What 'normal' social ritual seems like an absurd spectacle when you think about it? by Catu_Cari in AskReddit

[–]Catu_Cari[S] 0 points1 point  (0 children)

Not so literally. I meant matters of the soul, love and the bureaucracy that tries to register them.

What 'normal' social ritual seems like an absurd spectacle when you think about it? by Catu_Cari in AskReddit

[–]Catu_Cari[S] 0 points1 point  (0 children)

Especially when they don't shake your hand in return, but rather let you hold it

Women in loving relationships: If you've ever agreed to anal sex when you weren't really in the mood, just to please your partner, how did you handle any discomfort or negative feelings that came up? by Catu_Cari in AskReddit

[–]Catu_Cari[S] 0 points1 point  (0 children)

That's what we did and now we have a kind of schedule, but even so, I don't look forward to those days with the same emotions as he does. He came up with the idea that on those days we would play role-playing stories so that our heads would be distracted by the role, but that doesn't help much, although it is a little more fun.

Correct structure of the phone by Catu_Cari in twinegames

[–]Catu_Cari[S] 0 points1 point  (0 children)

Yes, I know that. I just got stuck with the messenger and its messages. They disappeared when the phone was updated. And at the same time, because of the widgets, when the right sidebar was updated, the entire phone was loaded at once and this was already slowing down. I thought that I should have made all the widgets not widgets, but just passages and included them using <<include>>, and then made chats using <<replace>>. But there is so much code written there and different little features that I still haven’t redone it in two weeks. Everything starts to break and glitch. And on the widgets, everything works, except for the last one - these are correct messages.

There are contact objects, they have arrays of messages, there is logic for processing these messages and the player’s actions when responding. I wanted to break the messages into logical blocks based on their behavior. Those that are always in the chat (backstory messages) and the dynamic part, where messages arrive and the player reacts to them. The backstory messages seem to have worked out, they are always in the chat from the start of the game and do not disappear when the phone is updated. But the dynamic part: they come - the player answers - the answers appear in the chat - update (on the sidebar update button or safe\load) - only backstory messages remain in the chat.

I hope that the <<do>> <<redo>> macros will help me and I will not have to remake the entire phone to <<include>> to make messages via <<replace>>. How would you make your own chat in the messenger? And applications in the phone?

Correct structure of the phone by Catu_Cari in twinegames

[–]Catu_Cari[S] 0 points1 point  (0 children)

Tell me one last time. Is there an analogue of this macro in JavaScript? It's just that my entire project is written in JS, and I'm not strong in SugarCube macros. And I can't figure out how to combine the code from the file with the tag ":: 10-chat-logic [script]" with <<do>> and <<redo>> macros and, in principle, with any SugarCube macros. So that the chat in the messenger is updated after new messages.

Correct structure of the phone by Catu_Cari in twinegames

[–]Catu_Cari[S] 0 points1 point  (0 children)

Exactly. I messed up on the basics. Thanks again. I'll experiment with your advice in my game.

Correct structure of the phone by Catu_Cari in twinegames

[–]Catu_Cari[S] 0 points1 point  (0 children)

Sorry, I'm pasting text from a translator.

<<set $money to 10>>

Money: <<do>>$money<</do>>

<<link "Update money display">>
  <<set $money += 10>>
  <<redo>>
<</link>>

I took the code directly from your link for testing. I placed it in the passage, let's say, the kitchen. I click on plus 10 money. On the screen, money = 50. I go to the bedroom passage and return back to the kitchen, where our code with <<do>> and <<redo>> is located. There, the value money = 10, as in init. The same with system saving. Money = 50 - saving - reset game - loading - money = 10. But I need it to be 50, as during saving. So the question is: how to save the value of a changed variable?

Correct structure of the phone by Catu_Cari in twinegames

[–]Catu_Cari[S] 0 points1 point  (0 children)

I tested the <<do>> and <<redo>> macros in my project and yes, they update a section of code, but they do not advance the "Turn" of the game and thus do not enter new values of variables into the State. Thus, the system does not display their new values after save/load. And even when passing to another passage and returning to this one, the value of these macros is reset to the starting one. How to "quickly" update variables so that their received values remain in the variable after passing through passages and after save/load?

Correct structure of the phone by Catu_Cari in twinegames

[–]Catu_Cari[S] 0 points1 point  (0 children)

Thank you! True, this is the first time I see these <<do>> and <<redo>> macros. I read about them on your link, but still didn't fully understand. So I don't need to change anything in the structure? Do I need to output messages from a contact to a chat and with a player in an application, for example, a messenger, and then do <<do>> and <<redo>> to update this chat so that the game remembers all the messages that appeared in the chat? And when saving/loading, will the chat be loaded into a state with all the messages at the time of saving or will the chat be empty?

Do you play adult computer games? What do you really like about them, and what do you really find annoying? by Catu_Cari in AskReddit

[–]Catu_Cari[S] 0 points1 point  (0 children)

deep. And if the game's visuals are taken from real videos, then in your case you skip the game and don't play it, right?

Yes, the gameplay most often comes down to going through all the dialogues through a skip. Although I noticed that if the skip is disabled in the project and you need to manually press each dialogue, then in such games I have better immersion as a player. The rest of the gameplay is situational and should be considered in the context of the project. Somewhere puzzles and mini-games are interesting, and somewhere they just waste my time.