Box is open!! Send in some asks! I’m dealing with some slow computer issues so I haven’t been able to write 🫠. But box is open! Hit it with asks! Would love to talk about lore, characters anything! I’d even love to hear about your mc’s!
Look I am someone who can say I’ve read many fanfiction throughout the years. I’m fucking 25 I’ve read a lot of ships, tags, tropes, good, bad, dog shit you name it I’ve probably read it. I tend to not judge people with ships because it’s shipping it’s a stupid little thing we do in fandoms. Crack ships have had some of the best fanfictions won’t lie. However something I can confidently say is that straight women who read fanfiction tend to be another breed.
You may be wondering “why do you think this?”
Well random person on the internet let me tell you.
I have a friend whom I work with and we are both avid fanfiction readers. The only main difference between us is that she is a straight woman and I am very much not.
I was reading a fanfic today while we were slow and she has the AUDACITY to judge me. (It was a Steddie fanfic, never watched the show have no interest but I do enjoy the fanfic) she then tells me what she is reading…..and yall she has no place to judge me here….you wanna know what she was reading?????
Fuvking Voldemort/tom riddle x Fuckkng Hermione Granger fanfiction. 🤨 girl
I won’t lie I did straight up say it’s like reading Hitler x Anne Frank fanfic. Her excuse was it was time travel to before he became Voldemort 🫠 and I’m like girl. What the fuvk is wrong with you. Why can’t you be normal and just read drarry or Ron/hermione?
Love her to death I do she very much gives the “talk Valentina, ally” stchick but like she absolutely kills me when she tries to judge what I’m reading and is reading that.
Hi I’m your sterek secret santa person. As usual I just want to ask if you have any requests or prompts for your fic before I get started.
Hello! Honestly mostly the themes I mentioned in my sign up. Bottom Derek is the big thing and good Peter hale. But like if you go the more smutty route with the bottom Derek I guess just don’t make him small? If that makes sense people sometimes reverse his and stiles builds when writing that and I’m not the biggest fan. Thanks!
Hey there, it's your Secret Santa here! I'm working on your gift, and I'm wondering if you want it to be holiday themed or just general? I can make the fic either way, so it's totally your preference if you want it to be Christmassy (or holiday of your choice!) or not.
I’m honestly good with anything! No real preference on this front! Totally up to you my dude!
Hey there, it's your Sterek Secret Santa! I'm super excited to get started on your fic.
You mentioned that you like jealousy angst with a happy ending - how do you feel about a meddling Peter hitting on Stiles to get our boys to admit their feelings? I know some people like that kind of thing, but others don't... Let me know! <3
I’m cool with it! So long as it keeps with the bottom Derek bit I’ve got no issue!
I’m having trouble finding anything to help but how do you go about putting pictures in your game on twine? Like chapter title images? For twine sugarcube? I haven’t found anything to really help me out
Hi!
Because Twine games are web-based, inserting any image (backgrounds, headers, character portraits, inventory images, etc) has less to do with Twine and the SugarCube language and more with CSS and HTML. This tutorial should be applicable to all Twine languages, but regardless of what language you're using, there are a few important things to keep in mind about images and displaying them in both your game and the Twine editor itself.
I. Adding Images
If you want to add an image directly into a passage, you can do so like so:
<img src="image name.png">
The "src" is the image source. It's the path that tells your game where your image file is located and will insert it into your game. There are a few different methods you may end up using depending on your game's requirements.
1. From Online
If you are sourcing your images from an online hosting site (like imgur), your file path may end up looking like this:
<img src="https://i.imgur.com/BL7LMvb.jpeg">
While this is the easiest way to add images to your game, it's not really recommended. By outsourcing to another site, you are reliant on that site to stay functional. If it goes down at any point, you'll lose your image. Furthermore, if you want to run your game file locally (meaning directly from your computer or phone and not on a site like itch.io), you will need to have an internet connection for your image to show up.
