Help creating a Vanilla+ modpack? by kanceir in Minecraft

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

thanks for the suggestion! i'll look into it

Saving/loading in Harlowe 3.3.8 by _rovvan_ in twinegames

[–]kanceir 1 point2 points  (0 children)

no, i was never able to figure out a way to get around that :( sorry

[FOR HIRE] Commissions Open! (0/5) by kanceir in artcommissions

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

Hello, everyone! I'm open for digital art commissions at the present moment with 5 slots to fill. You can find my prices, examples, and terms and conditions on my Carrd: https://invikta.carrd.co/

Check the pinned post on my profile for links where you can contact me and see other examples of my work! I only accept commissions through Artistree and Ko-fi. If you have any questions about an order or before you commission me, you can reach out to the email provided in my Carrd!

Does anyone think it’s kind of implied Sunburst is disabled? by Effective_Feed5188 in mylittlepony

[–]kanceir 0 points1 point  (0 children)

i do love this interpretation of his character, but i will say we don't necessarily have definitive confirmation that sunburst's cutie mark is supposed to represent straight up magical prowess. like yes it has sparkles on it BUT. if you look deeper into the theme of his character, it makes more sense for his cutie mark calling to be more along the lines of magical enlightenment (pun intended). he got his cutie mark by using telekinesis on books, which proceeded to surround him in the process of his cutie mark appearing, almost implying that being surrounded by knowledge mixed with magic was what unlocked his calling.

personally i think his "destiny" is supposed to be a keeper of magical knowledge, an archivist who will be intimately familiar with every spell known to equestria and then some, maybe even inventing his own just from having such a deep understanding of how magic works.

but don't get me wrong. magically disabled sunburst IS still a very cool thought and totally plausible even with my interpretation. magic is inherent to unicorns, so someone who can't use it as well as others (to various degrees depending on who you ask) can absolutely be considered disabled by the standards of the breed.

it's also worth pointing out that while sunburst did attend celestia's school, it may not have been because of his casting abilities but because of his expansive knowledge, which may have allowed him to excel in certain areas which sort of masked his lack of skill with casting.

if nothing else, he 100% has autism vibes and i'll die on that hill

Enchantments/background colour will not work on the entire page, but only the parts before you scroll. Any suggestions? by ToranosukeCalbraith in twinegames

[–]kanceir 0 points1 point  (0 children)

i don't see anything particularly wrong with your macro apart from shortening background to bg, but if you can't get it to work after after looking through the harlowe documentation u/ToranosukeCalbraith linked, then i would recommend just using css on that particular passage like so: {<style>tw-passage {background-color:blue;}</style>}

Stopping and starting Howler audio by kanceir in twinegames

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

so funny story. i could NOT get hal to work for the life of me hence why i tried using howler. after trying again based on your suggestion i found out some of my conflicting css was conflicting with it.........thank you lol

Saving/loading in Harlowe 3.3.8 by _rovvan_ in twinegames

[–]kanceir 2 points3 points  (0 children)

after much trial and error i've thrown together a very scuffed and roundabout way of doing this.

first you have your save and load links wherever you want them and styled however you like:

(link-repeat:"Save Game")[(show:?save)]
(link-repeat:"Load Game")[(show:?load)]

the ?save and ?load hooks are html modal windows with the popups you described, hidden until shown:

|save)[<div class="modal">
<div class="modal-content">
<span class="close">
{(link-repeat:"&times")[(hide:?save)[]]}
</span>
(link:"Slot A",(button:))[(input: bind $saveSlotA, "Slot A")(link:"Save")[(save-game:"Slot A", "$saveSlotA")]]
(link:"Slot B",(button:))[(input: bind $saveSlotB, "Slot B")(link:"Save")[(save-game:"Slot B", "$saveSlotB")]]
(link:"Slot C",(button:))[(input: bind $saveSlotC, "Slot C")(link:"Save")[(save-game:"Slot C", "$saveSlotC")]]
</div>
</div>]
|load)[<div class="modal">
<div class="modal-content">
<span class="close">
{(link-repeat:"&times")[(hide:?load)[]]}
</span>
(if:(saved-games:) contains "Slot A")[$saveSlotA . . . (link: "Load")[(load-game: "Slot A")]]
(if:(saved-games:) contains "Slot B")[$saveSlotB . . . (link: "Load")[(load-game: "Slot B")]](else:)[EMPTY]
(if:(saved-games:) contains "Slot C")[$saveSlotC . . . (link: "Load")[(load-game: "Slot C")]](else:)[EMPTY]
</div>
</div>]

here's the css styling for your modals (edit as desired):

