#twine chapbook
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i have made exactly 2 little test games with Twine/Chapbook and then immediately started a much longer and complicated IF project.
is this foolish of me? perhaps.
but can i think about literally anything else? absolutely not.
#ummm guys?#i think i’ve just developed a new special interest#my autistic hubris may be my downfall here#twine game#twine chapbook#twine story#twine interactive fiction#chapbook#chapbook is fairly intuitive but there are like 0 resources on it#besides the one guide#i think i’m figuring it out tho
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The 100% Good Ready-to-Use Tweego Folder!
The 100% Good Ready-to-Use Tweego Folder is both a coding guide for the Tweego compiler and an easy-install for the program. It is meant to complement the official Tweego documentation, and update the Tweego download folder (formats). The Guide is fairly short and goes over installation of Tweego in Windows and MacOS, the Twee Notation (a.k.a. Passage set-up), and use of Tweego in Windows and MacOS as well as with Twine 1 and Twine 2 formats.
While the Guide was compiled with SugarCube 2.37.3, and the Ready-to-Use Tweego Folder has a base project with SugarCube 2.37.3, Tweego can be used with any Twine 1 and Twine 2 formats. Annotations are also provided to change formats.
READ THE GUIDE & DOWNLOAD THE FOLDER
Note: setting up Tweego is different depending on your device. Check the Guide for full instructions before downloading the Folder (esp. for MacOS).
The Folder includes:
the Ready-to-Use Tweego Guide
Tweego, all official Twine 1 & 2 formats, and relevant scripts
a Base New Project with annotations
GITHUB REPO | RAISE AN ISSUE | TWINE RESOURCES TEMPLATES | SUGARCUBE GUIDE | CSCRIPT 2 SG GUIDE
Twine® is an “an open-source tool for telling interactive, non-linear stories” originally created by Chris Klimas maintained in several different repositories (Twinery.org). Twine is also a registered trademark of the Interactive Fiction Technology Foundation.
Tweego is a free (gratis and libre) command line compiler for Twine/Twee story formats, written in Go, created by TME. The Ready-to-Use folder is based on the one put together by Sjoerd.
READ THE GUIDE & DOWNLOAD THE FOLDER
The previous version of this Guide and Folder (SugarCube 2.36.1/Windows only) is still available for download on my GitHub.
#the 100% Good Ready-to-Use Tweego Folder#template#templates#guide#coding in twine#twine#coding#HTML#JavaScript#CSS#tweego#sugarcube#harlowe#chapbook#Twine 2#Twine 1#interactive fiction#interactive games#manonamora#and that's done too! fucking finally
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Progress Update : Multi-Adjustments
Sorry for the long delay in posting more information on the progress I am making on this project. Anyway on to the update. Since my last post I've made several Adjustments to the project that I feel will focus my work further and allow me to make better progress.
Content Changes - I've removed the ability to play as "Alex". The reason was it was just providing bloat. There is no real reason for it, as the original idea behind this project was the journey of a young woman and her choices on either accepting malicious assistance or striking out on her own.
Job Sets - Nothing much here aside from I increased the options and made some choices only available depending on if you lived with your mother or father.
Prologue Expansion - I've increased the amount of choices and time you will spend in the village of MudCreek before making the journey to RiverBend where I plan for the majority of the story to take place.
Images - I'm still trying but learning pixel art from scratch is frustrating especially considering my current skill level and the images I want to portray that sit in my head. So I'm still going to be using AI-Images for the interim. This is to break up the text. I can create walls of text but I feel readers/players would end up bored if that was all I was offering.
(Images generated using Perchance-AI and NightCafe AI in collaboration)
I've also decided to "attempt" a more realistic art style. As can be seen above. Screen Shot - (Character Bio & First Choices)
Current Stats - 11588 Characters / 1715 Words / 33 Passages / 20 Links
Current Plans - Story/Game -- Push to finish the MudCreek portion and compile a "Demo" so readers/players can try it out and offer feedback on what they see in way of formatting, choices, spelling/grammar.
Info Dump -- I still owe you a promised info dump on the main locations of the story. I still plan to do this in the upcoming days.
SO... there is where I am at with this project.
#original content#update#kinetic novel#visual novel#twine 2.9.2#chapbook 2.2.0#asprite 1.3.8.1#interactive fiction#ai generated images (temporary)
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Hello quick question! I was wondering if you would ever implement a save system? I was asking because I like doing multiple routes but I have to restart the game each time and play them over again every time sorry if this seems mean spirted! 😭😭 that’s all thank you!! LOVE UR GAME >.<
Hi anon! It’s not mean spirited at all, totally understandable request! But I can’t, I’m afraid. 😭 I built this story using Twine Chapbook, which doesn’t offer a save system like the others do. I go into it a little more in one of my devlogs, linked below.