2. From a Local Folder
If you are only ever going to run your game from your personal computer, you can use a local file path. You could put all your game's image assets in one folder and then reference that specific location in your image source. For example:
<img src="C:/game/images/logo.png">
In this example, I want to use the PNG file named "logo" in my game. I've put it on my C: drive in a main folder called "game" and a subfolder called "images". I use the file path C:/game/images/logo.png in order to insert it into my game.
If you're not sure what the file path for a specific image is, you can find out by right clicking on the image and opening its Properties.
Under the General tab, you'll find something called Location, which will give you the image's path.
IMPORTANT: Windows uses backslashes ( \ ) in its file paths. Twine uses forward slashes ( / ) like in all web URLs. If you're copy/pasting the file location from the Properties menu in Windows, you need to replace the backslashes with forward slashes in order for your image to show up.
Using a local file path will only ever work on YOUR personal computer. If you use this path and then give your game to someone else, it will not work unless they have exactly the same folder set up as you. For this reason, you should not use local paths as your image sources if you intend to publish your game publicly. It should only be used for personal use.
3. From a Relative Path
This is the recommended way to insert images into your game, particularly if you intend to have a lot of assets. If you make an "images" directory, you can use relative paths to source your game's assets and this will work for both online publishing on a hosting site (like itch.io) and offline use. However, there are a few extra steps involved.
Like in the local folder example, you MUST use forward slashes. Backslashes will not work.
"Relative paths" in this context essentially means that the image source will look for your image in a directory relative to where your game is located.
Twine publishes to HTML, so if you make a folder called "game", then put your published Twine HTML file in that folder, you can create a subfolder/directory to store all your images. For example, this is what my game's directory looks like on my computer:
C:/game/
My game folder located on my C drive. I put my game's published HTML file here.
C:/game/images/
The folder for my image assets, located as a subfolder. I put all of the images for my game here.
If I open the game's HTML file from the "game" folder, then the images directory is relative to the folder where my game is located. That means that I can use just the relative part of the file path, rather than the entire path on my C: drive.
For example:
<img src="images/logo.png">
This means that if I move my game's HTML file to another location on my computer, my images will not load because they are no longer relative to the image directory. The game HAS to be launched from this location for the images to show up.
FOR DOWNLOADS/OFFLINE GAMES:
If you're making an offline version to be downloaded by your players, you can handle this easily by zipping your game's folder together with all your assets in their appropriate subfolders.
When the player downloads your game and unzips it, they will have all the assets in the right place and can launch the game from that folder.
FOR ONLINE BROWSER GAMES:
If you intend to host your game on itch.io as a browser-based game, you can do the same thing by zipping your game's contents together and uploading the ZIP file. Itch.io will host your images internally, so as long as all your relative paths are correct, your images will show up your game without you having to source from an outside site.
If you're uploading onto itch.io, you HAVE to rename your HTML file to index, otherwise this will not work. You should also scrub any personal information from your file paths.
For example, if your file path is called "adam's pc/game/images/logo.png", I would move things around so that the relative path becomes "game/images/logo.png".
II. Relative Paths & the Twine Editor
IMPORTANT: Because of how the Twine editor functions, using relative paths to source your images will make your images fail to show in the editor. They will show in the published version of your game, but not in the editor itself. If you hit test/play, you WILL NOT see your images in your game's preview.
There are a few work arounds.
If you are using a version of Twine 2 that opens its test/play previews in its own mini-browser (Twine 2.2.1 and before will do this), then you will need to use local file paths or online paths for your images while in the editor. You will then have to switch them out for the appropriate relative path when you go to publish.
If you are using a version of Twine 2.3.x that opens its test/play preview in your actual browser, you can use HiEv's "Displaying Images in Twine" code. Add it to your game's JavaScript section and adjust the directory names to the ones you are using. You will probably want to delete this code before you publish your game since this is solely a workaround to get images to display in the Twine editor.
III. Styling Images
You can control what your image looks like with a bit of simple CSS. Here are some basics:
Adding the img class to your Story Stylesheet will target all imgs in your game and give them the same properties. If you want to style different images in different ways, you'll want to create multiple img classes.
img {
max-width: 100%;
height: auto;
}
This targets all imgs in your game and make them responsive (i.e. automatically adjust to fit the size of the viewer's screen). If you wanted to make them smaller than the maximum, you could change it to 80% or another percentage until it fits what you want.
img.title {
border: 1px solid #808080;
}
This adds a 1px border in the hexcode #808080 to an img with the title class.
