/into`.  Could you test these actions and tell me if they behave as described?

Warp

  • warp to the red teacup -> Warp to a distant vessel's parent location.
  • warp in the yellow teacup ->Warp in a distant vessel's location.
  • warp to any teacup ->Warp to a random distant vessel's parent location.
  • warp in any teacup ->Warp in a random distant vessel's location.
  • warp anywhere ->Warp in a random distant vessel's location.

It's offline at the moment, we need to spend some time making it better and faster.

Maybe during the upcoming months we can get to that.

It could be simply a collapsible part of the page, 

but the best situation would be a button that links to its own page, something accessible through the client as well. 

To Edit


I was thinking a box just underneath the description. Would this feature were to become very popular, maybe its own tab, but until then, I don't think it's necessary.


One thing that would make us very happy would be to have the option to include a lengthy collapsible guide/instruction to each of our games. The current Game Description field is perfect for basic description of the game, but including the game guide on there makes for a less than elegant page where all the content/purchase/forum is moved at the bottom.

Thanks :)

You can now remove an attribute with `transmute gold into anything`. It will remove the attribute to a visible gold vessel, like a gold cat.

Fixed :)

Fixed the white page bug :)

I'll investigate that white screen bug. You can add a very long usage, instead of using `@if(ELSE)` just make `@if(a) @if(b) @if(c)`.

You can open the console with cmd+.

That is already implemented if you wanna try to make a Paradise Browser.

You can press `ctrl+shift+s` to export a JSON file of the universe.

I won't lie. It has been on my mind.

Posted in Characters

Okay, I spent some time and implemented your concept into ParadiseCore, by making the `usage` and @wildcard tools more flexible.

It is now possible for anyone to create their own actions within the paradise tools themselves.

You can display the entire dialog into the parent vessel's note using the append wildcard flow.

How to append content to a vessel's note.

create a typewriter
enter the typewriter
program note @_note @query
usage type You typed "@query".
leave
use the typewriter
Created a new topic Dialog Engine[tutorial]
(Edited 1 time)

The Dialog engine is an original idea from @mobadon. This example demonstrates how to create a vessel with enabled dialog tools.

create a character
enter the character
usage say You said "@query". @if(@query IS hello THEN The character replied "hi". ELSE The character looks confused "huh?".)
leave
say hello
Posted in Characters

THIS IS AMAZING

Yup, it's broken.

I shall fix this.

Oh? Let me double check :)

(Edited 1 time)

Oh, that's because `cat`(it's a vessel name) is not an attribute. I will clarify the reaction text.

Yeah, no. You can transmute things around you as well :) As in `transmute glass into gold`, will affect all visible glass vessels.

Well, so `transmute` alone would make sense to remove your own attribute? And `transmute the cat` to remove the attribute of a visible vessel?

I'm still trying to wrap my head around a good way to remove an attribute. If anyone has any idea :)

Excellent haha.

I'll look into using `destroy` as a verb to remove vessels, what do you think?

Okay, I'll see that I can do :)

You can always reset the game with `ctrl+shift+n`, save your world with `ctrl+shift+s`.


I don't want the option to remove vessels, I was mostly wondering about an action to remove attributes.

This example creates a working dice program.

create a dice
enter the dice
program look
usage roll You rolled @random(1 2 3 4 5 6).
leave
roll the dice

Here's a simple discard spell.

This spell can be fired at unwanted vessels, sending them into a vessel discard bin, to be recycled later.

create a recycling bin
create a discard spell
enter the discard spell
program warp to the recycling bin
leave
take the discard spell
cast the discard spell on the unwanted vessel
(Edited 1 time)

This spell can be fired at unwanted vessels, sending them into a vessel discard bin, to be recycled later.

create a recycling bin
create a discard spell
enter the discard spell
program warp to the recycling bin
leave
take the discard spell
cast the discard spell on the unwanted vessel

Better, instead of carrying them in your inventory, as it may get messy. Make a discard spell. A spell that you can cast on things, to send them into a garbage somewhere.

Well, okay, how about this instead.

I could `group` vessels with a similar name as one. So, `you see a blue book and a red book` could be combined as `you see books.` And you could interact with them as a group with `take the books`.

Mhmm, there is no way to do this a the moment besides collecting the books into a parent vessel like a bookcase

One thing that could be fun is to have a wildcard that displays the vessels in the note. Something like `note you see the following books: @children`. And so it could get replaced by a nicely formatted, clickable list of children vessels! What do you think?

I keep a list of active tasks for Paradise here.

Let's say you wanted to remove a vessel attribute, what would be a good UX for this, that works and makes sense within the narrative of Paradise?

`transmute the cat` to remove an attribute, doesn't really make sense.

I'm open to ideas :)

It's intentional that adjectives can only be changed, but not removed — And that vessels cannot be deleted.

But I like the idea of warping to static vessel IDs. I have just pushed an update that gives you the target vessel id on `inspect`.

With that id, you can simply do `warp to 6`. It also works across all actions, but some actions won't let you interact with non visible vessels, like `take 6` will require #6 to be present.

Posted in Sharing[solved]

Yes! Have a look at the sources here

Pull requests welcome, if you have something you think others would enjoy.

Posted in Sharing[solved]

I'm currently testing the multiplayer features, just want to make sure nobody can inject some code and have it spread across the other players. But in the meantime, you can share a created world by pressing `ctrl+shift+s`(save), or load `ctrl+shift+o`.