#twine resources
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sofia-d-asb · 1 month ago
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Twine/SugarCube ressources
Some/most of you must know that Arcadie: Second-Born was coded in ChoiceScript before I converted it to Twine for self-publishing (for various reasons).
I have switched to Ren'Py for Cold Lands, but I thought I would share the resources that helped me when I was working with Twine. This is basically an organized dump of nearly all the bookmarks I collected. Hope this is helpful!
Guides
Creating Interactive Fiction: A Guide to Using Twine by Aidan Doyle
A Total Beginner’s Guide to Twine
Introduction to Twine By Conor Walsh (covers Harlowe and not SugarCube)
Twine Grimoire I
Twine Grimoire II
Twine and CSS
Documentation
SugarCube v2 Documentation
Custom Macros
Chapel's Custom Macro Collection, particularly Fairmath function to emulate CS operations if converting your CS game to Twine
Cycy's custom macros
Clickable Images with HTML Maps
Character pages
Character Profile Card Tutorial
Twine 2 / SugarCube 2 Sample Code by HiEv
Templates
Some may be outdated following Twine/SugarCube updates
Twine/Sugarcube 2 Template
Twine SugarCube template
Twine Template II
Twine Template by Vahnya
Sample Code and more resources
A post from 2 years ago where I share sample code
TwineLab
nyehilism Twine masterpost
How to have greyed out choices
idrellegames's tutorials
Interactive Fiction Design, Coding in Twine & Other IF Resources by idrellegames (idrellegames has shared many tutorials and tips for Twine, browse their #twine tag)
How to print variables inside links
How do I create a passage link via clicking on a picture
App Builder
Convert your Twine game into a Windows and macOS executable (free)
Convert your Twine game into a mobile app for Android and iPhone (90$ one-time fee if memory serves me right) // Warning: the Android app it creates is outdated for Google Play, you'll need to update the source code yourself
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uroboros-if · 2 years ago
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Multipronouns in SugarCube
Hello guys!! So sorry for my absence! I've made JS code free for anyone to use in their Twine game, which allows you to have multiple pronouns for your main character -- for example, she/they, she/he, she/he/they, whatever combination!
Some features include:
Completely customizable, and therefore neopronouns-friendly!
No limitations as to how many sets of pronouns you can add—you can add even just one.
Can determine singular and plural pronouns, even if you use pronouns that are different
Automatically switches between pronouns -- and you only need to write ?mcthey, ?mcthem, etc.
If you want to stick to one pronoun temporarily (e.g. so a character refers to MC as she/her and not switch to they/them mid-sentence), it is possible, too!
DEMO (playable online + downloadable) // CODE (+ documentation)
SHOUTOUT to @magiciansvoyage for inspiring me to do this for Twine!! :)
Why I Did This
I was inspired by @magiciansvoyage (!!!) who made multipronouns in CS, and I wanted to make multipronouns in Twine. Shout to them for this, they're amazing!!
I'm aware there are other gender code out there, but as far as I know, I don't know of any that can have multiple pronouns and switch between them using she/her and they/them automatically, for example.
How to Implement?
Just copy and paste the JavaScript code into your JavaScript, and copy and paste the variables into your StoryInit passage! Link to code here!
You can find the macro with in-depth explanation of what everything does here! I will include a How To underneath the readmore as well for a quick and dirty, but you will still benefit a lot from reading through the readme on GitHub.
How to Use?
This section will be more process-oriented than detail-oriented. For a better explanation on ?mcthey, $mc_they, and the <<gender>> macro, look at my readme on GitHub where you pull the code!
The Setup
Allow the player to add their pronouns for themselves as you would normally. Set these to $mc_they, $mc_them, $mc_theirs, $mc_themself, and $mc_plural (true if plural, false if singular).
Then, you can add this to your MC's pronouns with < < gender $mc_they $mc_them $mc_their $mc_theirs $mc_themself $mc_plural > > (had to add a space between the triangle brackets because Tumblr is weird). This will add that set of pronouns, which will be in rotation throughout the story. Make sure to add every argument, or else the macro will complain you've added too little.
When you want the player to add a new set of pronouns, repeat steps 1 and 2. You can keep prompting the player to add pronouns until they're satisfied. Make sure you give them a confirmation and reiterate what pronouns they've added, as there will be no way to remove pronouns once done (I may add this feature in the future if needed).
