Using the text adventure engine to run a game book
Silver
01 Oct 2014, 17:12I'd like to learn more about this rather than the info be lost in the Combat in Gamebooks thread.
Mainly: how do you get rid of the parser and introduce hyperlinks for your options? I guess it's quite code intensive. Is this what Squiffy set out to overcome?
Mainly: how do you get rid of the parser and introduce hyperlinks for your options? I guess it's quite code intensive. Is this what Squiffy set out to overcome?
HegemonKhan
01 Oct 2014, 17:58Silver
01 Oct 2014, 18:05Thanks!

jaynabonne
01 Oct 2014, 18:45You can easily hide the text input prompt, but the only "hacky" part to simulating a game book in TA mode is that you need to disable the "auto-echo" code in HandleCommand, where it prints out what you just input. A command link just simulates a command as if you entered it yourself, so that command text will get echoed, which might not be what you want.(I know I didn't.)
Basically, your command links become the means for the player to input commands, and they look just as if the player had entered that text at the command prompt when they click (so you still use the parser to handle that). But from the player's point of view, they're just clicking links.
Basically, your command links become the means for the player to input commands, and they look just as if the player had entered that text at the command prompt when they click (so you still use the parser to handle that). But from the player's point of view, they're just clicking links.