I have a less impacting idea: we can just check if we are in this buggy situation immediately after loading. In that case, the option is automatically chosen. It's very ad hoc but it could work.
Mauro Vanetti
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My general opinion is that it makes more sense to only allow saving in sparse key points of the story. But this is more of a game design point.
I'm really not sure how we may fix this. I could just modify the Gateway so that blank options are not delivered, but I'm afraid someone could have used blank options meaningfully and it would break their expectation.
Oops, I snubbed a key part of your question - and it was in the thread title too! This happens when loading the game. I'm afraid this is not a detail.
Does the bug occurs if you load the game immediately before the choice?
My new guess is that if you save the game in a position where a choice happens, but the choice is actually overriden by the fallback option, when you load it it is positioned at the brink between the sentence before the choice and the default sentence after the choice. Usually, this non-choice is just skipped and we fast forward to the next sentence, but by loading it in that exact point the engine has to display something and the blank sentence is delivered.
It looks more like a quirk of the Ink engine but I'm not sure.
Your game looks lovely. I want to play it thoroughly.
I'm investigating. First of all, let's rule out that the unexpected behaviour could be on the Ink layer. Can you send me a part of the .ink source where the fallback choice is used?
I'm a bit surprised by the conditional in a fallback choice. Fallback choices are used when the choice pool is depleted, what do you expect to happen if the conditional is false?
Hey! Thank you very much zorkie, and sorry for replying so late.
It's such a long time I don't check this project, which is a pity because it definitely needs to be updated to the latest versions of Unity. My first guess, completely based on gut feeling, is that it has something to do with the way you write the fallback choice, like how many blank spaces you put between the star symbol and the arrow.
If you give me an example project I can investigate! BTW, let me know what you're working on, if it's not a secret, I would be so glad to know more about your work.
Have a nice day and keep in touch.
Hey Elisa, for some reason I missed this comment and I'm answering it only now, 5 years later. First of all, thank you for your appreciation and the time you spent playing this game.
In the real world, this was not a story a violent political activism. We were beaten by the police but we did nothing violent. In the game, you can explore different possibilities, including strict respect of police orders or active violence. Obviously, the consequences of those choices in the game reflect my opinion of those tactics, and this is debatable but there's no way a game can be completely neutral - and it's not desirable, in my opinion.
About neutrality, I don't believe the police is neutral and has the function of enforcing the law. This is the way they advertise themselves, but my experience tells otherwise. The police defends the status quo, including, to some extent, fascists and racists. Actually, most cops and carabinieri in Italy are fascists and racists, and this is not by chance; there are exceptions, particulary in the lowest ranks, and I know some cases, but unfortunately they're in a minority.
I and Chiara did not depict the cops as pigs, but as dogs. It's the Fascists that were depicted as pigs. I leave it to the player any inference from this… er… "artistic" choice.
Organising unauthorised demonstrations in Italy is not a crime. The law is more nuanced: demonstrations are a constitutional right, but you are supposed to notify the police with a little advance. They can forbid it only for serious reasons. In this case, we notified them in September (for November). The police falsified the fax date and told us that the Fascists had asked the same square before us (in the trial it emerged that they did it the day after). In any case, we did not demonstrate in the forbidden square. The police attacked us in any case because we were in the way of the Fascist march.
I believe that we did right. You say that we should fight unjust rules about "unauthorised" demonstrations, instead of breaking those rules. But what we did is actually the only effective way we had to fight that wrongful enforcement of the rules.
Do you know what's really cool? This → https://villadelfina.itch.io/gincana
I see! In Construct, layers trump Z-elevation, which can break the perspective. In order for Z-elevation to work with perspective the objects whose Z-elevation you want to manipulate (with my addon or manually or in another way) have to belong to the same layer.
This gave me headaches so many times…!
Hello!
Thank you for your kind words.
It is definitely feasible via messages to flowcharts (i.e., tags in Ink automatically translated into Fungus messages by the Gateway), but I get your point. We might include a special syntax to handle the stage controls, like we do for dialogs, characters and portraits. My only concern is that the amount of parameters could be overwhelming.
