The countdown - a series of text adventures pay attention children
#17
Posted 04 January 2007 - 07:26 PM
LOOK (L)
->
by itself, will repeat the description of the room. You can look AT, ON, UNDER and IN the (noun).
EXAMINE (X)
->
will LOOK AT a (noun). Simple as that. And the most widely used command in IF when you're exploring. i.e: instead of typing LOOK AT ME, try X ME.
VERBOSE (-)
->
type this once to enter 'verbosity' mode. Now you'll receive the room description each time you enter it, no matter if you've been there before.
BRIEF (-)
->
the 'normal' mode. You'll only get the room name in case you've been there before.
There are many other commands native to Inform, but I am guessing these four will solve the problem at hand.
Yahtzee, it's advisable you compile the next two games in verbosity mode. Just add "Use full-length room descriptions" to the header.
Cheers
#18
Posted 04 January 2007 - 07:32 PM
Thanks, Dan, I've finished now (OOORRAAAH!).
I really apreciated this idea to keep us busy while The Game comes.
#19
Posted 04 January 2007 - 07:34 PM
Hang on hang on, why do people who've completed Trilby's Notes need help with this?
#20
Posted 04 January 2007 - 07:58 PM
Because Trilby's notes didn't give you three blank lines when you typed "look around".
Of course, these lines become visible text when you're in the scroll mode.
#22
Posted 04 January 2007 - 08:17 PM
Yeah, that'd be good. I'd suggest other things, but you'd yell at me for being annoying.
And basically, this was a post just to tell 'Llamaman' that I love his username. Anyways.
#23
Posted 05 January 2007 - 01:19 AM
the blade. Number 12 shudders, as if in the throes of orgasm, before it's scream dies in a wretched gurgle and it's eyes turn inward. For a moment, the blade appears to glow a ghostly blue.
I've tried it a few times, and it seems that the lines missing are random. I haven't played further then this point in frustration.
JM's official press secretary, scientific advisor, diplomat and apparent antagonist?
#25
Posted 05 January 2007 - 09:59 AM
I've tried it a few times, and it seems that the lines missing are random. I haven't played further then this point in frustration.
Click the Scroll button to see the hidden lines.
#26
Posted 05 January 2007 - 01:37 PM
Aaanyway, this is a great way to keep up the suspense. Can't wait for part two. Or the game itself, for that matter.
#27
Posted 06 January 2007 - 03:54 PM
I very much doubt that.
#28
Posted 08 January 2007 - 12:11 PM
I played mine with the DOS version of Frotz and didn't see any scrolling/missing lines issues (anything longer than 24 lines it sticks in prompts to continue). So if you feel like sticking the EXE in your path, renaming the z5 file to something without spaces, (Frotz didn't like it with spaces, but countdo~1.z5 worked), and finding the right folder using the command prompt, then it'll work just fine. Yeah, yeah, DOS is a pain.
No problems with the parser myself, I started out playing text games. Thought it was kind of funny, though, when I tried to talk to number 12 and it said that number 12 was inanimate. That's just nitpicking, though.
This post has been edited by Zeeky H. Bomb: 08 January 2007 - 12:17 PM