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Sylveranty

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A member registered Jan 23, 2019

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All of 13League's stories published on itch.io are created in Twine. Look up "Twine" or "Twinery" on a search engine.

Simply put, yes.

This choice is about what happened to the MC while they were in the tower. It is your choice whether MC was sexually abused or not.

This is the least prominent in Ozara's route (one time touching at most), and the most thematic in Ruben's route. If you choose this option on Nour's and Ruben's routes, then yes, it means MC was raped while they were trapped in the tower.

In the end, you have to decide what type of content you are comfortable with to work on and share on Patreon.

Some artists who run a patreon page don't actually update all too often, yet people are still pledging. Often these are people who already have a fanbase cause they have released a story or game before and fans want to support them.

Some authors might write short prompts about their characters, scenarios that don't happen in the story itself. Others might write origin/backstory shorts or additional pieces about the lore of the setting you don't learn about in the story itself.

Then there are those who mostly update on the art progress, with some info about the characters as they go.

You can write about what lead to developing Azimuth Gap, the inspiration, the difficulties, the research. You may not be able to write about progress on the script, but you can perhaps take a look at different aspects of the sci-fi setting you built and expand on them.

Authors who run a tumblr blog usually get asks about different scenarios or simple questions about the characters, how would they act, what do they think. You could think about accepting asks like this somehow on Patreon and answering them parts publicly and in parts just for patrons.

As you are just starting out, it might be worth considering to not actually put up that many tiers. A basic tier and maybe one extra tier that gets some additional lore info depending on the content you decide to upload. I don't know how many people are aware of it, but patrons can manually increase their pledges as well if they wish to give you more for a time.

I think it's better to not force rewards out of yourself but find out what kind of content you like to do and *can* do on a regular basis. The origin/lore infos I mentioned before are often locked behind higher pledging tiers and not just available on the basic $1 tier.

Personally, I sub (for a time or for a longer time, it depends) on Patreons because I like the games/authors/devs and want to support them. But then I ofen forget about checking out the content they put out on Patreon. I'm probably in a sort of minority with this.

Superstition is using the SugarCube format!

After choosing your story format, you should go and look for the documentary of it. This is SugarCube's:

https://www.motoslave.net/sugarcube/2/docs/

You will find information about the various macros / commands you can use. These vary between the various story formats.

Depending on your level of familiarity with coding, the language used can be a bit overwhelming at first or make complete sense from the get go. It is always useful to try the macros out yourself to see how they work.

If you choose SugarCube, you should also go and check out the amazing custom macros some dedicated people created, especially those by Chapel.

In terms of how to learn how to code a Twine project:

If you have a specific question, you can try to search it online to find a discussion on the old Twinery forum. There's also the subreddit r/twinegames where you can go to ask questions.

And of course the most valuable help at the start: Read the code of a few already completed stories. See how these authors set things up, what you would do differently and what you wouldn't have thought of. As the Twine project files are all saved as HTML files, you can open them in different programs like Notepad++ or Sublime once you've downloaded them.

I hope this helps a bit!

Okay, my last attempt! This must be annoying, I'm sorry.
First, the variables $firstname and $lastname have to be set/created somewhere so that the variables actually have a value, even if it's "".
(set: $firstname to "", $lastname to "")

Then on the passage where the player inputs their name, I tried to figure out how to force the player to do so. Allowing the player only to continue once they hit those "Confirm" buttons.

My solution now was to turn [that was that.] into a named hook.
Then I created an (even:) that checks whether $lastname and $firstname have the value "" or not.
Once both variables have a value that is not "", the named hook gets replaced with a passage link.
Meaning the player can only continue once both names have been set.

See below:

...but when you'd asked if maybe a mistake had been made, the man at the desk had said it didn't matter, and [that was that.]<goto|
(event: when ($firstname is not "") and ($lastname is not ""))[(replace: ?goto)[[[that was that.->prologue_6 start]]]]

Have you tried out a combination of (set:) and (prompt:) yet? It's a bit intrusive as (prompt:) makes a text box pop up instead of it being smoothly set inside of the text. And cause the prompt pops up as soon as it's loaded, I combined it with a (link:) that only reveals/loads the rest of the passage upon clicking it. You can leave the part where I wrote "Charlie" empty, that'd just be the default text displayed.

I don't have that much experience with Harlowe though, I've so far mostly worked with SugarCube. Might be that there are better ways for this:

You've always held the deeply insignificant belief that the text is wrong: your (link: "first name...") [==
(set: $firstname to (prompt: "Your first name...", "Charlie"))

...seems to be a little larger than your (link: "last name...") [==
(set: $lastname to (prompt: "Your last name...", "Birmington"))

...but when you'd asked if maybe a mistake had been made, the man at the desk had said it didn't matter...

About your default name problem, but maybe I misunderstood what exactly the problem is:

You can just do the same with the default name as you did with other variables like magic, by typing a default name inside the quotation marks instead of leaving them empty. For example:
(set: $firstname to "Alix")(set: $lastname to "Dalton")

You can also have a default text displayed in the text input boxes by writing it in the quotation marks of the value segment. That will not yet set the variable to the displayed text though. That only happens upon executing the confirm button:
<input class="box" type="text" name="firstname" value="Alix">