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Phrawger (Jasmine Schatz)

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A member registered May 26, 2015 · View creator page →

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I'm working on a mobile browser-based client as part of a project and I'm trying to inject a text input element into the scene via the DOM APIs. I've declared the document variable and used the createElement() and appendChild() functions to try and get it on the screen, and while it doesn't crash, it also doesn't show up. Any advice?

This'll teach me to RTFM. I was initializing the Sup.Color with RGB values in the 0-255 range instead of 0.0-1.0. Very weird that it ended up working with the textRenderers at all, in that case.

Sorry about that!

The arrows are made of the following visual actors:

  • An actor with the background sprite renderer
  • An actor with the outline sprite renderer and a text renderer
The large buttons are made of the following actors:
  • An actor with the sprite renderer for the background of the button and the text renderer for the word "GROOVE" or "SHADE"
  • An actor with the sprite renderer for the outline of the button and the text renderer for "STEEL" or "NATION"
My trouble comes from setting the color to the various components. The backgrounds work. The text renderers all work. But the setColor function for the outline sprite renderers don't work outside of the scene editor. My goal is to set the outlines to be the same color as the text within code. I can set the color of the outlines in the scene renderer and it works as intended. I can set the colors of every other component in code and it works as intended. But not for calling the setColor function the outlines sprite renderers. Please help?

Love these questions, and they feel like the right ones to figure out which options to pick.

I'll make some rough calls off the dome here: a lot of the design of the first version of the story was based on a "the South has risen again" dystopia; ultra-urbanized neon skylines take the place where plantations once stood. I think I'd like to stick with that, so in that vein there's a lot of the Southern Church being unified around values which validate the status quo and not rocking the boat.

Some other elements I've pictured as being important to the theme are comfortable double-standards. The priest you play as will have some simple hand-implants used to control the features of their Omnichurch during services and searching religious texts, but the mainline church doctrine on cybernetics is generally "none unless they are absolutely vital, and even then don't do anything that could mess with the brain because that's going to cause way too many ethical dilemmas about where the soul is kept and see above about Not Rocking The Boat." Conversations will let you decide what sorts of stances your version of the Preacher will have, and while you won't be able to significantly change people's minds about the church, outside perspectives will give you more options during your sermon's delivery.

The dichotomy of going out to get inspiration and staying in to pray will act as the delivery mechanism for the Preacher's status in the world. Meditations will reveal that they're a relatively young hotshot with an inspirational rhetoric style but that their past sermons have been lowballs, topics which the Church has been pretty convinced of for years. This new chance to make something of themselves in the public arena might scare them back into line and keep playing to their strengths. If you go out, however, inspiration and real communication may steel their resolve to do what's right rather than what's expected.

I like the escalating tension idea, so I think I'm going to repurpose the implant discussion as the new debate in town and that you're expected to reach a large audience with what the Church wants them to hear, but new legislation or interactions with people will give you more things to say than the party line. I think the sense of urgency is a great idea to make the narrative arc sing. Thank you so much!

So! A little bit of progress done, I've been sharing time between this and helping a pal out with their game for this jam. We're learning Twine 2.0 (Harlowe) together and it's been a blast.

Implemented some simple gender picking stuff with cycling links on page 1, and have been giving some thought to the flow of the story overall. Right now I've got it broken down into 7 days, with the option to go out (meet people) or stay in (study) each day. I think I'm going to expand the options a little bit in one of two ways:

  1. Make the things that one can do each day have more variety. Do you walk the streets and mingle or do you go to a place to volunteer? When you stay in, do you pore over your texts or do you sit in silence (or take some supplement to meet your maker more directly)? This option still keeps in place the idea of picking one thing to do each day.
  2. Keep the options simple, but allow for more than one thing done per day, a morning activity and an evening activity. I'm considering this one because it feels a little bit more true to the style; cyberpunk settings thrive on the nightlife, and you're not going to see the heart of the city during the day. This could end up more focused, as I'd be limiting myself to two settings only (in the church and in one outside location) but I don't want to lose the sense of scale.
Any thoughts?

Hey gang. I'm a senior game design student at RPI and I've spent the past semester working on projects in Unity and Python as a designer and programmer. My real love for games, however, is in their unique ability to carve portals into new worlds. With that in mind, I'm going to use this jam to go back to an old idea and just jam out some fun writing.

A long while back I wrote a not-great short story from a killer prompt: Cyberpunk x Southern Gothic. The short story used some pretty cringe-worthy slavery metaphors and borrowed way too much from Asimov for something that was supposed to be Cyberpunk. Years later and I remember the story and prompt and the image of a worn out neon southern metropolis resonates in my mind despite the story's weaknesses, which means that there's a spark of something there that I want to revisit. Twine seems like the optimal way to write some interactive fiction in that setting and I've been wanting to try it out for a while, so the stars aligned and I'm taking a shot at it.


The Game Itself

The year is 21XX and you are a Preacher who has been called to serve the Omnichurch of Iron City, Georgia. Arriving on a Monday, you have just under a week to write a sermon to be preached to well over 10,000 people live and broadcast to over 1 million. You'd better make a strong first impression.

In the days leading up to your sermon, you will have a chance to go to various locations in the city and talk with individuals who might just inspire something in you. Think of it as the inverse of a traditional "your choices matter" RPG: the people you speak to and learn from will affect the material for your publicized sermon.


A lot of this writing will be off the cuff, fast and loose, and quickly developed breadth-first worldbuilding. Characters will have their own lives to get back to, but everyone you talk to has a chance to give you the seed of a new piece of the topics you can deliver to your congregation. I'm really looking to have fun with this more than anything else, and to get some more genre writing under my belt.

I'm excited to be a part of this jam!