Instead of reinventing the wheel, I'd like to know what methods of
hint system inplementation in Inform are out there.
Thanks in anticipation of the help.
Try the hint system on GMD: Hints.h (which also requires Altmenu.h, Domenu.h,
and utility.h THis confuses some people, but I didn't want to lump them
together, lest you be stuck with features you didn't want, eating up Z-machine
resources) It allows you to define an object-oriented hint menu system nearly
identical to infocom's invisiclues system. The author (which is me) provides
full support and technical help, so even a novice has a fair chance of doing
(yes, this is a shameless plug.)
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>I'm in pre-production on my first "adventure" game in Inform. As part
>of the design, I'd like to include a comprehensive hint system.
>Instead of reinventing the wheel, I'd like to know what methods of
>hint system inplementation in Inform are out there.
Well,there's adaptive hints, hints that are only givin when that section
of the game is reached. I created an adaptive hint system when I ported
"The Night of the Vampire Bunnies by Jason Dyer" to Inform. It makes the
hint available when a puzzle or location is first encountered and formats
them in Invisiclues style using a subclass of Graham Nelson's menu.h file.
Feel free to extract the source for the hint system from this source code
and use it in your game.
Good luck with your adventure.
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: Instead of reinventing the wheel, I'd like to know what methods of
: hint system inplementation in Inform are out there.
for some libraries to use and/or modify for when you're giving your hints.
For general information about hint-giving, try
as well as a couple questions & answers at the end of:
Hope that helps!
-Lucian "Lucian" Smith