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Re: A text Myst Online project
Posted: Sun Jul 14, 2013 10:20 pm
by belford
Thanks for noting that bug.
Deleting links: yeah, there could be a way to do that. Right now the only solution is to delete the location and create a new one. (Which is a nuisance because you'd have to retype all the properties.)
Re: A text Myst Online project
Posted: Mon Jul 15, 2013 2:43 am
by Pavitra
Hooray! Thank you belford.
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Regarding ‘situational’ locations: Another approach is to use ‘sub-locations’ within the same actual location – that is, fake locations achieved by varying the room description text – so that e.g. everyone reading the book – or just in the same room with the book – can see and talk to each other.
I used this approach for the piers in Tsani-Tsina, which you can see if you manage to get there when the bridge is up. If not, the technique used to accomplish this is basically the same as the item-descriptions-in-room-description gimmick in Terelin.
For the specific case of reading a book I'd recommend using the focus pane; this approach is used for the journal in Tsani-Tsina.
Neither of those approaches would work for Leafspin; that age really does need to be solo-instanced. But sub-locations could work for the welcome table in Seltani District, or the upper and lower levels in Laufensea.
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'Shared' instancing makes sense for any age that wants to encourage people to interact with each other. This may change as Seltani becomes more populated, and of course it affects puzzle design -- if Sotusano were shared, only one person or group could ever solve it!
Re: A text Myst Online project
Posted: Mon Jul 15, 2013 12:17 pm
by Pavitra
You can now write your own journal in your private Tsani-Tsina instance. You can't delete entries yet, because I haven't figured out how to truncate a list.
Re: A text Myst Online project
Posted: Mon Jul 15, 2013 2:29 pm
by Pavitra
Setting dictionary literals seems to assign the key again as the value. /setprop is not affected; neither are default (world) Value properties.
> /delprop foo
Instance property deleted: foo
> /setprop foo {'bar':'baz', 'xyzzy':'plugh'}
Instance property set: foo = {'bar': 'baz', 'xyzzy': 'plugh'}
> /getprop foo
Instance property: foo = {'bar': 'baz', 'xyzzy': 'plugh'}
> /delprop foo
Instance property deleted: foo
> /eval foo = {'bar':'baz', 'xyzzy':'plugh'}
Eval done.
> /getprop foo
Instance property: foo = {'bar': 'bar', 'xyzzy': 'xyzzy'}
(Emphasis added.)
Setting it from a Code property displays the same wrong behavior; the /eval just made a better transcript.
Re: A text Myst Online project
Posted: Mon Jul 15, 2013 10:42 pm
by belford
There is now a "Download world data" option on the world editing screen; it dumps out your world data in JSON format. (The link should save to your hard drive rather than displaying, but if it doesn't, select the "Download" command in your browser menus.) There is currently no way to stuff the data back into the system; that will be possible someday.
Bitwise binary operators now work.
Setting dictionary literals seems to assign the key again as the value.
Yup, simple typo in my interpreter code. Fixed now.
Truncating or editing a list is not yet possible.
Re: A text Myst Online project
Posted: Mon Jul 15, 2013 10:49 pm
by belford
Another approach is to use ‘sub-locations’ within the same actual location – that is, fake locations achieved by varying the room description text – so that e.g. everyone reading the book – or just in the same room with the book – can see and talk to each other.
For room changes that are visible to everybody, this is of course the right approach.
For changes that are only apparent to one player, I really think it's better to use the focus pane. Putting player-specific text into the locale (using a player property) confuses the underlying interface scheme and, I suspect, ultimately confuses the player.
Re: A text Myst Online project
Posted: Mon Jul 15, 2013 11:44 pm
by KathAveara
G'day mates! Visiting my great-uncle's farm here in Australia.
Two quick things: I presume that it
is possible to add items to a list as it is done in standard Python, yes?
Secondly, could you create a new style 'dnilm' that uses the
D'ni LM font? I have grown to extremely dislike the font that uses the style 'dni'.
Re: A text Myst Online project
Posted: Mon Jul 15, 2013 11:56 pm
by KathAveara
By the way, Belford, I tried the websocket test page, but nothing happened when I pressed connect. Nithing at all.
Re: A text Myst Online project
Posted: Tue Jul 16, 2013 2:00 am
by Christopher
belford wrote:Bitwise binary operators now work.
Thanks for that
belford wrote:Putting player-specific text into the locale (using a player property) confuses the underlying interface scheme and, I suspect, ultimately confuses the player.
I used this for the Dialog with the NPCs in Talgrea. There I have a static discription of the NPC, which doesn't change and then the What he says and your Dialogoptions depending on a player property.
Christopher
Re: A text Myst Online project
Posted: Tue Jul 16, 2013 4:28 am
by Pavitra
belford wrote:There is now a "Download world data" option on the world editing screen.
Yes! Thank you!
belford wrote:For changes that are only apparent to one player, I really think it's better to use the focus pane. Putting player-specific text into the locale (using a player property) confuses the underlying interface scheme and, I suspect, ultimately confuses the player.
I see where you're coming from, but I also like the idea of people standing at different positions in a medium-large room, close enough to see and hear each other, but far enough to see slightly different things. And I really like some of the subtly varying text I've written... urgh.
KathAveara wrote:Two quick things: I presume that it is possible to add items to a list as it is done in standard Python, yes?
I've used the syntax foo=foo+['bar'] to append. list.append(), list.insert(), etc. seem not to work yet.
KathAveara wrote:Secondly, could you create a new style 'dnilm' that uses the
D'ni LM font? I have grown to extremely dislike the font that uses the style 'dni'.
If it really is that much better, maybe we should just use that as the standard 'dni' font instead.
KathAveara wrote:By the way, Belford, I tried the websocket test page, but nothing happened when I pressed connect.
Does your tablet have Javascript? Can you upload a screenshot of what the test page looks like? (since nothing happens, only one screenshot, not before and after)
Christopher wrote:belford wrote:Putting player-specific text into the locale (using a player property) confuses the underlying interface scheme and, I suspect, ultimately confuses the player.
I used this for the Dialog with the NPCs in Talgrea. There I have a static discription of the NPC, which doesn't change and then the What he says and your Dialogoptions depending on a player property.
In that situation, I agree with belford that it would be better to use the focus pane.