encapturer, The Contributor
Member Since
8/15/2006
Last Activity
10/8/2014 9:37 AM
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Storygames
Aether Beginnings
unpublished
The story about a mage who is looking for people interested in magic to take them back to learn, and eventually become mages themselves in the employ of the Kingdom. In this world, magic can only be cast with the assistance of Aether. Aether come in many shapes and sizes, but the most common form is a floating sphere in a color showing the Aether's type, as only certain kinds of magic can be cast from an Aether.
NOTE: This story is going to be redone; there are numerous changes to the play method that it would take too long to enter into this one. The storyline will be the same, however.
Recent Posts
[Answered] Using ChapterID on 7/1/2007 11:49:24 PMYou know how you can know the page number you are on by using $PAGEID?
Is there something similar to use to pull the chapter number? I need the general page script to do different things depending on the chapter (right now, due to how the chapters are designed, I can just toggle how the page script works in a link script/item script, but it would be easier if I can set things by chapter).
Is there something similar to use to pull the chapter number? I need the general page script to do different things depending on the chapter (right now, due to how the chapters are designed, I can just toggle how the page script works in a link script/item script, but it would be easier if I can set things by chapter).
Setting the previous page? on 10/5/2006 9:57:18 AM
So.... I've discovered a problem on how my game handles things. Most items, when used, send you to another chapter, with various options. When you are done, it sends you back to the page you used the item on via the $DEST variable. If the page you were on was a page that allowed you to go back.... you'd go back to the item's page! If I could read and set the previous page, it would be helpful. Just seeing if someone else figured this out yet, I suppose. Thanks.
Sorting Variables and items on 9/5/2006 4:23:38 PM
I currently have a good number of items and variables. It's just that when I go to view them, they all go in one list. While this is manageable now, I don't know what will happens as I get further into the game (I'm about... 1/7 done). I'd like a way to have categories for items and variables; like chapters, they sort things out and make things easier for the author, and the player would not notice these groups. However, you could move items and variables to and from these groups at will (and if scripting is involved, what group an item/variable does not change the code.)
Item that does multiple things. on 8/24/2006 7:18:56 PM
As far as I can tell, the @P is the first portion of.... say.... @P12. which is Page #12, in this case. Apparently, you can build variables and stuff from strings, which is rather neat.
Item that does multiple things. on 8/24/2006 3:06:48 AM
Hmm, interesting. Seems like scripting will make this go along quicker than I thought.
Perhaps I should ask to get it enabled, since I'm still failing horribly to get it to work otherwise....
As for what I plan to do, essentially I need to be able to link to pages from between chapters. Both bookmarking and direct inter-chapter linking would be used, depending on what point the game is.
Perhaps I should ask to get it enabled, since I'm still failing horribly to get it to work otherwise....
As for what I plan to do, essentially I need to be able to link to pages from between chapters. Both bookmarking and direct inter-chapter linking would be used, depending on what point the game is.
Item that does multiple things. on 8/23/2006 1:27:19 AM
Hello, I am new to the site, and I am already planning a game, however....
I have this item, one that is very important throughout the course of the game. As you progress, the item will be able to do different things. However, I want to be able to do any of these things at any time. Like.... say.... if you felt like spraying your fire extinguisher all randomly for no reason, you can (and face the concequences). The fact that the item has multiple uses complicates things.
I'm planning on using conditional text alot (since this item will be in a chapter on its own to keep my sanity), so it will look like this
Page A: Main event
-Page B: Use item
-Page C: Choose how to use item
-Page B: Describe using item (consequences happen here)
Page A: Back to main event, with any changes noted.
Is there an easier way to do this? I'd like to be able to go directly to a certain page from a link under certain circumstances. (i.e. using the extinguisher to actually extinguish a fire, or causing the extiguisher to explode by swinging it in the wrong place), but because I'm using chapters, this is not possible. Is there another simpler method I can use? Thanks.
I have this item, one that is very important throughout the course of the game. As you progress, the item will be able to do different things. However, I want to be able to do any of these things at any time. Like.... say.... if you felt like spraying your fire extinguisher all randomly for no reason, you can (and face the concequences). The fact that the item has multiple uses complicates things.
I'm planning on using conditional text alot (since this item will be in a chapter on its own to keep my sanity), so it will look like this
Page A: Main event
-Page B: Use item
-Page C: Choose how to use item
-Page B: Describe using item (consequences happen here)
Page A: Back to main event, with any changes noted.
Is there an easier way to do this? I'd like to be able to go directly to a certain page from a link under certain circumstances. (i.e. using the extinguisher to actually extinguish a fire, or causing the extiguisher to explode by swinging it in the wrong place), but because I'm using chapters, this is not possible. Is there another simpler method I can use? Thanks.