There are I think two funny things about that bit of code: 1) “inkdingle” (I strive to keep things PG, even in the source), and 2) that’s an instead rule that’s completely redundant with how the TAKE action works (I set up a custom property to track whether one of the objects you had to hide was already in a particular place, which I could have just done with a simple definition, or at least changed with a carry out rule or something! As with many first time inform authors, I way overused instead rules in that game).
Thanks everybody for posting your stuff - I’m excited to dig in. I actually had the Hadean Lands source pulled up to read later, which my 18 month old son came across when I gave him my phone to distract him from a fingernail-clipping session. He was fascinated and let me snip away without a peep, so SCAD is already doing good in the world!
My Inform 7 source code for my two released games Border Reivers (Border Reivers - Details) and Napier’s Cache (Napier's Cache - Details) are both released, uploaded to the IF Archive and linked from the IFDB entries above. This is the rough as was released source code, including deleted bits of code, even some rough notes I had saved for myself. It is not commented or expanded in any way, but hopefully of interest to see how the code works. Border Reivers includes my own version of conversation tables and code, which includes reporting a summary of a topic if you ask about it again. Napier’s Cache is a better game I think, but shorter code. It makes extensive use of “CHECK ASKING X ABOUT Y” to try to run more efficiently than if using INSTEAD rules there.
Thank you to everyone who is releasing code! And thanks especially to @DeusIrae for suggesting this. I am finding it fascinating looking at the source code for other recent games especially. Not just the Inform 7 ones but all of them. Thanks!
I’ve uploaded the sources to my inform games to the IF-archive (Gotomomi, Dead Man’s Hill, For a Place by the Putrid Sea). Where I still found something of the sort, I added a file with development notes, mostly about things that didn’t make it into the finished games (I usually had almost all of these on paper, rather than on my computer, which means they are now lost so don’t expect much).
I’ve uploaded these as-is, meaning they most likely won’t compile easily. They are also a mess of commented-out code and multiple competing and/or aborted attempts to create a mental order of things.
I’ll link from IFDB as soon as they are available on ifarchive.
I’ve uploaded the source code for my first five Adventuron games to my GitHub account, together with the compiled html files (so that you can download them and play them offline), solutions, maps and Trizbort files for the maps.
The readme files tell you which version of Adventuron was used. If you want to load the source code into the latest version of Adventuron classroom, then you may have to make some changes before it will run. If you want to load it into Adventuron betabeta, then you will have to make a lot of changes before it will run. Nevertheless, Adventuron users may find the source code instructive, particularly in the later games that use proper containers, multi-word parser, lots of custom messages and other niceties. I plan to do updates on all these games, when time permits, so that they run with the latest version of Adventuron classroom, but not betabeta.
I’ll try to publish the source code for all my Inform 6 and PunyInform games in the next week or so. When I’ve done that, I’ll probably also upload both games and source code to the IF Archive and provide links to the source code from the relevant itch.io and IFDB pages.
Thanks to @DeusIrae for kicking off the SCAD initiative. It’s something I’ve been meaning to do for ages, but I didn’t realise how much work it would be.
You should put a link to the source from each IFDB page too, and add the appropriate tag to the game (“adventuron source code available” seems appropriate for Adventuron games, and has been used by others)
Yes, I’ll certainly do that. I’m working on the Inform 6 games, too. I should get them finished tonight. You’ll be pleased to know that that includes all my published PunyInform games.
Had some last-minute computer trouble, but I was able to get the source code to This Old Haunted House uploaded to my website. I’m not sure whether it’s odd behavior from my installation of Inform 7’s version 10 (or if formatting errors introduced by moving the raw source between text filetypes are to blame), but when I released with source, it put the entire story into a single HTML file rather than subdividing by Volume, Book, etc. In any event, if you prefer raw text, that’s available from the link above as well.
Somewhere in the multiverse, it’s April 1…
I’ve posted the source code of my first “no training wheels” project to itch. Baby’s first kinetic poem, first try at customizing UI, and first time using her phone to record voice memos of the Very Important Narrative Thoughts that occurred mid-shower.
It’s late, but I found the perfect thing for SCAD.
I had something lying around my extensions dir called honest-to-Crom Code Outtakes.i7x – the stuff left on the cutting-room floor after last year’s Code.
Here’s the source code for Andromeda Apocalypse, the latest release from 2012 (he Extended Version).
It’s a lot of things (probably hiding swearing from things I found frustrating to code at the time). You may find the Achievements and the Hint System useful, somehow. Also, how I stored objects when swapping between game and cut-scenes. The rest is pretty much “put this in that”, but I can’t be sure.
It took a while, but I’ve now uploaded all eight of my published Inform 6 games to my GitHub account for all to enjoy or poke fun at. Each repository includes source code, compiled z3/z5 files, solution, map and Trizbort file for the map. There are 2 games using the standard library and 6 games using the PunyInform library.
I still need to do the IF archive bit so I can add it to the IFDB page, but here’s the source text for ADRIFT. Sorry for the delay in posting, I had to be home with the laptop to get a hold of the actual project folder.
Upon reading it again, I am surprised to see I actually took the time to put some commenting in there, and I also separated discrete sections by generous spacing, so it isn’t as indecipherable as I feared. With that said, it is still held together with duct tape and bailing twine. This is the comp version of the game. I have a post comp version as well that I keep twiddling with endlessly that has not been finished nor released.
I’m trying to get some of my source together. Unfortunately most of my Inform stuff is lost on non-functioning hard drives of old computers before I started cloud-saving everything.
Anyway, Transparent is one of my Inform games that was kind of a mess and was very difficult to play and cruel - I did get lots of feedback to hopefully make it better - but it’s a rare Inform 7 game that includes music and sound (if played in an interpreter that supports it) and some images. I don’t know of any of my solutions will be useful to anyone, but I did get a huge leg-up help using @Draconis’s Music extension.
I went ahead and also posted the code dumps from two of my AXMA games. These will probably be a chore to read and include extensive blocks of embedded sound and image content the compiler just mashes all together you’ll need to skim through. But if you want to see all the text in the gamesand see how much work I do that never gets seen! it’s there.