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

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  • Опубликовано: 29 янв 2025

Комментарии • 8

  • @ShinyAntics
    @ShinyAntics 2 года назад +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!

  • @dennis9ustafsson
    @dennis9ustafsson Год назад

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

  • @jaecynthiakendrick
    @jaecynthiakendrick 2 года назад +5

    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 года назад +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 2 года назад

      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 2 года назад +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:
    >

    • @unrealjackalope
      @unrealjackalope 10 дней назад

      This is a very helpful comment, thank you! :D

  • @DrMcKayLordOfTime
    @DrMcKayLordOfTime Год назад

    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