Giter VIP home page Giter VIP logo

gruescript's People

Contributors

danyup avatar leopoldtal avatar robindouglasjohnson avatar season-one avatar tomjefferys avatar triptych avatar tzschk avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

gruescript's Issues

Ambiguity in documentation about verb blocks

The doc says, regarding verb blocks (I add bold text):

Line 1523:

When the player clicks on a verb next to an object, Gruescript will first look for specific verb blocks definitions matching that verb for that object, and then for general definitions of the verb. Gruescript then goes through each of those definitions in turn, running their instructions, until any one block succeeds. Specific verb blocks are always processed before general verb blocks.

Line 1582:

If Gruescript finds multiple verb blocks that match the player's command, it will run through them all (general first, then specific) until one succeeds, then stop.

I'm unable to understand what the bolded sentences can mean together. Is this an ambiguity or a contradiction?

Small typo in The Party Line example

I was testing the Party Line example and found a small typo in the prompt knock on $this line. It seems to be missing the brackets:prompt knock on {$this} to print the thing name.

CSS typo

I caught a typo in index.html:

div#save_load button {
	...
	badding-bottom: 1px; 

MAXINV issue.

Maxinv will allow you to take 1 more item than that defined by maxinv. Maxinv 1 will allow you to take two things. Maxinv 7 will you to take 8 things - and so on.

Trouble including hash symbols in text

I'm experiencing some difficulty including literal #s in game text. As per the manual, I've used #, but I'm seeing the following:

  • If I include # in the game title, the literal text # is displayed.
  • If I include # elsewhere in displayed text, # shows up as expected while working with the game in the Gruescript editor, but as soon as I export the game to HTML, any text following a # does not display, as though # is being interpreted as a comment symbol.

I'm using the Gruescript editor on your itch.io page.

Thanks for building Gruescript, I'm having a lot of fun with it!

Using dir to create unconventional directions doesn't seem to work

Hi Robin,

It says in the documentation that unconventional room directions can be created with dir:

brass_bridge You’re on the Brass Bridge.
dir widdershins patricians_palace
dir turnwise broad_way

This doesn't seem to do anything for me, at least, the directions don't appear under the room description.

  • Jason

Syntax Highlighting

On lower end machines the syntax highlighting really slows down the online editor on large projects.

Possible mistake in documentation

I think that something is missing in some command documentation:

put room : Move a thing to particular room. If the player was holding or carrying the thing, it will be removed from their inventory.

putnear thing : Move the first thing to the location of the second thing. If the first thing is being held or carried, it will be removed from the player's inventory. If the second thing is being held or carried, the first thing will be put into the room that the player is in.

Shouldn't this be put thing room and putnear thing thing?

Cloak of Darkness example

Hi! While testing for a project I noticed that the Cloak of Darkness example has a small bug; you can drop the cloak on the floor in the first room then go south and win.

By adding this procedure it works fine!

proc check_bar
!has cloak hooked
tag bar dark

Instructions prompt undefined

Hey! I was trying out Gruescript. It's a very cool tool!

I noticed that when the initial instruction button is pressed, the prompt > appears as undefined. It seems that the text Localise.instructions_button is not set anymore. I used Localise.intro_instructions_button on the instruction function and works fine.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.