If I create any future IFs I’ll explore other twine formats like Harlowe or Sugarcube, or maybe even Choicescript. If it’s any consolation, Viatica is not long and will be concluded soon, so a replay isn’t terribly tedious.
I apologize for the inconvenience, and thank you for reading despite that drawback!
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Perhaps you've answered this so far, but how easy is it to transfer a game from the COG system to twine? I'm working on my WIP in the COG system right now (it is the coding system I'm familiar with, and I honestly find COG's simple UI much easier to read than the more intricate twine ones), but do not want to release it on that platform. I intend to put it on twine at some point. But the more I write, the more I get worried that I'm just creating more work for myself.
Personally, I think it depends on how much design work you want to do! Transferring all your variables and text from CS to Twine is kid stuff. I found that actually making the game look good was the hard part, because I had to blitz-learn CSS (and am still learning. I have a whole clone of Greenwarden in my Twine files that's just for testing cleaner code) to make it look nice, which is entirely optional. There are also plenty of Twine templates you can use!
Twine has several different versions built in that are good for different things. I use Sugarcube2, which comes with its own customizable UI, and so does @northern-passage. @heart-forge uses Harlowe. There's also Ren'Py, but that's a completely different beast and is mostly for visual novels. There's also Inform, which is a modern version of the coding language classic IF games like Zork and Planetfall were written in!
For that cleaner, classic CoG Ui, I might recommend Twine's Chapbook language! I haven't personally used it, but you might find it familiar and easy to read.
TL;DR: Not that hard, especially if you've already got a strong base to work with.
#answered#got long-winded sorry#i didnt use a template because im picky about what i want my game to look like#which is why it took me like four months to put the demo for the rewrite on itch
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Hello! I wanted to learn either twine or html in my spare time (I am not planning to be an author or anything, just maybe help someone code their story once I have an handle of it) which one do you think'd be better?
Hi there,
Twine is a compiler that creates games in an HTML file, from code in a specific coding format (Harlowe, SugarCube, Chapbook, Snowman, etc...). You do not require knowledge of HTML to create a game in Twine, but you will need to learn one of its format to code.
Still, HTML (and CSS) can be helpful in more advanced projects, especially in regards to building a UI.
If you are trying to help someone coding their project in Twine, we recommend you start with the chosen Twine format first.
~~
Note: the best program out there is one that works for you and the project. There are a lot of programs and formats to create IF out there, all with their advantages and faults. We advise you to look into a few programs and test them out, see what you could be comfortable with.
Note 2: while many programs have their own specific coding language, some may require extra knowledge in HTML/CSS, or JavaScript/jQuery, or Python, or C++, etc... depending on what you are trying to attempt.
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nemo icaroid's creative works masterpost
hey all, I've been updating my website when I can with more and more of my writing, so I figured I would make a big post with where to find all my different works!
nemoralcultrix.neocities.org - my website, hand-coded & based in bootstrap. updated most frequently, has links out to itch.io.
talesfromfaerieland.neocities.org - my secondary site, with audio storytelling & writing for all ages. home of nemo storytime!
grendelhart.neocities.org - site for 18+ poetry & fiction; slowly migrating things over
nemoralcultrix.itch.io - on itch, I've uploaded a few new and old short games, based in twine and bitsy. also available for $1+ there are pdfs of my longer chapbooks, meditations on mold, & other matters and corpse poems: a graveyard.
ko-fi.com/nemoralcultrix - if you want to throw money for a tea or coffee my way!
patreon.com/nemoralcultrix - if you'd like to become a regular patron of my work! it's very bare bones rn, again I'm busy so much of the time.
twitch.tv/nemoralcultrix - I stream my dnd game, Chthon - The Beast's Age, whenever we meet! I also have plans to do an smp playthrough of Drehmal 2.2 once that releases!
for those more into the writing professional sphere, I'm on twitter and instagram @.nemoralcultrix as well, although I'm not very active.
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gamish web fic update I'm torn between two interactive story editors + two engines in one of them 😭 for mine own reference mostly
squiffy
simple (both pro and con)
can easily paste back and forth to google docs for editing
online editor doesn't work (but the desktop one is fine)
whole story in one window in editor
in game, new text appears below previous
always have to run game from beginning? annoying for troubleshooting
great if I want to put this together in a straightforward way
twine
MAP VIEW
lot more flexibility (and also a lot more stuff I don't understand*)
*and a lot of the documentation is not the easiest to follow for a non coding person
better test/preview
passages in separate sections
in game, new passage replaces last one
have to export/import to work on the whole story in another app (or paste sections individually)
great if I want to explore different ways to present and play with the story (with room to learn more complicated stuff). which I do. but I've been hoodwinked into learning code and now I have to decide which of two codes I want to learn before I get too far**
**this is a decision between the engines Harlowe and Chapbook the latter of which is definitely more approachable for a novice but the former of which seems more intuitive to me despite struggling to understand it 🤷 and possibly capable of more tricks. not that I need most of them but there could be just one or something
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(I’m working on a short Twine 2 game using Chapbook. I’m new to it so everyone feel free to give me your twine opinions)
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the best format to use is ALWAYS the one you're most comfortable with! (or the most fun to use!)
