A Distraction in Twine

I’ve been dabbling a little with a thing called Twine over the past few days, which is a cool way to make a game that’s a little more accessible than putting together a graphical game would be. I’m only starting with it, but already finding ways to do things that take me back to the game programming of my younger years.

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Entry 4: The Khan Moment

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As commented on the other post, I managed to get the Platform to work. I don’t know if I was doing something wrong the previous time, but I started out by just following (exactly as I’d done before) the methods presented in the video, and this time the Component options were enabled and it was no longer read-only. Somewhere in between I’d closed the engine and come back to it, so who really knows what went wrong originally?

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Entry 3: A Running, Jumping, Digging-Holes Game*

Right, so maybe there’s no digging holes just yet. Also do you have ANY idea how old that bloody description is? There’s also no failure states or challenges or score, but there is running and jumping and a peculiarly physics-enabled platform that you can move (by running into it) so that you can jump onto another platform.

IT’S A GAME!

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Entry Two: 2D or Not 2D

I’m doing bits and pieces of the Paper2D tutorial for Unreal Engine. While the module itself is still in an alpha state, I’m running through what it can do, which at the moment is just recreating the 2D game template the engine comes with. I’m doing this instead of starting with the template, so that I can hopefully understand what’s going on.

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Entry Zero: A New Side-Project

In case you hadn’t heard, I started writing for Save Game back in August this year. I can’t remember when the site first popped onto my radar but can say it had become my first stop for any gaming-related news long before. It’s one of the reasons you won’t see much in the way of games writing on Fictioner’s Net anymore.

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