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Supporter Release - 0.02.3b

🕑 Added 2017-09-24 04:22:10 +0000 UTC
Supporter Release - 0.02.3b

Comments

ThaumX

Thanks. I actually made a mistake when compiling these, I was really out of it with my cold. I accidentally left out an important file. I'm going to delete them from the post since I know they're broken.

Win x64 doesn't work on my machine (windows 10/64 here). I just downloaded the html, so thanks for that

CeLezte

Well, having an executable is also great for locking out cheaters. I've seen on forums lately that people tend to cheat in Twine games to "get rid of the grind" and unlock all scenes for them selves. Well, there are nice ways of thwarting these guys either through means of design choices (don't make your game grindy or make the rewards part of the grinding, as you grind you randomly bump into scenes) another way is anti-cheats through integrity checks. Having access to nodeJS and some OS functionalities, you could really ruin cheating in Accidental Woman for the beginner cheaters.

ThaumX

Thanks for telling me. The executable is kind of a backup, in case there are certain other issues down the line, so it'll be good to make sure it works uniformly. I think I made a mistake when I was compiling this time, so hopefully that was the issue and nothing more serious!

DGF

The mac version crashes the moment I try to open it.

ThaumX

Oh to clarify, the executable is primarily part of a project risk mitigation strategy. In development, it's incredibly useful to have solutions, temporary or otherwise, prepared in advance to avoid losing time.

ThaumX

You have a good point there, which is why I'm planning on opening a public git. Then people can see the code, even easier than before. Also makes it easier for people to contribute directly to the game. The primary concern is making a game that works well for everyone, even if that means adding some extra steps from code to build :)

CeLezte

Thanks, that sounded pretty useful. I've been dabling with the idea of going for an executalbe as well. It's just so much that you can do when you have access to files. It makes it easier to add user generated content to the game.

ThaumX

Sorry guys, I must have messed up something when I compiled the windows versions. I'll upload the HTML now.

ThaumX

It's basically a two-step process. First I use Tweego to convert the .tw files into a functioning .html, then I follow a pretty standard routine with node.js to compile into an executable. Basically, the twee files need to be set up as an html first, but other assets can be included in a directory.

CeLezte

How do you compile Twine projects into executables? Can you make use of Node JS to access files in the current working directory, while executing Twine?

ThaumX

Sorry about that. I added x64 to this post as well.

ThaumX

Thanks, I'll do that in the future. I've been pretty out of it today.

Seems to work pretty well on Linux. I had to manually figure out which file was the binary, and chmod +x it. Probably you should use .tar.gz as the linux compression format, as that will allow the x flag to be preserved.

Will the next version of the game have one for win-x64? Would enjoy trying your new builds but the win-x32 doesn't work for me.

Kill La Kill Yourself

Thank you for your continued work! :D EDIT: Actually doesn't work for me (windows). Just keeps loading on a black screen :/


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