You can add classes to your images with the class selector:
<img src="images/example.png" class="title">
You may want to look at this guide here to get started with the various different styles you can add (border styles, colours, and thickness; using the border-radius property to make the image circular, etc).
IV. Alt Text
Alt text is an invisible image description that is read aloud by screen readers. It also displays if your image fails to load. Adding alt text to your images is important for accessibility, particularly if your image provides some kind of important functionality in your game.
For example, if you're using a fancy graphic as an chapter title, you will want to include alt text that states the chapter title. You can add alt text to any image with the alt selector.
If you want to add background images to your game, you cannot use the <img src> to do so. I covered some of that in this post here on making main menu screens, so that should be a good place to start if you want to use backgrounds.
As Google has worked to overtake the internet, its search algorithm has not just gotten worse. It has been designed to prioritize advertisers and popular pages often times excluding pages and content that better matches your search terms
As a writer in need of information for my stories, I find this unacceptable. As a proponent of availability of information so the populace can actually educate itself, it is unforgivable.
Below is a concise list of useful research sites compiled by Edward Clark over on Facebook. I was familiar with some, but not all of these.
⁂
Google is so powerful that it “hides” other search systems from us. We just don’t know the existence of most of them. Meanwhile, there are still a huge number of excellent searchers in the world who specialize in books, science, other smart information. Keep a list of sites you never heard of.
www.refseek.com - Academic Resource Search. More than a billion sources: encyclopedia, monographies, magazines.
www.worldcat.org - a search for the contents of 20 thousand worldwide libraries. Find out where lies the nearest rare book you need.
https://link.springer.com - access to more than 10 million scientific documents: books, articles, research protocols.
www.bioline.org.br is a library of scientific bioscience journals published in developing countries.
http://repec.org - volunteers from 102 countries have collected almost 4 million publications on economics and related science.
www.science.gov is an American state search engine on 2200+ scientific sites. More than 200 million articles are indexed.
www.pdfdrive.com is the largest website for free download of books in PDF format. Claiming over 225 million names.
www.base-search.net is one of the most powerful researches on academic studies texts. More than 100 million scientific documents, 70% of them are free
Is there a way to link to different passages based certain choices the reader can make?
Like I know is Choicescript you can say
*if $variable = true
*goto scene
So I was wondering if you can something like that in twine as well? Thank you for all your help!
Definitely! You can do that with an if statement.
<<if $variable is true>>[[Continue.|Next Passage]]<</if>>
Depending on what's going on with your text and choices, you can make it more complex.
Stat Checks
Here, the player needs 10 or more in strength to pass the check. I'm using the >= symbols, which mean greater than or equal to. You could also use > 9 (greater than 9). Or you could use TwineScript operators gte 10 (greater than or equal to 10) or gt 9 (greater than 9).
<<if $strength >= 10>>[[Break down the door.|Next Passage]]
<<else>>You're not strong enough to break down the door.<</if>>
Stat Checks Combined with a Dice Roll
Here, I'm using the random() function and combining it with the player's Strength stat to print two different links (a pass and a fail). The combined number (the random number and the $strength stat) needs to be 10 or greater for the player to pass the check and get the "success" link. If the resulting combined number is less than 10, they will get the "fail" link.
Because the random() function generates its random number when the passage renders, I've given both the pass and fail links the same display text so the player doesn't know which one they got when the passage loads.
The numbers between the parentheses determines the range. The first is the minimum, the second is the maximum. In this example, random() will generate a number between 1 and 10.
<<if random(1,10) + $strength >= 10>>[[Break down the door.|Player Passes]]
<<else>>[[Break down the door.|Player Fails]]<</if>>
Relationship Checks
Here's a number of different choices based on a companion's relationship stat (the relationship stat is on a 0 and 100 scale).