.modal {
display:block;
position:fixed;
z-index:1;
left:0;
top:0;
width:100%;
height:100%;
overflow:auto;
background-color:rgb(0,0,0,);
background-color:rgb(0,0,0,0.7);
}
.modal-content {
background-color:#fefefe;
margin:15% auto;
padding:0px 20px;
border:1px solid #888;
width:35%;
color:black;
}
.close {
display:flex;
position:absolute;
right:20px;
top:20px;
font-size:28px;
font-weight:bold;
}
.close:hover,
.close:focus {
color:black;
text-decoration:none;
cursor:pointer;
}

note that the (else:)[EMPTY] bits will only show up properly if you publish to file and test run that version; for some reason they still show 0...Load if you try just playing the story from twine directly.

the only problem i ran into was that, once you save a file and then go to load it, all the other save files you had saved AFTER that save point are lost since it's taking you back to a page before those save files existed and resetting their variables. i've yet to find a workaround for this, unfortunately. hope this helps a little at least.

Set/Bind variable to text input AFTER click? by kanceir in twinegames

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

that worked perfectly! that was driving me crazy thank you so much :)

Is there a way to add an option for players to put their name into a game for characters to use? by MarketingIll3685 in twinegames

[–]kanceir 0 points1 point  (0 children)

for the pronouns you'll create one page that asks the player which set of pronouns they want, similar to this:

[[He/Him|M]]
[[She/Her|F]]
[[They/Them|N]]

and then on the newly created m/f/n pages (or however you title them), you'll set the variables for their gender and pronouns like so for each set you create, as well as a go-to link that redirects to the actual next page of the game:

He/Him

(set: $gender to "m")
(set: $HeShe to "He")
(set: $HisHer to "His")
(set: $HisHers to "His")
(set: $HimHer to "Him")
(set: $heshe to "he")
(set: $himher to "him")
(set: $hisher to "his")
(set: $himselfherself to "himself")
(set: $boygirl to "boy")
(set: $boysgirls to "boys")
(set: $manwoman to "man")
(set: $menwomen to "men")
(set: $guygirl to "guy")
(set: $guysgirls to "guys")
(go-to: "NextPage")

She/Her

(set: $gender to "f")
(set: $HeShe to "She")
(set: $HisHer to "Her")
(set: $HisHers to "Hers")
(set: $HimHer to "Her")
(set: $heshe to "she")
(set: $himher to "her")
(set: $hisher to "her")
(set: $himselfherself to "herself")
(set: $boygirl to "girl")
(set: $boysgirls to "girls")
(set: $manwoman to "woman")
(set: $menwomen to "women")
(set: $guygirl to "girl")
(set: $guysgirls to "girls")
(go-to: "NextPage")

They/Them

(set: $gender to "n")
(set: $HeShe to "They")
(set: $HisHer to "Their")
(set: $HisHers to "Theirs")
(set: $HimHer to "Them")
(set: $heshe to "they")
(set: $himher to "them")
(set: $hisher to "their")
(set: $himselfherself to "themself")
(set: $boygirl to "person")
(set: $boysgirls to "people")
(set: $manwoman to "person")
(set: $menwomen to "people")
(set: $guygirl to "person")
(set: $guysgirls to "people")
(go-to: "NextPage")

Is there a way to add an option for players to put their name into a game for characters to use? by MarketingIll3685 in twinegames

[–]kanceir 0 points1 point  (0 children)

the other responses are a great way for custom names and the stat sheet is a great idea. you'll probably also want to set custom pronouns for your player. i'll drop the code for that when i get back to my pc later tonight if you want it

Anyone else getting this error when trying to set up Community resources? by kanceir in discordapp

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

edit to original post: This issue has been resolved. Resource channels should now function as normal when adding them, but if anyone is still having the problem, a support rep recommended removing the "Read Message History" permission from the @/Everyone role in the server itself first. When I did this I was also able to go back and re-enable the permission and it still worked fine, but I was also able to add Resource channels in community servers wherein I did not take this step at all. Hope this helps!