I hate to bring this raging debate to the Reddit forums as well, but I was wondering what the general opinion is of Twine used in conjunction with standard IF puzzles (finding a key, solving puzzles) and how one can get them to work together well? I have always thought games like Limerick quest have done rather well with the integration of the two but would love to hear others opinions!
It almost felt like watching a Moore movie, imo. Very fun!
So much better than TWINE, which is easily Brosnan's worst Bond movie for me
I'm just surprised he publicly distanced himself from Die Another Die when it was objectively better than his previous two
i was doing twine Endurance with u/Turtledude100 and suddenly the health on an amplifier (which worked great, traps still got durability,) start to go down from 100% to 0% to 50% to 100% and we get the defeat screen. loading screen out and i get no rewards.. wtf?
STW has been out for a while. I was wondering if they will ever add a twine peaks storyline. They did the same thing with Canny Valley and added 14 new pages. Thanks for the comments y’all.
I started learning to use Twine for an adult intereactive game, and I realized it would be great for and intereactive premature trainer, with timer, censored images, levels (based on how much time you take to cum) and keep track of the progress...
What do you think?, it's a good idea?, I'm open to suggestions
Here's one screeshot btw
Other ideas I have (for the future)
Thanks for the support
I am working on a game that will heavily depend on branching dialogues. And as I hobbyist, I would like to use an existing solution to handle dialogues. So far, I have seen
being used for this purpose but I couldn't decide on which one to pick. I tried Yarn Spinner because it has a visual tree-like dialogue editor. But Yarn Spinner turned out to be a pain to implement because it was a bit too complex for me. I succeeded in the end but still...
I love the Ink's dialogue editor design (you can test the dialogue on the right column) but it has no tree-like branching, which I am guessing would make things harder to manage with many branches.
So can you share your experience with these tools if you used any of them? Do you think a tree-like branching visual editor is important?
Making a story for twine to wrap everything up... comment your theories that I may feature in the story.
I was so happy that I recorded a timelapse of it!
Hope you enjoy it.
I'll be glad of any assessment and help from you and I'll try to fix all my amps to make it more stable!
I just finished Twine SSD 10 last night and thought some of my experience might be helpful.
First, I found a guide but it was a bit out of date (https://www.reddit.com/r/FORTnITE/comments/b42vdo/twine_peaks_ssd_reference_sheet_and_stepbystep/). I followed the placement order from that guide (except I had already placed Ridge, then Ramp rather than the other way around as it suggests).
For 10, I found another guide which is much more up to date (https://www.reddit.com/r/FORTnITE/comments/d4muq3/twine_peaks_ssd_walkthroughreference_map_1030/). The wave order from this guide seemed to be accurate --
HB > Ridge > Ramp > Pit > Valley > Devil > Beach > (Lava, Hill, Bridge)
The last 3 in parenthesis were NEVER hit during my SSDs.
SSD 7: HB > Ridge > Ramp > Pit > Valley
SSD 8: HB > Ridge > Ramp > Pit > Valley
SSD 9: HB > Ridge > Ramp > Pit > Valley > Beach (as Devil was not yet placed)
SSD 10: HB > Ridge > Ramp > Pit > Valley > Devil (Placing Devil meant Beach was no longer attacked)
Spawns that I saw on SSD7-10. Everything I've read/been told is Devil also has a West Spawn but on the 2 attempts I did at 10 (1 failed at Devil, 1 success) it was attacked from North both times. I still would build for West. The Amps with circles around them were never attacked. Diamonds indicate some husks went this way. Orange circle is the path most husks took and Square is paths that few if any husks followed despite building for them. X is paths I blocked off.
Homebase -- North seemed to be the preferred spawn for me, but East did get attacked once or twice. Also, I thought the spawns for North were all at the base of the ramp, but some husks spawned on top of the cliff which caused issues in SSD7. To fix this, I blocked off the path around the East Side of the ramp and used Drop Traps (pointing the muffler towards the tunnel) and launchers to push any that spawned up top into my trap tunnel at the middle. I used timeout rooms (2 x Broadsides, Wall Light, Floor Freeze, Gas Trap) along the sides with wall launchers in the middle of the tunnel and... keep reading on reddit ➡