Harlowe has (another) problem... I previously wrote about the quick fix for the text input issue presented by Harlowe within the Twine 2 engine. And while I researched how to get this to work I realized that you can apply this hack to other input methods as well. The radio button input method is perfect for fixed options. Unlike the text input method where the player can type in any old thing, the radio button input method only allows the player to select one value from a list to define a variable. I'm sure you come across Radio Button Inputs pretty frequently. The most common one I've seen is the gender selection menu: However, this can be utilized in an infinite number of ways within Twine alone. So, today we are going to build our own spaceship designer using nothing but radio buttons. First thing's first we have to set up that JavaScript. Copy/paste this right into your Edit Story JavaScript window. window .Harlowe = { 'State' : State };
Harlowe has a problem... For a writing format within Twine 2 that boasts its simplicity, and user friendliness it lacks in one key area: HTML accessibility. For a writer to present an input option for a player they are often bogged down with the limited, and clunky ( prompt:) macro. When an author wants to gather information from a player more often than not they have to execute the (prompt:) macro, and in doing so the player is presented with something like this: While it has the desired effect for some people, it's not very integrative to the page itself. It's a separate pop up that might just be a turn off for the reader. So after countless hours of digging, and researching, and collaborating I've come up with a fairly simple solution. First I created a new Twine file, now if you need help with this this article really isn't a good place for you to start so I'm going to send you over to the Twine Website , and the Harlowe Documentation to b