How To Cheat Twine Games Sugarcube

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by Allison Parrish

Download Twine here. History channel civil war game cheats. This tutorial is about Twine 1.4.(Twine 2.0 is great, but even though it’s out of beta, it’s still missing somefeatures. I suggest sticking with Twine 1.4 for now.)

Twee2 is a system for writing web-based interactive fiction in the 'Choose Your Own Adventure' style (but it can do a lot more than that, too). It's built on top of Twine, but instead of Twine's graphical editing system Twee2 works with your favourite text editor and tools, making it more-suitable for power users, advanced Twine authors, and those with a programming background. You shouldn't try to implement game systems in SugarCube. I strongly disagree. I think it's good to remind Twine authors that performance is a thing, and that resources from a computer don't come free, but complaining about over-stuffing the State / variable store a while back seemed to be interpreted by some people as 'best practices are to. Twine 1 Story Formats Twine 1 Story Formats Jonah Jonah Jonah Common Questions Sugarcane Sugarcane Sugarcane Common Questions Release Notes Archive Release Notes Archive Twine 2 Twine 2 2.3.8 2.3.7 2.3.6 2.3.5 2.3.4 2.3.3 2.3.2 2.3.1. Countdown Timer Macro for Twine Sugarcube. You can find more files & resources on my website.

A Twine game is made from “nodes” (or “passages”; in fancy hypertext terms,we’d call these “lexia”) and links between them. The application’s interfacerepresents each node as a box, and links between nodes as arrows from one boxto another. This is helpful for understanding and keeping track of thestructure of your game.

Your first story

Lets you cheat in SugarCube games by pressing Ctrl+Shift+H - Goctionni/SugarHacker. NOTE: Due to a flaw in the current release of Twine 1 (v1.4.2), if you rename the directory included in the archive (or simply copy its contents to your current SugarCube v2 install), then you must ensure that the file with the extension.py (the story format's custom Twine 1 Header class file) within is named the same as the directory (i.e. A macro is a piece of code that is inserted into passage text. Macros are used to accomplish many effects, such as altering the game's state, displaying different text depending on the game's state, and altering the manner in which text is displayed. There are many built-in macros in Harlowe.

When you start Twine for the first time, it looks something like this:

The “Start” passage is where your story will begin. Double click on it toedit the passage. Start with something like this:

The weird text in the [[ and ]] is a link. The text to the left ofthe pipe character () is the text of the link, and the text to theright of the pipe character is the name of the passage you want to link to.

We haven’t made any other passages, however. When you close the window thatallows you to edit the passage, Twine will helpfully ask you:

Click “Yes.” Now your story looks like this:

Now you can double click on the new passage to add some text. You can addlinks in here as well:

When you close this window, Twine will once again ask to create the passagesthat you’ve referenced. Click “Yes.” Note that if you don’t include a inyour link, Twine will assume that the text of the link is also the name of thepassage that you want to link to. Now your story should look like this:

Now go back and add some text for the new links you created.

Sugarcube Cheats

Testing your game

Now we have enough stuff that we might actually want to play the game we’ve made. To do this, go to Build > Test Play in the menu. Your game should come up in your browser:

You can also start the game from an arbitrary passage by ctrl+clicking (orright-clicking) on the passage in the Twine editor and selecting “Test Playfrom Here.” This is helpful when you want to test just a small part of yourgame and not the whole thing.

You can delete a passage from your Twine by ctrl+clicking (or right-clicking)on a passage and selecting “Delete.” Any passages that link to the passageyou just deleted will show a tiny ‘!’ icon to show that they have a brokenlink:

Changing the name and author of the story

You might have noticed that there are two weird “passages” already in ourgame, called StoryTitle and StoryAuthor. These passages aren’t a partof the game itself; they’re special passages that Twine uses for a specialpurpose, which is to let you specify the name of your game and the name ofits author (respectively). Edit these passages like this (using your owntitle and name, of course):

Now your test play should reflect the new information:

Saving and sharing your game

At this point, you might want to actually save your work. Go to File > Saveand pick a file name. (You should do this often! The Twine application is kindof crashy.)

The file you create when you “Save” is a .tws file, which is a kind of file that Twine needs to store all the information in your game, along withinformation like the position of the nodes in the GUI.

If you want to share your game with other people, you need to “build” it asHTML. Do this with Build > Build Story.. This step will create an actualHTML file. You can upload this file wherever you want, and anyone with a webbrowser can play it!

