Twine(2.3) SugarCube(2.34) Tutorial - Conditional Navigation [5]

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  • Опубліковано 1 жов 2024

КОМЕНТАРІ • 7

  • @ShinyAntics
    @ShinyAntics 2 роки тому +5

    Really enjoying these tutorials so far! Super helpful, and you explain everything so well. I actually LOLed when you kept going back to the now keyless Gravedigger and repeatedly hitting him with the shuffle... Poor guy. Thanks for creating this series! It's making Twine, Sugarcube, and coding in general, seem a lot less intimidating. On to the next video now!

  • @jaecynthiakendrick
    @jaecynthiakendrick 2 роки тому +4

    Great video! This series has been incredibly helpful for me.
    An alternative solution for going to the correct gravedigger room from the fountain is:
    \
    You see a silhouette to the [[West|Unconscious]].
    \
    You see a silhouette to the [[West|Gravedigger]].
    \
    The corresponding code for leaving the path to the gravedigger is:
    \
    You see a silhouette to the [[North|Unconscious]].
    \
    You see a silhouette to the [[North|Gravedigger]].
    \
    One doesn't have to worry about checking $hasKey at all this way.

  • @Kenvannen
    @Kenvannen 2 роки тому +3

    In the interest of code deduplication, you should prefer something like . That said, $unconscious will always be true when $hasKey is true, so checking $hasKey is superfluous. Of course, I understand if it's simply for having a slightly more complex example. Enjoying the series!

    • @michaelabraham9737
      @michaelabraham9737 Рік тому

      I dont understand why people say checking $hasKey is superfluous maybe because I'm missing something, but isn't the player can (intentionally/not) knock the gravedigger WITHOUT taking the key?

  • @throwaway9911
    @throwaway9911 Рік тому +2

    A better way to do your grave digger lines to take all of that code for the different rooms and throw it in a passage and call it something then use the include shortcut SugarCude has to include that code into each passage. This makes it easier to edit in the long run since you only need to edit one passage and not 3.
    You can also do this for storyInit. I like to add my characters vars to their own passage and then include them into my storyInit passage.
    Let's say you have a passage called "graveDiggerRoom",
    and you want to include that into a passage you would do:
    >

  • @DrMcKayLordOfTime
    @DrMcKayLordOfTime 9 місяців тому

    lol nevermind you figured it out i see and came to the same conclusion I did. it's like checking the answers section of a text lol

  • @dennis9ustafsson
    @dennis9ustafsson Рік тому

    Thank you so much for your patience and generosity in sharing these lessons.