YES IT IS!!! i also really want to dig into twine chapbook too, just to see what it’s used for. seems like it’s meant to look the most like parser games with the location titles at the top & such.
#really can’t find anything online other than the tutorial that uses it. seems good for location/maze-based things#twine#ask#anonymous
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FLP CHAPBOOK OF THE DAY: Spineless: Memoir in Invertebrates by Melody Wilson
On SALE now! Pre-order Price Guarantee: https://www.finishinglinepress.com/product/spineless-memoir-in-invertebrates-by-melody-wilson/
Spineless: Memoir in Invertebrates looks at #life from the ground up, as well as from the curtain rod, and the window screen. This collection of poems explores the relationship between the hand and the small creature held in the hand, between the aquarium wall and the being on the other side. We know how our lives are touched by the #creatures lying on the rug or the windowsill, but what about all those we can scarcely look at? Spineless: Memoir in Invertebrates attempts to do that. #nature
Melody Wilson’s recent work appears in Quartet, Re Dactions, Sky Island Review and on VerseDaily. New work will appear in Sugar House Review, Minnow, and Nimrod. She received the 2021 Kay Snow Award and recognition for the Oberon, Dobler, and Pablo Neruda Awards. Find her work at melodywilson.com.
PRAISE FOR Spineless: Memoir in Invertebrates by Melody Wilson
Spider, firefly, snail, cricket, starfish, maggot: a spineless creature does indeed make an appearance in every one of this chapbook’s poems, but that commonality is not the only notable feature here. Each of Melody Wilson’s poems relays a part of her personal history. Each shines with lyric grace. Butterflies “corrugate / trunks like furred lungs molting silver / and sage.” Octopus tentacles “twine / dozily among themselves, / in and out, / sentient fiddleheads.” Wilson is a poet who can call a galaxy into her lines, offering us “all the elusive matter // that flutters and glows.”
–Paulann Petersen, Oregon Poet Laureate Emerita
The poems in Melody Wilson’s Spineless: Memoir in Invertebrates buzz, hum, creak, and slide, and do what my favorite poetry does: remind me there’s a bigger world outside of me, and I would do well to pay attention. These poems, as varied in form and approach as that branch of organism itself—the invertebrate—tell stories of family, memory, worry, wonder, and loss, and do so with sharp wit, beautiful imagery, and style. One can’t help but fall in love with Melody Wilson’s vision and voice.
–Jeff Whitney, author of Sixteen Stories (Flume Press) and Radio Silence (Black Lawrence Press)
We don’t have to be entomologists to appreciate Melody Wilson’s intriguing chapbook. As insects like fireflies, ladybirds, crickets, roaches, and garden snails thread their way through these well-crafted poems, she situates them in the landscape of memory. With a voice that is precise, intimate, and tender, she captures moments from childhood to motherhood and invites us to experience them with her. For example, metaphorically describing her own pregnancy, she writes, I don’t recall deciding, just evolving, one stage to another,/migrating like a monarch from dark to light./You fluttered first on a drive to Salinas. The subtlest/brush against my heart,/and in that instant,/I came to exist.These poems exist to engage us with a master poet who reveals––and revels in ––the beautiful truths of verte- and invertebrates. What a creative achievement!
–Carolyn Martin, Ph.D., poetry editor of Kosmos Quarterly: journal for global transformation
Please share/please repost #flpauthor #preorder #AwesomeCoverArt #poetry #chapbook #read #poems #nature #life #creatures
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Twine users (esp. Chabook)
Please go update your Twine app, because a new version of Chapbook has been released.
Or go pick up the new version of Chapbook and add it to your current version of Twine:
(Through the Add Format button)
If you're using the web version, no need to do anything, since it updates automatically :P
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Progress Update: Title Screen Mock-Up
So I've started slowly working my way through the passages. I have the main opening ones done, dealing with Warnings, Disclaimers and Copyright.
Currently working on the Introduction Passages, and those dealing with the mechanics that will be at play (if I can make them work) for the duration of the story.
Below is what the title "screen" will look like. I am using the dark theme because I just feel it works better for the type of story I wish to create. Though as I get deeper into how Chapbook works I may adjust so the background color is not such a dark black.
Yes... the image above the "Hello... Darling... Shall we take a journey together?" is a piece of AI art that I am using as a placeholder, until I get off my ass and get into my pixel art program.
I will over the next few days or so post other screen shots, and maybe do a second "Info-Dump" on the main locations this story will be taking place in.
