Twine offers several handy options when it comes to displaying text in particular ways. From straightforward bold or italics to more eye-catching animated effects, there are a whole range of features built right in and this tutorial will show you how to use them.
The following techniques are all very simple, but if you’ve never used Twine before then you might like to start off with this tutorial which offers a very basic introduction to it. You might also be interested in my tutorial covering how to colour text in Twine, which this one will also touch upon.
Much of this tutorial is so simple that you could probably get the hang of it simply by reading through the example piece, Snazzy Susan and the Majestic Markup. However, the tutorial below will go into slightly more detail as well as linking to other guides and resources, so if you find that you’re struggling with anything then do pop back. Continue reading
Colouring text in Twine is incredibly simple, but also incredibly useful. If you’re dealing with important information – whether that’s a particularly significant word or phrase, or a stat the player must recognise at a glance – then it helps to format it in some way that immediately sets it apart from the rest of the text on screen.
If you’re unfamiliar with Twine, you might like to familiarise yourself with it using this tutorial which will get you started in just four clicks – and possibly take a glance at some of the others in the series – but many of the following techniques will be very straightforward. If all you want to do is change the colour of specific bits of text in Twine, this tutorial will help you do just that.
In fact, this tutorial is so simple that you can probably just glance through the example story, Snazzy Susan and the Majestic Markup, which will contain most of the following information (as well as a few examples of how to style text in other ways). This post will only go into marginally more detail, but will also link to some handy external resources so do pop back if you get stuck. Continue reading
If you want to make your Twine games more interesting, there are few easier ways to do that than the (live:) macro. This thing can do as little as shuffle your random text from time to time, or as much as introduce completely new mechanics into your game. This tutorial will borrow a few ideas from others in the series, but honestly – if all you want to do is make your games a little more dynamic – it shouldn’t be too hard to follow on its own. Here are a few different methods of using (live:) to do interesting things:
Method Zero: What (live:) Actually Does
This macro behaves a little differently to (if:), (else:), (either:), etc. so I think it’s worth taking a moment just to introduce it. If you open up Twine 2 and type in (live:)[Here’s some text I want to appear live.], this is what you’ll see when you run the game:
At a glance, it’ll appear that nothing’s going on. However, what’s actually happening is that the (live:) macro is constantly refreshing that text. You just can’t tell because refreshing the text doesn’t actually do anything. It looks the same every time it shows up, so it doesn’t really matter whether it’s being re-displayed a thousand times a second or it’s displayed once and just stays there. However, the fact that this doesn’t draw attention to itself can actually be pretty useful, as you’ll see in the next step. Continue reading
This weekend was Global Game Jam 2017, which means that much like last year I ended up spending the whole shebang knocking together a complete game in just 48 hours. Not on my own, though: that would be crazy! These things are best tackled as part of a team effort. Last year’s game was Brituals, a social-awkwardness simulator set in a hellish parallel Britain (playable here). This year’s was Undercurrent, a nautical interactive fiction piece featuring rhythmical Mexican-wave action. The theme for this year was “waves,” by the way, which will probably be apparent in the range of games produced for the event.
This video should give some idea of what the finished game might look like: impressive, no? Unfortunately, we didn’t quite get the whole thing put together in time for the presentations at the end, but basically all the elements were there. If you download the source code .zip file on the GGJ page, you’ll find what we’ve got so far. However, if you don’t feel like poking around with that, have no fear! I spent a frantic three or four hours at the end of the event implementing the entire game in Twine, complete with an approximation of our central Mexican wave mechanic. It doesn’t have any of the audio or eye-candy hinted at by the video above (in fact, anybody who spent a particularly long time trying to uncover the arcane meta-mystery of Project Proteus is likely to find the overall appearance of this game very familiar indeed), but it is playable beginning to end and should give some idea how the finished thing would actually behave.
I feel as though I managed to weasel my way into a really strong team this year. Laurence had a hand in the audio for Everybody’s Gone to the Rapture, and Mark is the guy behind the Posetastic drawing reference app. Fiona wrote the bulk of the actual story in the game (my main contribution was the nonsense island encounters), and Morrison tackled getting the interactive text into Unity. I’ll definitely be checking out how to do that myself because if I could manage even half of what he did, my interactive fiction would be at least 800% more stylish and flashy. Continue reading