In-text
If you want to change between she/they, use ?mcthey or ?mcThey for capitalization. For her/them, use ?mcthem or ?mcThem. And so on.
If you want to use is/are, use $mc_is (a $ this time, not a ?), or $mc_was if you're writing in past tense. It will take the latest pronoun mentioned to determine whether to use is/are. If "they" was last mentioned, it will use "are". If "she" was last mentioned, it will use "is".
If you want to use a contraction like they're or she's, then use ?mctheyre or ?mcTheyre.
If you want to stick to one pronoun temporarily, use $mc_they, $mc_them, etc. It will stick to the last pronoun mentioned by ?mcthey, ?mcthem, etc.
If you want to use singular verb vs. plural verb, use $mc_s. Again, it will take the latest pronoun mentioned to determine whether to add "s" to a verb or not.
I also added $mc_has that follows the same logic as $mc_is to determine has vs have.
If this isn't super clear, make sure to read the readme. Also, feel free to DM or ask questions otherwise! :)
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interact-if · 6 months ago
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Do you have any resources for someone looking to learn twine?
Hi Anon,
Please check our Tags list for coding resources for different programs, including Twine. You can also find a compiled list of resources for Twine on this page.
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manonamora-if · 1 year ago
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The third volume of the Twine Grimoire is out!
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burning-academia-if · 9 months ago
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Hey, this isn’t related to the story but I was curious how you got started with twine? Your story inspired me and I want to learn the program so I can make my own. I wanted to see if you had any advice or reference points. Perfectly fine if not, much love regardless!
I've messed with Twine on and off for a while now, so I'm not sure when I actually got into it? It was probably when I originally got into IFs back in like 2015 lol
I use Twine Sugarcube specifically, and I pretty much just watched/read through these:
Twine or Treat: a youtube playlist where a guy shows you how to make a game. Focuses more on making an exploration/puzzle game in Twine, but still has some useful/relevant info
Introduction to Twine: another video playlist, although again, I really only watched what I needed
The Twine Grimoire: there's 3, with each one going through more complicated concepts each volume, includes Harlowe as well as Sugarcube
Sugarcube (and Harlowe) also have their own documentation, but it's so Long and Daunting that I honestly just ignored it when I first started LOL. It's obviously useful to have and reference, but I always need to watch people doing the thing first. I really struggle with just reading through things personally. I'm comfortable enough with Twine now that it isn't overwhelming though lol
Also I'd argue you really only need to learn how to set variables to get started with IFs. Once you know how passages work and how variables work, you're almost set to make an IF.
I'd also recommend learning the very basics HTML and CSS just in case. There's plenty of Twine templates available for free on itch.io, but if you want to adjust them in any way, it's helpful to know CSS/HTML. Also just have fun and mess around! From visual novels to this IF, my learning process has honestly just been 'fuck around and find out' and it's been useful so far! I also think it helps with the inherent anxiety of trying something new too
But yeah, hopefully some of this is helpful/useful to you!
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kalorphic · 2 years ago
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i may or may not have i IF in the making, a sapphic werewolf IF about learning to love yourself with everything. is pretty angsty but also sweet. :o)
I'm still not sure if i should, i don't know if people are gonna like it and coding scares me. :o(
Trust me, there’s going to be a following there for sweet but angsty sapphic werewolves (I will definitely be one of them) 👀 but at the end of the day, as long as you love your story and you’re interested in it, that should be all that matters (although I do know that’s easier said than done)!
As for coding, that’s still a massive hurdle for me and several other authors. Looking up tutorials on youtube or other IF accounts or using the many resources that are available online can be a huge help though and has got me through a lot. I will put in the tags the hashtags that I’ve used to tag those resources, so I’d suggest having a look through those!
Good luck though, lovely! I know it can all seem a bit daunting, but a lot of the authors in this community would be happy to help a fellow author out with coding if you messaged them or sent them an ask (I put out cries for coding help all the time lol). So, if this is something that you want to do, then I’d say go for it !! <3
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losergames · 8 months ago
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A custom Sugarcube 2 template for desktop, tablet, and mobile.
🔗 - Check it out on Itch.io!
Features:
Splash page, start menu, and main body passage.
Custom navigation bar.
Links, buttons, and other UI styling.