If you had a magic wand, what kind of syntax would you like to see implemented? Can you write a sort of documentation of this potential new feature?
Yet another playable leaflet by Pietro Polsinelli, Pino Panzarella and myself.
In Divide et Impera, you are a disingenuous political leader cunningly exploiting hate speech to divide and rule.
Pick your next tweet, target it to 9 individuals on the portraits' grid, analyse the effect of your reckless activity, try and break the links that keep the fabric of your community together. How many hateful tweets will it take to split the community?
Play it @ https://maurovanetti.itch.io/dei or download it on your smartphone from the official stores.
Bilingual version: English (Trump) and Italian (Salvini).
Please let me know your opinion about this game and the mechanics used to convey our message. Thanks!
The bug was fixed with this small change: https://github.com/maurovanetti/inkfungus-template/commit/29c5103478333e56a44cbd...
The bugfix will be available in v1.0.2 in the next few days.
Thank you again for your precious feedback.
I have reproduced the bug easily and I've created an issue about it: https://github.com/maurovanetti/inkfungus-template/issues/8
Hopefully it's going to be solved very soon.
Hi! Thank you for using the Gateway, I'm really glad to receive feedback from actual users.
I'm not sure I understood what you're trying to achieve. If you want to start the scene at a specific knot, this is dealt with by Ink and there's no need to use the "Ink/Jump To" command in a Fungus flowchart. Just put -> knot at the beginning of your Ink script.
But if you want to control the flow from a Fungus flowchart, you can do that. The example scene in https://github.com/maurovanetti/inkfungus-template gives you an idea of how you might do that. Can you explain better what happened in your case? You said that it correctly jumps to the right know, but nothing happens, which makes me wonder how you found out that it correctly jumps there.
Silly question: are you sure you are talking about the "Ink/Jump To" command and not the "Flow/Jump" command?
Let me know and sorry for the late response, I was ultra-busy… playing Oxygen Not Included. :-)
Not so close but I am definitely keeping on working on it! I realised that I can implement new Fungus command blocks, which is what I need to make the Gateway more usable.
Once it's done and I find out how to make a proper Asset Store package, it will be deployed, I swear.
If anyone wants to help me with that, they're welcome!
Hi and thank you for your kind words!
I'm not sure I understood what issues you found. The square brackets get no special treatment by the Gateway, it just feeds on the output by the Ink engine which in turn interprets the square brackets in options as explained in the Ink documentation.
Can you give me an example of the inconsistencies you found? They sound very much like an Ink thing but I might be wrong because this tool is still quite rough and not thoroughly tested.
Notice that disabling the echo flag suppresses the repeating of the option's text after the choice. If e.g. you have something like this in Ink:
How are you? * I'm fine[.], thanks. - Great.
With echo off you get this output:
How are you?
Option: I'm fine.
Great.
With echo on you get this output instead:
How are you?
Option: I'm fine.
I'm fine, thanks.
Great.
You can toggle the flag in the Ink-Fungus Gateway object's Narrative Director component.
Please let me know more about your issues.
Even if it's free, given the subject I'd like to submit my Little Antifa Novel: https://maurovanetti.itch.io/lan
In solidarity.
Hi Gabriel, thank you so much for your appreciation.
I'm planning to test it a bit more with my students, wait for some feedback (and perhaps pull requests!) from the dev community, cram in a few more useful features, and in July or August I guess I will have a stable version to detach from this template project and publish for free on the Asset Store.
Please let me know if you want to use it, I'd love to see how my child can fare in a wild environment, it's been more of a lab rat so far but I'm confident it has potential. In that case, I'd be eager to help in integrating it in an actual game.
Of course I don't mind! That's great. We could make a version 1.5 integrating your translation as well if you are OK with that. I will need a few extra details such as your name for the credits. If you don't mind, we can do that together at the end of December, I'm pretty busy right now and I want to give you the time you deserve for your very kind effort.
Thank you again!
This game has become part of a political controversy in Pavia in October 2018. This article in Italian on Vice Motherboard gives a detailed explanation of the developing story: https://motherboard.vice.com/it/article/a3paka/festival-videogiochi-pavia-videog...