Showing posts with label May 04. Show all posts
Showing posts with label May 04. Show all posts

Monday, May 4, 2015

SPAG: Poetry Is What Gets Lost in Translation: notes on translating PataNoir and Sunday Morning

I love the English and the German languages equally. The process of translation fascinated me since I first realized I could watch my DVDs in English, so wanting to translate an IF game came naturally to me. I offered a translation as an IFComp prize three times, and the first two I completed were PataNoir […]

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SPAG: MacDougal and Me at the Spring Thing Fair

Everyone loves a fair, and with the onset of Spring, the fair is where the village casts off its winter bundling, and steps out with ankles flashing, to see what the ripening year has to offer. Macdougal was no exception, though, being a fictional character and an urban one at that, he had never actually seen an annual […]

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SPAG: Issue #62: Letter From the Editor and Call For Submissions

Good afternoon! We’ve wrapped up what has proven to be an unusually historical month for IF: The XYZZY Awards, for the first time ever, were dominated by commercial IF, notably Meg Jayanth and Inkle’s excellent steampunk piece and Best Game winner 80 Days. Ever since the beginnings of the hobbyist IF boom, authors, readers and observers […]

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SPAG: SPAG Specifics: The Writer Will Do Something

Whenever I read the seemingly unkillable complaints about modern IF and its “uninteractivity,” I’m plagued with flashbacks to 1998. (Boy, I hated 1998. I had helmet hair.) 1998 was the year of Photopia, a near-universally acclaimed work of interactive fiction in which nothing you do will derail the crushing inevitability of the plot one inch, […]

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SPAG: >JUSTIFY, HEIGHTEN, SAY YES: Interactive Fiction as Improv

Interactive fiction is a magic trick, and it’s always been a magic trick. It’s sleight of hand to try and convince you that this pre-programmed robot that we built three months ago is actually telling a story that’s changing for you right now. That’s the goal, to make it come to life. Jon Ingold, Gamasutra […]

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The Fourth is Strong with This One

It’s been a year since I announced my intent to reboot the prequels. The project is still alive. More to come. For now:   And just to celebrate Star Wars day, check out this amazing recreation of The Force Awakens teaser in paper: Add your opinion in the comments below. And don’t forget to like, […]

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Sibyl Moon Games: Interviewed in IFography #3!

Hanon Ondricek interviewed me for IFography #3! It’s a longish interview that covers everything from multiplayer IF (exciting) to AI (fascinating) to roller coasters (scary) to my first games (dubious).

IFography is primarily a print fanzine that happens to be distributed through the Internet, so there’s only a PDF … Keep reading →



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Raconteur: Raconteur Updates: Version 0.4.0

This is the changelog for for Raconteur, from the launch release up to 0.4.0.

0.4.0

  • qualities.js now exports create() and use(), two functions used to incorporate your own quality constructors into the API.

0.3.0 (April 30, 2015)

  • Did away with exportUndum(), since the problem it solves doesn’t really exist.
  • Moved undum to a devdependency.

0.2.1 (April 18, 2015)

  • Add racontest.js, a module for inserting debugging/testing utilities.

Explanation of the changes

exportUndum() was an ugly, late-night hack to fix a mostly imaginary problem caused by the way Raconteur had its dependencies list set up. Since that problem was fixed, that function has been removed; instead, use the usual require() syntax to import undum-commonjs into your projects.

This was caused by Raconteur and your project having independent copies of Undum, which should no longer be the case as Undum is no longer a regular dependency of Raconteur; instead, undum-commonjs should be a dependency of your project, which it invariably will be anyway. The Raconteur scaffold reflects this change.

racontest.js is (currently) a tiny module that will create an interface widget that allows you to jump between situations. To use it, import it and call racontest.init(system) inside your undum.game.init function; then test your game in a server by adding the #debug hash to the end of the URL. This module is still experimental, but it provides some minimal testing functionality to go with Raconteur. Eventually, however, the goal is to have more robust testing facilities like the Monte Carlo test harness that ChoiceScript enjoys; but for that to be done efficiently, Undum will have to be modified so it can run well headlessly.

create() and use() are the first step towards letting you attach your own prototypes to Raconteur, and important ones, since they allow for custom quality definitions.

The past, present, and future of Raconteur

I’ve written a post regarding the current state of Raconteur on my blog, which also contains some tutorials to help people get up to speed. As ever, if you need help, don’t hesitate to submit an issue on Github or contact me on Twitter. Happy hacking!



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ADRIFT News: 5.0.33 out now



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Slight Change of Plan...



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Bring a little OSR into your Star Wars Day



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GAME OVER - Call for Submissions



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May the Fourth be with you



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Thought for the Day



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Des fleurs et des arcs-en-ciel : Hissssa de Makan



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Sunday, May 3, 2015