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This feels like it's a hot take but it shouldn't be... IF tools all have positives and negatives and there isn't one perfect one... It's great to discuss the pros and cons but it feels like a lot of people are more interested in saying the one they like is the best. It's tiring 😩
Agree 100% with you there, Anon! (even as a SugarCube die hard girlie :P)
I've gone through threads (probably out of morbid curiosity) where people where debating in circle about some system. It can go on for pages because no one will realise that all have been said, or someone has to add their point (which is the same as 10 posts ago), or someone just want to fight everybody, etc... It's very entertaining, even if a bit of a waste of time/energy... Imagine what could happen if that energy was spent of helping fix said program....
People will always promote their favourite/the one they are most comfortable with - I don't think I've seen someone promote a system they hated.
In any case...
Did you know the IFWiki accounts for over 80 different authoring system (which does not account for formats within said system, because Twine has over a dozen) ? and this list is probably not even exhaustive !
There is a lot of choice out there, and you are correct, none of them are perfect. No system can ever be... One will be easier to code with/learn how to code but have barely customisation, another have the reverse (long/steep learning curve); one will be really fun to play with but have a terrible documentation, while another can have very thorough/organised documentation but coding is a pain...
What is important is finding the best one for you! Anyway, SugarCube is the best, fight me... /jk
[Old tags in comments: I like to dunk on Harlowe a lot; but honestly it's not a bad format at all! Most Twine projects happening in SugarCube could be made in Harlowe not problem; and look as fantastic! Hell even transitioning to Chapbook could make it easier for a lot of creators! Chapbook has a syntax highlight like Harlowe and a sleek UI and a pretty good documentation One Chapbook game was in the top 20 of the IFComp last year! And a Harlowe Game was 2nd! And I'm here trying Adventuron this month…. /]
some rambling below about a perfect system
I do wonder what a perfect program would be, considering how large IF is:
there should be both options for parser/command input options and hypertext/clickable choice
but also make it possible to cross all genres of gameplay (puzzle-y, escape room, RPG, Combat, drink-mixing, etc...)
the output/final product should be accessible (screen reader/page customisation/keybrinding/mobile support...)
there should be a pleasant enough base UI, but also the easy possibility of changing it easily, including text formatting: maybe even some built-in UI for a more parser feel, or VN one, etc...
you should be able to include assets (music/image/etc...)
it should be possible to have your code hard to access in the final product (this is the case for most parser program, not so much choice-based; but this can affect the accessibility points)
the program should also be free of access, open source, and commercial licence free
the coding should be relatively easy but can also be as complex as you might want
it should be possible to include add-ons/plug-ins/custom code (and maybe even other language libraries)
the documentation should be clear, include a multitude of examples, easily accessible and searchable
But no program could check all those boxes. A lot is contradictory, and I would suspect someone managing to make all this happen and more would want to have their work compensated. Especially since most of the time, this is done by one person, and one only, on their free time, and for no expected return!
Hell, even programs with paid-licences can be shit.
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Very beautiful writing. But there are no saves?
Thank you! The game saves directly to your browser as you play, so as long as you don’t clear your cache, it will automatically save your progress.
I built this using Twine Chapbook, which doesn’t offer a save function like other Twine formats. I go into it a little more in my devlog, linked below, if you’re curious.
Thank you for giving my story a try, despite that drawback!
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WAIT oh my god you figured out toggles in twine??? please explain??? I've got a text effect I've been dying to add in my IF but I'm worried it'll be visually too much for some players/a pain for fast readers so I've been trying to figure out how to give folks a toggle option but I don't know how and I haven't been able to find anything helpful... any advice at all you have would be helpful and deeply appreciated!!
Oh Jesus -- I wouldn't say it's a good solution, but it works. Sometimes. Essentially I create a custom class (in my case ".snaggletooth") and in settings I create a toggle for people to either append the class to its dialogue ("true") or leave it as normal text ("false").
The code looks something like this:
var settingSnaggletoothDialogue = function () { if (settings.snaggletooth) { // is true $("html").addClass("snaggletooth"); } else { // is false $("html").removeClass("snaggletooth"); } }; Setting.addToggle("snaggletooth", { label : "Allow animated text for certain characters' dialogues?", default : false, onInit : settingSnaggletoothDialogue, onChange : settingSnaggletoothDialogue } );
Then you add a few lines of CSS code that tells the robot what paragraphs with the .snaggletooth class should look like. Theoretically this should work. I have yet to animate the text because I'm scared.
Also, to note: I'm using SugarCube v2. I'm sure this is different for Chapbook or Harlowe.
#answered#pacing in front of my laptop w my mouse hovering over the playtest button. what if my computer explodes#no idea if this works with what im trying to do. do not take my advice#i know how toggles work ive used them before but this introduces my old enemy animation into the mix#that is greenwarden's volatile code
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