 Alexis Kennedy Posts: 1374
7/24/2012
|
We've opened the creators tools to the advance beta-testers, and made this thread available
- to answer questions - as the initial port of call for bug reports - so advance creators can look for playtesters for their worlds.
Welcome all!
[Note: we'll be deleting posts about resolved issues, to keep the thread light.] edited by Alexis Kennedy on 7/27/2012
|
|
|
0
link
|
 varen tai Posts: 16
10/12/2012
|
By the way, can I just say I love how responsive all the FBG folks are here? Yeah, yeah, I know that with the release of the SN engine, there is somewhat of an expectation for this, nevertheless, there are enough examples to the contrary that it feels refreshing and nice to see the interaction.
Thanks for being awesome, guys. I'm just sayin'.
|
|
|
+4
link
|
 Ian Welsh Posts: 13
6/12/2013
|
Progress bar for basic abilities.
Is it possible to get this to show, the way it does in Fallen London? Right now you can send a message saying they're getting better (I amuse myself with "I grow stronger!") but it doesn't show the progress. That sort of feedback makes a huge difference to players, especially at the higher levels where it can take a LONG time for abilities to increase.
|
|
|
+3
link
|
 Richard Posts: 304
12/16/2012
|
Hi Mike
The options you are looking for are "If >=" and "If <=", which are in the "Qualities Affected" table of the default/success result. They're the two boxes just to the right of where you type in the number to "Change by" (or "Set to"), and left of the little blue button with the clock in it.
Generally speaking, "If >=" will make sense when you Change By a negative amount, and "If <=" will make sense when you Change By a positive amount.
For example: "Change By -1, If >= 5" means that the quality will decrease by 1, but only if it was equal to or greater than 5 before the change. So it can drop from 5 to 4, because that means it was equal to 5 before it changed. But it won't drop from 4 to 3.
Or similarly: "Change By 1, If <= 9" means that the quality will normally go up by 1, but it won't go above 10. (You might intuitively think it wouldn't go above 9. But remember that "If <= 9" means "If less than or equal to 9". So if starts out equal to 9 then it will still Change By 1, leaving you with 10; it then won't go any further.)
Cheers Richard
|
|
|
+2
link
|
 Emily St Aubert Posts: 46
7/30/2012
|
Gordon Levine wrote:
Is there a way to set storylet branches with multiple requirements to an OR statement?
(Example: the Locked Door branch could be picked if you have EITHER of the following Qualities: Strength 10 OR Housekey 1.) edited by levineg85 on 7/30/2012
No, there's no way to do this. What we would suggest you do is make two identical branches, and untick the Branch Visible When Requirements Failed box as appropriate to prevent both being visible.
So in this case, assuming you mean either/or but not both, you'd have one branch unlocked by Strength Min 10 and Housekey Max 0, and one unlocked by Strength Max 9 and Housekey Min 1, and untick the BVWRF box on each requirement. They'd otherwise be identical. People without Strength 10 and a Housekey won't see either.
Hope this makes sense? I've put this in to show how it can be done, but I'd add that you might want to think really carefully about why you want to do this. We very much encourage you to be parsimonious with your qualities, but in this case, wanting to do this might be a sign that you need to be using a third quality, or to be casting the storylet in a different way.
Why not have one branch that lets you choose to chance a strength test, and one that relies on you having (or sends you off to search for/buy) a key as an alternative for those that don't want to grind up their strength? Same result, plus added choice for the player, and a chance to offer different rewards.
edited by Emily St Aubert on 7/30/2012
|
|
|
+2
link
|
 Genny Posts: 85
8/7/2012
|
CalicoJack wrote:
Will a discard button be added for opp cards? Constantly adding discard options to the cards isn't so bad, but it does mean I can't make cards that requires a player to have a quality/item they can potentially get rid of, because if they get rid of it between drawing a set of cards and playing it. It seems a little too constrictive to not have one. This exact thing happened to me in playtesting Heroic. I played a card where I succeeded in removing my Rubbing People the Wrong Way quality, only to find that the next card in my hand couldn't be played unless I was Rubbing People the Wrong Way. I had to bungle about attempting to offend people for a while
-- Kitty Rivershack http://fallenlondon.storynexus.com/Profile/Kitty~Rivershack
|
|
|
+1
link
|
 adamcadre Posts: 4
8/7/2012
|
Well, I'm not off to a very good start.