Change font style, font size, line height and themes.
Toggle fullscreen, autoname saves, notifications, choice indicators, and passage fade transition.
ChapelR Macros.
and more!
i've wanted a simple template for myself for a little while now - so here it is! hopefully it's helpful to someone else!! there are annotations in the code to help but i am always down to answer questions about it. feel free to use it as is or hack it up - enjoy and happy coding!
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larkingame · 8 months ago
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youtube
hi :) my video about how toxic the coding community can be online is up and ready to go! i worked really hard on it so I hope you give it a watch!
also, i've attached it i the description, but if you're looking to learn to code, or develop a text-based game, I've compiled this list of resources here!
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solarpaintdragon · 1 month ago
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Friendly reminder to donate to the small indie resources
If you use a free art software like Krita or GIMP
If you use free and open source 3D software like Blender
If you use a free resource like PureRef, Quickposes, or AdorkaStock
If you use a free game-making software like Renpy, Twine, or GBStudio
Your favorite digital brush makers, like Devin Elle Kurtz
Your favorite free font makers, such as Blambot
feel free to add more
A lot of these are made and maintained by one person or a small team of people, who likely have day jobs and other responsibilities, but also create these resources for us to use.
Obviously these are all free to begin with for a reason. So you don't need to feel guilty using it if you can't afford to donate.
But If you can afford just $5 or $10 dollars, show the creators of your favorite free software your thanks. Remember that there are real people behind these resources who make them free and open source out of the kindness of their own hearts. It's easy to forget the human behind the screen.
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thesilicontribesman · 1 year ago
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Logan Botanic Gardens, Port Logan, South Rhins, Scotland
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wilderlingdev · 1 year ago
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honestly my biggest hurdle when it comes to gamedev nowadays is sticking to a single engine. i know bits and pieces of godot, unity, renpy, twine and even godsforsaken unreal, but do i know enough to make good stuff in any of them? no
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interact-if · 1 year ago
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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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manonamora-if · 9 months ago
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Chapel's Simple Inventory has been updated! Get the new version on GitHub!!
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fox-guardian · 1 year ago
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renaissance faire prop making easy as shit just find a stick or two and tie em together. BOOM. staff.
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edsmore · 1 year ago
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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.
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manonamora-if-reviews · 2 years ago
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Approaching Hordes! by Craig Ruddell
============= Links
Play the game See other reviews of the game
============= Synopsis
It's officially hit the fan! Cause, unknown. There's no time to worry about that now anyways...there's a zombie horde approaching! Your job...gather as many survivors as you can and hold out for as long as possible. You'd be the hero if you can find a cure, but digging an escape tunnel might be a good insurance policy.
============= Other Info
Approaching Hordes! is a Twine (SugarCube) game, submitted to the 2022 Edition of the IFComp. It placed 49th overall.
Status: Completed Genre: Apocalypse, Zombies, Resource Management
CW: / Note: Zombies, violence, death,
============= Playthrough
First Played: 2-Oct-2022* Last Played: 26-May-2023 Playtime: around 1h-ish? I took a break somewhere Rating: 2/5 Thoughts: If I was this bored managing resources during a Zombie Apocalypse, I would probably die.
*I had reviewed the game during the IFComp in the Author's section (which was hidden to the public). I forgot to keep track of the notes I gave though... You can find the OG review under the cut.
============= Review
Approaching Hordes! is part Choice-based, part Resource Management in a basic SugarCube UI, following the player has he leaves his infected family behind and tries to survive hordes of zombies.
Spoilers ahead. It is recommended to play the game first. The review is based on my understanding/reading of the story.
Preface: Before getting into replaying the game, I could not shake off the feeling that I was going for a bad time. I remember not liking the game at all (I think my OG review shows that). Still, I am going into it with a somewhat open mind?
The game start with a short prologue, spanning a couple of days, where you notice an increase of gunshots in the neighbourhood and order your wife to check it out (day 0); wake up, find your neighbour informing you of the zombie apocalypse, find your wife having turned into s zombie and Mike-Tyson-punch her, and set up camp (day 1); constructing a guard tower (day 2, very quick); and becoming unanimously the leader of the 11 survivors (day 3).
