magcos, The Reader

Member Since

1/3/2012

Last Activity

10/24/2024 6:04 PM

EXP Points

93

Post Count

106

Storygame Count

1

Duel Stats

0 wins / 1 loss

Order

Warden

Commendations

0

Hello, my name is

M. Abram

(but you can call me magcos)

 

MAGNANIMITY, n. [L. magnanimitas; magnus, great, and animus, mind.] Greatness of mind; that elevation or dignity of soul, which encounters danger and trouble with tranquility and firmness, which raises the possessor above revenge, and makes him delight in acts of benevolence, which makes him disdain injustice and meanness, and prompts him to sacrifice personal ease, interest and safety for the accomplishment of useful and noble objects.

 

***

 

Shakespeare once told me..."Thou wilt be as valiant as the wrathful dove or most magnanimous mouse."

Storygames

Answer The Call

There are three types of people in this world;

Those that make things happen,

Those that watch things happen,

And those that ask - 'what happened?'.

***

The day starts badly: Late for work, you rush out the door forgetting your wallet and Smartphone.

It gets worse: Someone robs a STAPLES office supply store and you end up with the loot! - Someone else plants a bomb at a Starbucks and you’re holding the detonator!

How the day ends… is up to you.

Race against time or run for cover - the choice is yours - as you encounter COUNTDOWN TIMERS and PUZZLES along the way. 'Make Things Happen' and finish with the highest SCORE finding the Easter Eggs and hidden bonuses along the way. Do nothing and you will find the 'Watch Things Happen' ending or you might stubble upon the hidden ending that will leave you asking 'What Happened?'. Still... whatever you decide to do... don't forget... you're one click away from a BOOM!

 Answer The Call (episode1)

“Answer The Call” is a new and complete CYS game, by magcos and SindriV and will be coming soon on X-Box, PS3 and Nintendo Wii, sponsored by Jeremy Irons and...Yoda.

 


A Whodunit
unpublished

A Whodunit is a complex plot-driven variety of detective fiction in which the puzzle regarding who committed the crime is the main focus. The reader is provided with the clues to the case, from which the identity of the perpetrator may be deduced before the story provides the revelation itself at its climax.


ATC (the deleted scene)
unpublished

This DEMO is based on the article in "Help & Info";

A Quick Discussion on Random Variables by solostrike

This isn't a complete story so if 3J deletes it, I'll understand. I don't like reading a bunch of demos either.  I did this because I wanted to show my fellow newbies a couple of things that could help us make better stories:

First: I want to demonstrate that those that are still learning scripting, like myself, can use the variables and link restrictions already provided, to design a totally random event in their storygames.

Second: I want to provide a working model for discussions in random variable scripting. I hope that those that know scripting well, will comment on how I could do this better. I will be happy to give co-authorship to anyone who is willing and able to help.

In the Game:

STAMINA and AGILITY are the only attributes used. You begin with a value of 50 for each. Stamina provides your offense; Agility, your defense. Good results (landing a punch or kick) will replenish your attributes a bit. Running out of STAMINA and AGILITY both, has its own unique result as you will see.

The SCORE is naturally how you win or lose. You start out with a value of 50. If your SCORE falls to 0, you lose. If your SCORE goes to 100, you win!

Now, without further ado... This is a "deleted scene" from my "Answer The Call" story. If you've played it you'll recognize it as the final scene in chapter 1 - You are just about to enter the last digit to deactivate the bomb...

***

Archived Information:

Note: some comments are prior to my republishing this as a fight demo and before publishing the complete story, "Answer The Call", found elsewhere on this site.

***As of 1/10/2012 - I'm re-working the story so if you've played it before, please try it again.***

I made the puzzle hint easier to find...

If anyone would like to point out "particular" grammar errors, please do...

At the end it says "TO BE CONTINUED" because I will be adding more puzzles (and choices) as I write more chapters.

Since this is an experiment: I would really like to know, what your "COUNTDOWN" and "SCORE" were when you win.

 ***As of 1/9/2012 - I'm re-working the story so if you've played it before, please try it again.***

Thanks to the great comments and recommendations I received, I decided not to be afraid, use the "advanced editor" to add items to the story and figure out some way to do a timer of sorts using variables.

 Thanks,

magcos


ATC 2 (in production)
unpublished

ATC 2 NEWS:

02/09/2012 - Today we wrapped up shooting Chapter 1 of "Answer The Call 2". Now the crew will be moving location to Austin, Texas where Chapter 2 will resume. An outline of the script has been released to Mr. Doodled and Ms. Zikara as they are both in the process of adding their own unique, artistic touches. The script includes various puzzles embedded into the storyline. Insiders revealed the first puzzle scene will involve an elevator and the stairs of a hotel. The player will need to figure out which floor the bomber is on by following him in the shadows. Shooting of that scene is set to begin next week.

