v1.1: Mobile compatability, timer, and cheat mode


Alright, the first (and maybe last) update.

First, I reworked the gravitic normalization technology to stop the html elements from boogie'n all over the screen on mobile. Now they're locked in position. In a position that's more optimized for desktop than mobile, yes, but they're still in position.

Now, upon starting a new save, a timer will begin. It only runs while you're on the main screen, and its only function is to give you a highscore-esque thing at the ending (as well as more math. I love boobie math).

Finally, if you scroll down from the prologue, you can enter the password to start the game with cheats enabled. I've said it twice in the game itself but I'll say it once more just to be sure: The game is more fun if you play it without cheats. Growth that is slow and steady is always hotter than instantaneous growth, as long as both reach the same size at the end (and they do!).

If you're continuing from a v1.0 save, the new portions I added to the settings and ending will look wonky, since it's trying to count how many seconds has passed since [        ], which isn't really a number. However, the rest of the game will play as usual and you can continue without fear.

Did you know that a play-in-browser file and a downloaded file can't have the same name? I do now. It's pretty cring.

Files

Yuri My Beloved v1.1.html 767 kB
Jan 13, 2024
Yuri My Belovedv1.1.html Play in browser
Jan 13, 2024

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Comments

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Getting an error on the settings screen, with both the web browser version and Downloaded version, made sure to run fresh save too.
"Error: child tag <</nobr>> was found outside of a call to its parent macro <<nobr>>"   It shows up right below where the timer is.

It isn't fatal, game seems to run normal otherwise (Ran through it with cheats to test), but just figured I'd throw bug report up.


Wonderful game again, can't state it enough.    Have seen it shared, and shared it myself, across several BE Discords and reaction is very positive.  Even seen some other people say they want to make a BE game because of it, glad I'm not the only one who got that bug after playing your game

(+1)

Eesh, I thought I fixed that specific error. It's kind of finnicky to test these kinds of thing because if a piece of faulty code is inside an if statement, you'll only ever notice it's faulty if the if statement is true and the code is rendered.

(+1)

It seems like maybe a <<nobr>> is missing?  Considering you added the timer on the settings page, is the <<nobr>> missing from the statement for that?  I'm not super familiar with Twine's language, so guessing here

(+1)

Yeah, there are 3 types of code I can use:
HTML macros, which look like <br> and <div>
Twine macros, which look like <<if>> and <<nobr>>
And javascript commands, which look like Math.round().

Of the first two types, some macros are alone, like <br>, and some require closing statements, like </div> and <</nobr>>. Specifically, there has to be exactly 1 closing statement for every opening statement, otherwise it'll show an error. It may still work as advertised, but that big red box is pretty distracting.

I know I put a <<nobr>> there after seeing the error the first time, but I bet I put it slightly out of place, like [( ]). Totally wonky

(+1)

Oh, so the <<nobr>> are a braced statement?  
Could it be missing the other half of it then?   The error sounds like it's got the back end of the statement but maybe missing the front end?

(+1)

Kind of. Both halves are present; it's that they can't see each other.

All of the braced statements can be nested, but you have to put both sides in the same container. For instance, this would work perfectly fine:

<<if>>
<<nobr>>
<</nobr>>
<</if>>

But this would break (and already did,  as you just saw):

<<nobr>>
<<if>>
<</nobr>>
<</if>>

Even if the if statement is true, it checks for errors and for when it needs to stop considering the <<nobr>>  before actually evaluating it. I'm not sure exactly what form this problem takes in the settings screen, but I need to recount the <<if>>s and <</if>>s used to say "minutes" and "hours" only when you have a plural amount of them.

This game would've been beyond impossible if I didn't have a sudden inexplicable drive to make this the best damn BE game you ever did play halfway through. Everything you expect to be simple, that you don't even think about when you see it, probably took over a whole page of code. Nothing "just works", everything takes a stupid amount of background work to assemble all the pieces that wouldn't be nearly as much trouble if it didn't have to adapt to an ever-changing value.

Except the commas in the numbers, apparently that's just <<=$size.toLocaleString()>> with javascript and it just fucken works. Bit of a shame, too; I'm pretty sure I could do that with my own code by using rounding and logarithms.

(+1)

Yeah, I had to add "DL" to the end of the filename on mine for the downloadable copy, pretty weird quirk, but I assume they must just plop our files into one big invisible folder in a heap.

It's specifically because you can't toggle a single file as both downloadable and browser-playable, and if you attempt to upload a file with the same name as one that already exists, it'll just replace it and create a new instance.