<<if $companion_approval >=80>>[[Confess your love.|Confession Passage]]
<<elseif $companion_approval >=60>>[[Give them a hug.|Hug Passage]]
<<elseif $companion_approval >=40>>[[Nod and move on.|Nod Passage]]
<<elseif $companion_approval >=20>>[[Avoid looking at them.|Avoid Passage]]
<<else>>[[Walk away.|Walk Away Passage]]<</if>>
You could also put in the specific ranges using &&, like so:
Sometimes you might want to give the player an outcome but there are several ways to trigger it.
In this example, there are two different conditions that can trigger the resulting passage link:
1. The player has $gift set to true and their $companion_approval is 60 or more
or
2. The player has $other_condition set to true
<<if $gift is true and $companion_approval >=60 or $other_condition is true>>[[1. "Thanks for everything.|Thank You Passage]]<<else>>You cannot take this option.<</if>>
If you have multiple expressions in your <<if>> statement, it's a good idea to wrap parentheses around the part of the expression you want to combine. While the above code does work the way I want it to, I can also do it like this:
<<if ($gift is true and $companion_approval >=60) or ($other_condition is true)>>[[1. "Thanks for everything.|Thank You Passage]]<<else>>You cannot take this option.<</if>>
Based on History/Passage Visited
If you need a conditional link based on the player's previous actions, you don't even need to set a variable for it. You can use the hasVisited(passage) function to reference the passage where the event occurred and treat it like a variable. (If the same conditional action occurs in more than one place, I would assign it a variable instead).
In this example, the player needs to have visited a waterfall (located in the passage called WATERFALL) to get the link.
<<if hasVisited("WATERFALL")>>[[Tell them about the waterfall.|Next Passage]]
<<else>>You did not visit the waterfall.<</if>>
You can reverse it with not hasVisited
<<if not hasVisited("WATERFALL")>>You did not visit the waterfall.
<<else>>[[Tell them about the waterfall.|Next Passage]]<</if>>
hasVisited is helpful for dialogue loops. Dialogue loops are conversations where you give the player multiple dialogue options and intend for them to click on each one in any order before they proceed to the next part of the game.
:: Simple Dialogue Loop
You visit the tavern and talk to the barkeep. What do you ask them?
<<if hasVisited("Question 1")>>1. "Tell me about the town."<<else>>[[1. "Tell me about the town."|Question 1]]<</if>>
<<if hasVisited("Question 2")>>2. "Tell me about the kingdom."<<else>>[[2. "Tell me about the kingdom."|Question 2]]<</if>>
<<if hasVisited("Question 3")>>3. "Heard any rumours?"<<else>>[[3. "Heard any rumours?"|Question 3]]<</if>>
<<if hasVisited("Question 4")>>4. "What's with the weird guy in the corner?"<<else>>[[4. "What's with the weird guy in the corner?"|Question 4]]<</if>>
<<if hasVisited("Question 1") and hasVisited("Question 2") and hasVisited("Question 3") and hasVisited("Question 4")>>[[5. You have no more questions.|Next Passage]]<</if>>
Here, each question directs into its own passage. The code for the question loop should be placed at the end of each of the question passages so the player can navigate between them. The #5 option requires the player to have asked all the questions before it will show up. Alternatively, you can replace the "and"s in the statement with "or"s and that will change the conditions so the player can proceed after asking only one question (if they choose so).
<<if hasVisited("Question 1") or hasVisited("Question 2") or hasVisited("Question 3") or hasVisited("Question 4")>>[[5. You have no more questions.|Next Passage]]<</if>>
Bothering you again lol. You like Alpha Stiles, do you mean in the pack sense or the gender sense? Been thinking about Omega Derek for the idea I have and just want to make sure that's cool!
I’m pretty sure I answered this but for some reason I don’t see it on my profile??? But yeah I’m good with both!
You mentioned Alpha Stiles as something you enjoy, do you have a preference as to whether he's human or not? I typically make him a fox, if that's something you're okay with.
Let me know 🥰
Hi! I don’t have any real preference if I’m being honest! Just alpha stiles in general is a favorite
thought I’d throw together a list of the resources I personally use and the ones I’ve seen floating around that look useful. if you have questions, it’s worth checking these out!