> Go to [redacted]
Done.
> Ever game is a World. Click ‘Create a World’. Call it ‘Sandbox’ and give it a domain name along the lines of mynamesandbox . Leave the other text boxes blank. Click Update. Click Back.
It says Create rather than Update, but done.
> You’ll see your world listed. Click the Visit link
Done.
> (which will open a tab ono whateveryoucalledit.storynexus.com).
Nope, it tries to open http://adamsandbox/.
I tried pulling up adamsandbox.storynexus.com directly, and got:
> Something terrible has happened. Possibly a server has caught fire, or a database flared and guttered like a dying star.
Uh-oh.
> Clicking here will take you back to the site, unless something's really gone wrong
It doesn't take me anywhere, so I guess something's really gone wrong. edited by adamcadre on 8/7/2012
|
|
|
+1
link
|
 Alexis Kennedy Posts: 1374
8/8/2012
|
I don't think we ever found a way to do this, so if anyone comes up with something elegant, I'd be interested.
But consider whether you actually want and need to do it.
Is there a reason they shouldn't be able to repeat the slets multiple times if they want? If not, you could just use a Mark of Cain or an area transition when they're ready to move on.
Is there a reason they shouldn't be able to repeat the slets multiple times, and mix and match? e.g, Chicken three times, Dessert twice. This gives them more choice and is trivial to manage with a single tracking quality or a resource limit.
Do you definitely want to give them no choice in what they can do, only a choice in the order they can do it in? There are reasons why you might want to do that, but it often ends up feeling like a degenerate choice.
(This is, ultimately, an SN limitation, and I don't want to suggest otherwise. Other platforms allow you to (eg) mark choices as one-offs intrinsically. There are reasons we chose not to do that, but it is a limitation. But often when you work against the grain of what the platform allows, the best approach is to shrug and go with the grain. We found this particularly true when it came to scheduling complex series of events in a particular order in QBN - which is why the FBG content team still cry out and cover their eyes when anyone mentions the Correspondence Stones.)
|
|
|
+1
link
|
 Alexis Kennedy Posts: 1374
8/11/2012
|
Gordon: a Menace is just a quality that has at least one associated unpleasant event that appears when it hits a threshold (in FL, the event generally moves you to the bad places). The additional magic is that these are Must events, i.e., they play automatically. Those aren't enabled in SN yet (but will be). For playtesting purposes, you can have them work optionally for now ('oh yes, I've been shot, I should lie down dead').
|
|
|
+1
link
|
 leokhorn Posts: 33
8/17/2012
|
In the same theme, it would be nice to have progress bars for qualities where change points are important. Currently, you just know that a Quality is rising but... not how much, and no idea how close you are to the next level. It's the kind of transparency that really shines in FL and would be nice to have in SN. edited by leokhorn on 8/17/2012
|
|
|
+1
link
|
 Kitsune Posts: 220
8/18/2012
|
I also would really like to see progress bars in all SN games, I think it makes them a little more aesthetically pleasing than just text and numbers...... I personally believe all of this writing is in vain without an audience to experience it and the more pretty something is, the more people will want to play it.
Also along those lines, is it safe to assume that CSS editing in any way shape or form is currently non-existent for SN? Everyone's games all look the same and I even find my self being chased away from playing all these works of art for more than an hour or so, not because of a lack of talent but because of the mundane appearance between them. edited by Kitsune on 8/18/2012
-- http://fallenlondon.storynexus.com/Profile/Mikhail~DuRall
My Lovely World: http://et.storynexus.com
|
|
|
+1
link
|
 Chrysoula Posts: 40
8/24/2012
|
Uh.
