You can now upload games created with Inform directly to textadventures.co.uk.
Previously, you could upload an HTML game created using Inform’s “Release along with an interpreter” option, but now it’s even easier - you can now upload a .z5, .z8, .ulx, .zblorb or .gblorb file directly.
Just head to the “Submit a Game” link and submit your file. After uploading the file, enter a few basic details and hit Publish. That’s it! Your game’s listing page is created, where it can be played online (using Parchment) or downloaded.
When publishing a game, you can also choose to keep your game unlisted, which means only people you give the link to will have access.
If you upload a blorb file that includes cover art, that will be automatically added to your game listing.
The third release of Squiffy is now available. The big new feature in this version is you no longer have to download anything!
In-keeping with the philosophy of trying not to do too many new things in any one release, this first iteration of the editor is intentionally very simple. It’s pretty much a text editor in the cloud, with a few Squiffy-specific bells and whistles to make editing a game easier.
You can use the editor without logging in, in which case all changes are automatically saved to your browser (and are automatically re-loaded the next time you come back). Or if you’re logged in, you can hit the Save button to sync your game to your account, so you can access it from anywhere.
As you create sections and passages, the drop-down lists above the editor automatically update. These provide an easy way for you to find your way around your game.
When you run your game, it appears on the right-hand side of the screen, so you don’t need to switch between tabs or windows.
If you set attributes in your game, you can keep track of them by looking at the pane at the bottom of the screen, which logs all attribute changes.
Try it out now at http://textadventures.co.uk/squiffy/editor.
Open source, of course…
Both Squiffy and the editor are open source and on GitHub:
For Squiffy 4, I’m planning to wrap this HTML-based editor with Electron (formerly Atom Shell), to create an offline downloadable app that will work on Windows, Mac and Linux. After that, we can start fleshing out the editor with more features - a graphical overview of your game’s sections would be an important feature, I think. I’m open to more suggestions!
Today, I’m releasing the source code for it: https://github.com/alexwarren/moquette
It might be useful if you’re interested in implementing similar text effects in your own Quest game - if so, this blog post may also help.
Or who knows, maybe you’d like to adapt it - fix up the writing, change the ending, whatever… you can now fork it and do what you like with it.
The commit history goes all the way back to when it was a very primitive London Underground simulator, so you can see how it evolved over time. You can see the bursts of activity on GitHub’s commit graphs, which give some indication of the ebbs and flows of my energy for writing.
I haven’t had so much energy for writing for the last year, though I’m kicking around ideas again. Who knows where they will end up. Perhaps we haven’t yet heard the last of Private Rod…
Squiffy 2.0 is now available. Just like Apple’s “Snow Leopard” release of OS X a few years ago, this release of Squiffy boasts an amazing 0 new features.
Why no new features? Because Squiffy releases should only do one thing at a time, and this release is all about rewriting the compiler to use Node.js instead of Python.
This does make installation simpler, as Squiffy is now an npm package. To install Squiffy, you just need to install Node.js and then run
npm install squiffy -g
Everything else is the same as before, with the possible exception of there being a different set of bugs now. If you spot any, please log them on GitHub.
Quest 5.5.1 is now available.
Various bugs have been fixed by me and Pertex. In particular, there were a couple of bugs with timers that meant they used to work unreliably, particularly when playing a game on the web. These have now been resolved, so if you were avoiding using timers, please try them again!
Please log any bugs you find on GitHub.