02/06/2012 - We are very excited to announce that Zikara has agreed to come on board as the  "technical director" for  "Answer The Call 2". The storygame will be sure to feature her signature scripting techniques; such as the "variable item scripting" code with its expandable and collapsible item buttons!

02/04/2012 - Mr. Doodled has agreed to join the team as "editor-in-chief" of our storygame. With Mr. D holding the reigns, you’ll be sure to enjoy a pristinely punctuated production with gorgeous and gratifying grammar!

 

***

Preview it here: http://chooseyourstory.com/Story/ATC_2_%28in_production%29.aspx
- Note: because it's still "in the making", play-testers of the preview may get stuck on various pages -


Recent Posts

Did I miss an article somewhere? on 8/27/2020 1:03:34 PM

perfect, thanks


Did I miss an article somewhere? on 8/27/2020 10:18:15 AM

Hi Killa,

About $ITEMSTATE script:

What is the link script for an Item to be added to 'my inventory' without the player picking it up?

For example, in the story you drop Michigan J Frog but on the next page he's back in your inventory. You didn't pick him up he just annoyingly appears there.

I've tried different variations of $ITEMSTATE01 := 1 but nothing seems to work.

Any ideas?


Did I miss an article somewhere? on 8/25/2020 1:14:16 PM

@OC

you are the bomb! - worked like a charm!

I can't think of any more pointless idioms so let me just say, thanks.

-magcos


Did I miss an article somewhere? on 8/25/2020 9:09:48 AM

Thanks, Killa


Did I miss an article somewhere? on 8/24/2020 5:48:15 PM

Thanks Killa,

This will help with the variables.

Anyone have info on text displayed according to items in inventory?


Did I miss an article somewhere? on 8/24/2020 4:37:40 PM

@ Northwind

This helps immensely! - thanks

btw: I'm into your Covid Assignment storygame. I noticed on the 'Sargent Miller' page you used some sort of variable script to show Miller's dialogue as it pertained to a reader's previous choices.- Would you mind sharing an example of this code. Or if you've read an article that references this sort of thing.

@ Everyone

I'm creating a FanFic storygame for my kids and even though the storyline is simple the mechanisms I've chosen to tell it are complex. They love the National Treasure movies, so my storygame has items act as clues, and variables control their navigation.

As you know in any storygame, the links at the bottom of a page can show or hide according to variable conditions or items in inventory or not. - I'm writing the conclusion to my storygame and want the story's text to display similar to how these links work. - Certain text will display only when the reader has an item or has met a variable's condition

Does anyone know an article or have advice to share?


Did I miss an article somewhere? on 8/21/2020 7:36:48 PM

Thanks, Killa

I don't think I want to make it like twine. Maybe like Twain?

I still want to use the traditional links at the bottom of the page. But I also want to add another element like 'internal dialog' and I think I can do this with postback ID thingy.

What if the protagonist had special insight being from the future, having a Google chip installed in their brain. Or special mutant powers that allowed them to know more about a situation, read thoughts or anticipate another's move.

I realize this sort of thing could be written into the prose, true. There are other mechanics like variables and items that could be written 'into' a story but many here use these mechanisms 'off prose' to tell a more interactive story.

Thanks again.

btw, does anyone know how I can change 'My Inventory' to read something else like 'My Powers' or 'My Memories'. Is this even possible or would it involve creating an entirely new 'inventory/item' system?

 


Did I miss an article somewhere? on 8/21/2020 5:15:52 PM

Hi Ford, thanks for the reply.

So Aspie refers to the use of postback ID's. Not completely sure what postback ID's are, but I found this article about scripting: https://chooseyourstory.com/help/articles/article.aspx?ArticleId=42 - didn't see a 'navigational' example.

I'm sure I could figure it out if I had an example. - maybe.

 

To answer RCR's question as to why I think I need this: I don't 'need' it. - I've seen it on other stories and figured it was easy enough, but once I tried it, it didn't turn out that way. 

I'm thinking it could bring the choices directly into the story instead of having to select them at the bottom of the page. For example:

The conference isn't going as planned. You asked what you thought was a simple question, now you're not so sure.

Agent C tells Agent F, "He needs to change the postback ID, that'll do it."

Agent R. says, "Ask him why he needs this" and adds in a whisper, "I don't like that guy, he gives me Kiel vibes".


Did I miss an article somewhere? on 8/21/2020 4:00:03 PM

I may have just missed it, but...

I'm looking for instructions on how to move from one page to another without using the canned link mechanisms. I figured it would be a hyperlink, but I can't figure out the URL to a specific page in my story. Does anyone know an article on this or have some advice?

Also, is there any info on how to change your inventory to be called anything else but 'inventory'? That term seems limited to a certain type of story.

Thanks.


Hello on 8/19/2020 2:17:23 PM

Hi