I clicked 'delete a branch', got the General Error, clicked to go back (as instructed) and went back to... this:
 Just a little bug, I suspect, but striking all the same. I can get back to my work by other means so I think it's just a cosmetic glitch. edited by Chrysoula on 8/24/2012
|
|
|
+1
link
|
 Panterdjuret Posts: 2
9/3/2012
|
Torrain wrote:
Panterdjuret wrote:
I got access to the beta today, but I seem to have difficulties making the Qualities work; sometimes what I put in "Qualities Effected" won't save, even when I save them; they will just disappear. When they do seem to be saved, they will still don't appear when I play a card that has a Quality going up.
I am very new at this, but I think I followed the Quickstart guide. I might have done some mistake since I don't understand everything.
Does anyone has any clue what is wrong?
Just double-checking, since it tripped me up in the beginning: are you clicking on the "Set" button when you specify how a card modifies a quality? I find you need to do that, not just click "Save".
L&c, F
Thank you! That made everything work! *happiness*
/Pao edited by Panterdjuret on 9/3/2012
|
|
|
+1
link
|
 Alexis Kennedy Posts: 1374
9/7/2012
|
Gordon: not now, there probably will be.
|
|
|
+1
link
|
 katastrophe Posts: 17
9/10/2012
|
varen tai wrote:
Now, if there was ANOTHER contest 6-12 months from now...... That's a different story. 
IIRC the contest is going to be held four times a year.
This message brought to you by someone with a full-time job, a webcomic, and a one-year-old, so yeah, I sure hope there's gonna be more competitions.... edited by katastrophe on 9/10/2012
-- Oh hey, a webcomic.
|
|
|
+1
link
|
 varen tai Posts: 16
9/10/2012
|
katastrophe wrote:
varen tai wrote:
Now, if there was ANOTHER contest 6-12 months from now...... That's a different story. 
IIRC the contest is going to be held four times a year.
This message brought to you by someone with a full-time job, a webcomic, and a one-year-old, so yeah, I sure hope there's gonna be more competitions.... edited by katastrophe on 9/10/2012
Oooooooo! More contests!
Yeah, a webcomic in the same world as my game is my other project. Not launched yet, but been working on it for about 6 years. Plus, you know, jobs, kids, and the like. We got an almost 3 year old and one on the way in Dec. So you can feel my pain.
|
|
|
+1
link
|
 Hierophant Posts: 782
10/10/2012
|
@KazulWalker: eventually you'll be able to add new editors yourself. For now you need to email the Story Nexus folks requesting that your friend be added.
-- Head Writer Zero Summer zerosummer@outlook.com
|
|
|
+1
link
|
 Hierophant Posts: 782
10/11/2012
|
@_The_Bard: not to the best of my knowledge.
We've run into the same issue with Zero Summer, and our workarounds are like this:
- If success/failure isn't really important to the storylet, we give the branch a BasicAbility minimum but NOT a difficulty, then raise the BasicAbility a static amount.
- If success/failure is important, we put a BasicAbility minimum on the branch and use Luck for the difficulty, adjusted to however hard you want the challenge to be, then have success raise the BasicAbility by a static amount.
Hope that helps!
-- Head Writer Zero Summer zerosummer@outlook.com
|
|
|
+1
link
|
 Alexis Kennedy Posts: 1374
10/12/2012
|
@Katherine, @Ruaidri
A suite of alternate / customised quality challenge messages, and a suite of alternate algorithms for difficulty tests, are both things we'd quite like to have, but right now neither of them are anywhere near the roadmap, I'm afraid.
|
|
|
+1
link
|
 Alexis Kennedy Posts: 1374
10/12/2012
|
Bard - can you report bugs to support@storynexus.com? Thanks.
