Silver wrote:Inform 6 was coding with Inform 7 making its syntax English to help folk from a writing rather than coding background. It's still Inform 6 in the background though I think.
The Pixie wrote:The English syntax makes it easy to read, but it is just as fussy to write as any other programming language, so no advantage there, you just have to type more.
The cave is a room. "It's a cave. You can go east to the beach."
The beach is east from cave. "It's a beach. There's a lot of sand here."
game.carmenu_list = location_list
temp_list = NewStringList()
foreach (o, game.carmenu_list) {
list add (temp_list, o.alias)
}
list add (temp_list, "(Nevermind)")
ShowMenu ("", temp_list, false) {
if (result <> "(Nevermind)") {
got_item = 0
count = 0
foreach (o, game.carmenu_list) {
if (o.alias = result) {
got_item = count
}
count = count +1
}
go_to = ListItem(game.carmenu_list,got_item)
MoveObject (game.pov, go_to)
}
else {
msg ("You decided to not go anywhere")
}
}
Novice mode is a setting that varies. Novice mode is unset. Stopping novice mode is an action out of world. Starting novice mode is an action out of world. Understand "novice mode off" as stopping novice mode. Understand "novice off" as stopping novice mode. Understand "novice mode on" as starting novice mode. Understand "novice on" as starting novice mode. Carry out stopping novice mode: change novice mode to dead. Carry out starting novice mode: change novice mode to functioning. Report stopping novice mode: say "Novice mode is now off. You may still consult HELP at any time, or use THINK ABOUT specific puzzles." Report starting novice mode: say "Novice mode is now on."
To say exit description:
let count of exits be 0;
repeat with way running through directions
begin;
let place be the room way from location;
if place is a discernible room
begin;
increase count of exits by 1;
end if;
end repeat;
davidw wrote:"Silver"
So why does pretty much everyone say that Inform 7 has a steeper learning curve if it's as straight forward as you say?
The basics are very easy, but the learning curve can get harder when you get down to the really complex stuff.
Brian123 wrote:Out of interest has anything been added to quest so that Houck speak to characters in the game?
I know it's not possible to add every possible situation that a adventure writer might need in Quest but basic stuff such as the player laying down or sitting down or eventried up could be useful as then you could have the default message 'I can't each that in my position' forcing the player to stand up before moving or getting an object.
In the Adrift program is the player is sitting down and you type the command such as Go West you get a message 'the player stands up and moves west'
How ever I foyer are able to interrupt the Go command in quest then you could add this message.
I wonder if there is a y way to test for a condition and add an action in quest when the player wants to move in a direction.
Silver wrote:"davidw"
[quote="Silver"]So why does pretty much everyone say that Inform 7 has a steeper learning curve if it's as straight forward as you say?
The basics are very easy, but the learning curve can get harder when you get down to the really complex stuff.
Alex wrote:That's not exactly a fair comparison - those two bits of code do two completely different things. A simple room definition in Quest would be created without any scripting at all, so you're comparing some very simple Inform code with some more advanced custom Quest scripting.
Novice mode is a setting that varies. Novice mode is unset. Stopping novice mode is an action out of world. Starting novice mode is an action out of world. Understand "novice mode off" as stopping novice mode. Understand "novice off" as stopping novice mode. Understand "novice mode on" as starting novice mode. Understand "novice on" as starting novice mode. Carry out stopping novice mode: change novice mode to dead. Carry out starting novice mode: change novice mode to functioning. Report stopping novice mode: say "Novice mode is now off. You may still consult HELP at any time, or use THINK ABOUT specific puzzles." Report starting novice mode: say "Novice mode is now on."
game.carmenu_list = location_list
temp_list = NewStringList()
foreach (o, game.carmenu_list) {
list add (temp_list, o.alias)
}
list add (temp_list, "(Nevermind)")
ShowMenu ("", temp_list, false) {
if (result <> "(Nevermind)") {
got_item = 0
count = 0
foreach (o, game.carmenu_list) {
if (o.alias = result) {
got_item = count
}
count = count +1
}
go_to = ListItem(game.carmenu_list,got_item)
MoveObject (game.pov, go_to)
}
else {
msg ("You decided to not go anywhere")
}
}
davidw wrote:No. As I said, I wouldn't have a clue where to start with the Quest code. As a non-programmer, it makes zero sense to me at all.
jdpjdpjdp wrote:Oddly enough, it was the close-but-not-quite English that gave me such a hard time wrapping my head around Inform. I may be in the minority, but figuring out what a "foreach" means and does is easier for me than trying to forget much of what I know about grammar and syntax so I can tailor my writing to Inform's understanding.
Silver wrote:The Quest code is a piece of piss though. I'm not wanting to get into a pissing contest but can you explain the Quest code you've just put up there and why people would use it in their games?
davidw wrote:it’s actually quite straightforward. As a non-programmer, the Inform code is something I can with time get my head around, whereas I wouldn’t have a clue where to start with the Quest code.
jaynabonne wrote:"Silver"
The Quest code is a piece of piss though. I'm not wanting to get into a pissing contest but can you explain the Quest code you've just put up there and why people would use it in their games?
The code is quite crappy actually. When I have more time, I'll post a form that uses the dictionary variant of show menu that reduces to almost nothing.
(Why people would want to use it: it seems to be a the script for a command which allows the player choose a location to jump to.)
jaynabonne wrote:"jdpjdpjdp"
Oddly enough, it was the close-but-not-quite English that gave me such a hard time wrapping my head around Inform. I may be in the minority, but figuring out what a "foreach" means and does is easier for me than trying to forget much of what I know about grammar and syntax so I can tailor my writing to Inform's understanding.
I had a similar problem. I wanted my first room to be called "A balcony". But in Inform, if you say "A balcony is a room", then the name is just "balcony", and I went round and round a bit trying various things before figuring if something so simple couldn't be easily done without some arcane syntax, then where would I go from there? I'm not saying I couldn't figure it out. I just had better things to do.
Silver wrote:Is that directed at me? Your past conduct here and elsewhere demonstrates that you're hostile towards Quest. If you don't like getting flak yourself I suggest you wind your neck in.
Silver wrote:Have you never read mac vs pc threads online? Or android vs ios? If not then fair enough you wouldn't get the reference.
You would put
A balcony is a room. Printed name is "a balcony".