by Bainespal » Fri Feb 18, 2011 4:09 pm
Roody_Yogurt wrote:What I'm guessing you're doing is typing 'WAIT' (or Z) while testing your fuse, which under normal circumstances, passes three turns.
Yes, that's exactly what was happening. The sequence is tightly timed, and I don't want the sequenced compressed into fewer turns if the player chooses to wait (which, in my bare outline game file so far, is the only thing she can do). Maybe in my next stage of implementation, I'll only have a long timer that will end the sequence, with other code producing the messages, so a player could actually choose to just wait around to get through it faster. It seems this is one of things Hugo's wait code may have been designed for. Thanks again, Roody.
Tdarcos wrote:I keep hearing about the problems with Hugo and it doesn't sound like a well-designed system to handle Adventure games since all I seem to hear from you guys are complaints (and suggestions) on how to 'get around' deficiencies in the underlying parser system.
It may be glitchy in some ways, but Hugo is both fairly simple and fully-featured in terms of being capable of producing community-standard IF games. Most of the other "simple" systems struggle to produce text adventures with the same parser, undo, multimedia, and portability features. I've tried several different systems for making text adventures, and I am not tied to Hugo. However, Hugo suits my needs very well right now, even if I do keep forgetting that it's not Inform 6. ;-)
[quote="Roody_Yogurt"]What I'm guessing you're doing is typing 'WAIT' (or Z) while testing your fuse, which under normal circumstances, passes three turns.[/quote]
Yes, that's exactly what was happening. The sequence is tightly timed, and I don't want the sequenced compressed into fewer turns if the player chooses to wait (which, in my bare outline game file so far, is the only thing she can do). Maybe in my next stage of implementation, I'll only have a long timer that will end the sequence, with other code producing the messages, so a player could actually choose to just wait around to get through it faster. It seems this is one of things Hugo's wait code may have been designed for. Thanks again, Roody.
[quote="Tdarcos"]I keep hearing about the problems with Hugo and it doesn't sound like a well-designed system to handle Adventure games since all I seem to hear from you guys are complaints (and suggestions) on how to 'get around' deficiencies in the underlying parser system. [/quote]
It may be glitchy in some ways, but Hugo is both fairly simple and fully-featured in terms of being capable of producing community-standard IF games. Most of the other "simple" systems struggle to produce text adventures with the same parser, undo, multimedia, and portability features. I've tried several different systems for making text adventures, and I am not tied to Hugo. However, Hugo suits my needs very well right now, even if I do keep forgetting that it's not Inform 6. ;-)