We'll be providing more tools to look at your current player base later, but this won't be in THE MEMORY release (you'll just be able to see total number of characters in your world).
|
|
|
+1
link
|
 Kir Talmage Posts: 37
12/27/2012
|
Is there a way for a quality to change based on the total number of actions taken by a character so far? I have in mind a "Seasons" sort of quality that changes after x number of actions are taking, and having some storylets visible only if the season is right for it. I could build the quality increase/cycle into existing things but it might be less efficient (and easier to lose track of) that way.
Haven't found this in search yet... hope I'm not being redundant.
|
|
|
+1
link
|
 Hierophant Posts: 782
2/2/2013
|
Do you mean: Description? I don't believe so.
Area names are (obviously) visible in the sidebar.
Neither Setting names nor Descriptions are visible in-game.
-- Head Writer Zero Summer zerosummer@outlook.com
|
|
|
+1
link
|
 UrsulaV Posts: 25
3/29/2013
|
Forgive me if this has been poked before--I'm noticing that there are two "like" buttons on each storylet when actually played. Once at the top, which tweets the top text, and one at the bottom...which tweets the top text.
It seems like it should probably tweet the result of the action text (and indeed, when I hover over the buttons, the string of alphabet soup includes "before" and "after") but it's always doing the top text of the card. So currently, it's looking like the second button is extraneous.
Known? In the queue? I'm on crack and hallucinating both buttons?
Thanks!
|
|
|
+1
link
|
 Alessandre Posts: 7
6/11/2013
|
Live-Editing? Definitely Sexy.
|
|
|
+1
link
|
 Hierophant Posts: 782
10/12/2012
|
@Nigel:
Oh no! I had hoped that progress bars were just over the horizon. It seems to me like they were an important part of helping players understand how pyramid-numbered qualities work. Without some visual representation of what's going on with them, I'm afraid they'll just read out to players as confusing.
(Or we'll all have to explain individually what pyramid qualities are. Which is doable, but the progress bar would be much slicker and more intuitive.)
-- Head Writer Zero Summer zerosummer@outlook.com
|
|
|
+1
link
|
 Alexis Kennedy Posts: 1374
11/15/2012
|
Cross-post from the announcements thread: if you care about how visible your world is, READ THIS! We're adding a worlds directory which will be linked from the front page.
'All worlds with at least 25 storylets will appear in it. Anyone visiting the site will be able to play any game in the directory.
So f you don't want to appear in the Catalogue, make sure that you set your world to 'Unpublished' on the world editing page.
If you do want to appear in the Catalogue, make sure your world has at least 25 storylets! We'll be adding options for you to specify genre, too, or tell us that we can't label you.'
|
|
|
+1
link
|
 Richard Posts: 304
12/6/2012
|
I'm also getting the symptom described above (some JSON gubbins displayed in the browser), but I've noticed something which might help shed some light:
What you see doesn't relate to the world you're currently starting, but to one you've played in the past. My guess is that it's the last world you created a character in, but I'm not certain about that.
For example: 1. I played Zero Summer for the first time, therefore creating a character, a couple of days ago. 2. Today I restarted my own world, and the JSON displayed contained something that clearly related to Zero Summer. 3. Just now, I went and started a new world I've never played before, and the JSON related to *my* world.
So at each stage N, I'm seeing something left over from stage N-1. This isn't easy to spot, of course, if you're continually starting the same world over and over again.
One more thing: when the JSON is displayed, the URL shown in my browser is http://[world-name].storynexus.com/ss/In, where [world-name] is the "N-1" world... if that makes any sense at all!
Cheers Richard
|
|
|
+1
link
|
 Alexis Kennedy Posts: 1374
12/11/2012
|
Not right now, I'm afraid, although probably eventually.
|
|
|
+1
link
|