You all disappoint me. Not one (1) drawing of a personified tumblr mourning the lifeless corpse of 4chan? Not ome? They were our rivals you sick fucks. Nary a whiff of 1 (one) fix-it AU? Im going to hibernate now..youve pirssed me off
be for fucking ℝ right now
This is as unhinged as this laptop soon will be
The 100% Good Twine SugarCube Guide is a coding guide for the SugarCube format of Twine. It is meant as an alternative to the SugarCube documentation, with further explanations, interactive examples, and organised by difficulty. The goal of this guide is to make the learning curve for new SugarCube user less steep, and provide a comprehensive and wide look over the format.
The Guide is compartmentalised in (currently) four categories:
THE BASICS or the absolute basics to start with SugarCube. No need for extra knowledge. Just the base needed to make something.
THE BASICS + adding interactivity, and creating a fully rounded IF game May require a bit of CSS knowledge (formatting rules)
INTERMEDIATE MODE adding more customisation and complex code Will probably require some CSS knowledge, and maybe some JavaScript
ADVANCE USE the most complex macros and APIs Will surely require some JavaScript/jQuery knowledge
Note: The Advanced Use includes all the APIs, macros, and methods not covered by the previous categories. This includes code requiring very advance knowledge of JavaScript/jQuery to be used properly.
Each category explains many aspects of the format, tailored to a specific level of the user. More simpler explanations and examples are available in earlier chapters, compared to the later ones.
If something is unclear, you found a mistake, you would like more examples in the guide, or would like a feature covered, let me know!
The Guide currently covers all macros (as of SugarCube v.2.37.3), all functions and methods, and APIs. It touches upon the use of HTML, CSS, JavaScript and jQuery, when relevant. It also discusses aspects of accessibility.
The Guides also provides a list of further resources, for the different coding languages.
The Guide is available in a downloadable form for offline view:
HTML file that can be opened in Twine
.tw file that can be opened in Twine
source code, separating the chapters, .js and .css files
GITHUB REPO | RAISE AN ISSUE | TWINE RESOURCES TWEEGO | TEMPLATES | CSCRIPT 2 SG GUIDE
Twine® is an “an open-source tool for telling interactive, non-linear stories” originally created by Chris Klimas maintained in several different repositories (Twinery.org). Twine is also a registered trademark of the Interactive Fiction Technology Foundation.
SugarCube is a free (gratis and libre) coding format for Twine/Twee created and maintained by TME.
As of this release (v2.0.0), it is up to date with the version 2.37.3. If you are looking for the guide covering SugarCube 2.36.1, you can find it on my GitHub.
Note: the Guide is now complete. There won't be further substantial updates.
Let's write a C++ program together. I'll start us off.
int main() {
Clockwork uConsole CM4
misc coding stamps graphics
every single thing involving a computer is designed to put something into our senses. until a human looks at it, and interprets it, it is nothing. it isn't 'data'. it isn't 'ones and zeroes'. it's just some electrons and photons moving around, as is their wont.
but if we arrange those electrons just so, and let them do their thing, we can create a pattern that someone will experience as bits, registers, numbers, letters, instructions, algorithms, messages, financial transactions, videos, thoughts, worlds, etc etc.
the whole project of computer programming is corraling the electrons into situations where they will obey rules we have in our heads. electrons are surprisingly predictable, so this isn't a fool's errand. but every layer of the stack of abstractions is something we built: arranging one thing to produce a pattern we want to see. the chip arranged so the 'high and low voltages' fit our idea of 'bits' and 'logic gates'. the screen whose lights create a 'field of colour' for an organism that has this level of visual acuity, this frequency response in its cone cells, this capacity to see shapes and edges. these bits and logic organised into an 'algorithm' that takes 'data' that we think of as 'vertices' and 'triangles' and produces the appearance of 'perspective rendering', which approximates our concept of a '3D object', of even a 'virtual world'.
we have gotten so very very good at producing these patterns that it's easy to see them as something natural, and miss all the layers of orchestration behind even the simplest operation. computers are a game played between humans.