Then starts the Resource Management. At the time of the first review, I had not seen many Twine games doing something that was not Choice-Based (aside from my own little tavern). Instead of taking the traditional approach of a choice list to resolve issues, Approaching Hordes! combines the Idle game format to managing the compound and its resources. It is an interesting way of pushing the SugarCube/Twine engine in this manner. You have three levels of difficulty. I've played only on Easy and Medium.
However, it soon becomes tedious, and I would put the blame on the idleness of the game. Resource management is very fun, as having to balance the use and harvest of set resources can be challenging but also quite rewarding. Idle games, on the other hand, often requires you to step away from the game and leave it on in the background. Except you can't do that here. Closing and reopening the game brings you right back to the moment you left it. Leave the page idle for too long or change tabs and it just... pauses. You have to keep the page open and focused, watching the bar fill up slowly.
There is nothing else to do in the meantime, no extra story, no dialogue with the other survivors, no personal thoughts... just sitting at a desk and moving people around.
Granted the first quarter(-ish) of that part is a bit stressful. You only have 10 survivors with you out of the max 50, you need to make sure you have enough food, that there are guards around, that the compound is secure and repaired, and that the camp is happy. But as soon as you max out the survivors (which can be preeeettttyyyy quick), you are essentially done. It's just a matter of moving a few of the survivors around to the relevant ending (escaping or cure).
The first time I played the game (during the IFComp), I got incredibly bored and just let my survivors die/leave camp halfway through (all forced to build that tunnel, waiting for the end link to appear on my screen (I think I got a bad ending). This time, I tried to be more diligent and finished the zombie cure. But by jove was it tedious. I was legit writing this review at the same time to fill my waiting between moving one or two survivors around.
Depending on the path taken (win/lose - cure/escape), you will have a bit of a different ending from a news-cliping, before you are able to see the different important steps of your journey in a notebook. But those are just two screens. And after spending all this time waiting and clicking stuff every few minutes or so, it honestly felt unrewarding (especially when I freakin found the cure!!).
Suffice to say, it still didn't tickle my bone the second time around either...
Some other points:
there is humour in the text, but it really wasn't to my taste. The jokes and the nudges fell flat or forced. It often made me cringe, but not in a enjoyable way.
I still don't know if you are supposed to like the protagonist at all (from the text, I don't think so?), but I thoroughly hated him. He is an absolute dick (especially to his wife) but somehow everyone thinks the sun shines from his ass (how you get the leadership still astounds me).
I wasn't particularly moved by the prose, and often felt a bit uneasy by the tone flipping too abruptly from comedy to action to "horror". Part of it is probably because I loathed the protagonist.
while the visual was simple, there was issues with refreshing the page (which reloaded everything) and with the contrasting of the text (especially when choosing the action in the resource management block).
As a proof of concept (Resource Management Idler in Twine), it worked. This game really tried something new (in my book) with the interactiveness and that should be commendable. But the fiction of it all was really eh.
=======================
OG Review during the IFComp
Zombie apocalypse meet Management Sim.
This was the first time I saw something quite like this with a Twine game (I usually see more Choice-based game) and it was interesting to see what else one can do with the system itself. Who knew resource management was on the table! This was kinda neat to see.
That said, after the prologue, the game became a bit boring. This is usually the case with idler-games, you just end up waiting for progress bars to fill up, which is the case with this game as well. Even if you need to tweak between the options, there’s not much you can do but wait. Only having the resource management/idler for this long really breaks the flow.
It’s a bit of a shame that there is no story past the prologue and that you, as the leader, you do nothing but tell a survivor where to go and wait. There is some story after the horde arrives (at least 30min after you get into the compound), but, even though I was yearning for something else to do than wait for the progress bar to fill up, I had mentally checked out of the game when it appeared.
I also had some issues with the little story you end up having. The text is at time confusing (your spouse is on top of you, but the next line is she is far enough that you can punch her?) and missing/misusing punctuation. Some paragraphs have very disconnected tone [Though I always like to be able to flip off my neighbour]. I didn’t understand the rationale behind you the player being set as the leader of the group either (why would people follow someone who’s clearly a not-so-nice person and a terrible spouse?).
Some formatting is a bit off. Rather than change days in the middle of one passage, they probably should have gotten a new passage instead.
Overall, I liked that it was different and tried to do something new with the Twine Engine, but not having anything really to do during the resource management portion really decreased my enjoyment of the game.
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