If you don’t have somewhere on the web to upload your file, try:

  • Neocities: free general web hosting with a friendly interface
  • Philome.la: specifically tailored to Twine (sign in with Twitter, click to upload)

Adding an image to your story

It’s easy to add an image to your Twine story. Just find an image on theInternet or on your computer and drag it into your Twine game window, likeso:

Twine Sugarcube Arrays

(Make sure you’re only using images that you have permission to use!)

Adding an image creates a new “passage” in the story. You can’t link tothis passage directly, but you can use it to include the image anotherpassage, with special syntax that looks like this:

The syntax works like this:

… where “image name” is the name of the image you want to include. Theimage’s name is the string of characters you see at the top of the image’s“passage”:

Sugarcube Twine Variables

If you dragged the image in from a folder on your computer, or from the web, itmight have a weird and incomprehensible name that you don’t like. Fortunately,you can change the image name if you want; just double-click on the imagepassage, and then edit the “Title” field:

If you change an image’s name, though, you’ll have to go back and fix all ofthe passages where you embedded the image.

Making decisions with history

Let’s add one more passage to our story. Instead of each destination beingan ending to the game, we’ll link both to a passage about the player returninghome from their trip:

Here’s a screenshot of the new game structure, along with some text for the“Home” passage:

This is nice, but ideally the narrator of the story would seem somehowchanged by the experience of their travels. Fortunately, Twine gives us away to conditionally display text on a page, based on whether or not theplayer’s actions during play meet certain criteria. The easiest way to dothis is with the following bit of text:

Don’t worry about the specific structure of this for now. You can cut and pastethis text verbatim into your own passage. But you should do two things: (1)change the text between the quotes (name_of_passage) to the name of thepassage in your own story that you want to check for (e.g., Ghost Lake); and(2) change the text in between the lines beginning with << to text of yourown devising. This text will only show up in your game if the player hasvisited the passage named in between the quotes.

Make sure to keep the backslashes () as-is. If you leave them out, you’llsee extra empty lines around where the conditional text would have shown up.

Here’s the change I made to our example game:

Now, if the player chooses to visit Ghost Lake during their playthrough, they’llsee this at the end of the game:

But if they don’t visit Ghost Lake, they’ll see this:

Of course, nothing is stopping you from including multiple visited checksin the same page:

Twine supports much more sophisticated means of responding to the player’sactions over the course of their playthrough (see the Wiki for a fullreference). But you can do surprisinglysophisticated things (e.g., inventory puzzles) just using<<if visited('..')>>/<<endif>>.

Randomized text with either

Text that says the same all the time is so 20th century (or earlier). Wouldn’tit be great if our Twine game could show different text, randomly chosen,every time someone played the game? It might be a good way to add flavor tothe game, and to provide incentive to play the game more than once. Fortunately,Twine makes it easy to do just this with the either function.

Here’s how it works. Cut and paste the following text into a passage in yourgame.

Again, don’t worry about the specifics of how this is structured—think of itas a Mad Lib with parts you can swap out. In particular, you should replace thewords this, that and yonder with words of your own choosing (taking careto not accidentally erase the quotes). For example, here’s a variation on the“Start” passage of our example game:

Now, whenever someone plays the game, there’s a 33% chance that they’ll seethe sentence “You are standing in a crowded train station”; a 33% chance they’llsee “You are standing in a vacant train station”; and a 33% chance they’ll see“You are standing in a blighted train station”. You can include more than threepossibilities (or less than three!) and the percentages will change accordingly:

Formatting text and HTML

Cheat codes for family guy android game. Twine has its own “markup” language, similar to MediaWiki’s markup language.You can review the markup language here. Thismarkup language allows you to easily add formatting to text, like bold('bold') and italic (/italic/).

Twine also allows you to embed arbitrary HTML inside of your passages.When Twine seens something that looks HTML, it just passes the HTML rightthrough into the web browser. This includes inline CSS styles and <style>tags.

Next steps

Games
  • This tutorial owes a lot to anna anthropy’s “How to Make Games with Twine”. You should read that and also her book, Rise of the Videogame Zinesters.
  • The Twine Wiki has a treasure trove of reference materials and tutorials. (Stick to the tutorials about version 1.4 for now.)
  • I have some preliminary notes toward a tutorial about Twine macros and variables.
  • SugarCube is a “story format” for Twine that includes a number of interesting and advanced features, including cycling links
  • IFDB is a fine place to find Twine games. Some of my personal favorites: Star Court by Anna Anthropy; My Father’s Long Long Legs by Michael Lutz; Depression Quest by Zoe Quinn, Patrick Lindsey, and Isaac Schankler