Minor Nuisances

If enough games ask for it, I’d consider it. But I’m afraid my gut reaction based on complexity and perceived utility is ‘no’. Doing the many to many relationship like related scenes is a bit of a pain.

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I can look at changing this sometime when work calms down a bit, probably.

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I want it, too!

I also appreciate the complexity, so will live with one. But we would absolutely //use// it.

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It looks like if you create a scene using the tickbox to say it’s already completed, whatever you write in that scene doesn’t count toward the word count either. I’m guessing that’s also a matter of not following the same path as usual poses, but since I think that’s mostly used for people’s vignettes and the like, it seems like something that possibly ought to be counted.

Thanks for letting me know. Unfortunately there’s no way for me to attribute those words to the right player. If you and me do a scene offline and then I post it as completed, it hardly seems fair to give me the credit for your writing.

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@Ren You can work around this by opening the scene private, pasting your one pose/Vignette into it, and then closing it.

Assuming it’s just a vignette and not something with multiple writers, as @Faraday mentioned.

I guess if there’s only one participant I could give them all the words. Or divide it evenly or something. Dunno.

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I think your logic is sound on the reason why it doesn’t count them from a closed scene. Especially since it’s super-easy to still get your cheev-words from any stand-alone writing just by posting it as a pose before you close it.

Yes, but if they’re going to work around the system to get the achievement words anyway, why make them jump through an extra hoop unnecessarily?

hand-weighing motions

If you and me do a scene offline and then I post it as completed, it hardly seems fair to give me the credit for your writing.

This happens occasionally. Like, people will forget to start a scene now and again, then post the whole scene in one fell-swoop. As it is, no one gets “credit” for the words - which seems more fair than one person getting all the credit?

I dunno. It just seems like there’s no good solution (other than the existent one, which is to not count words from closed scenes).

But whatever’s clever. It’s a relatively rare occurrence.

When I’m editing a pose, the edit/typo box closes if there’s new activity (even OOC). This repeatedly thwarts me with half-rewritten poses that disappear, especially in large/3-pose scenes. Is there a way to stop this from happening?

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Yeah that’s certainly not intentional (and sounds super irritating). I’ll check it out, thanks.

I’m not sure how much is the built-in arrangement and how much is per-game-css here, but may I suggest this arrangement for the portal-scene UI layout?

For me, it feels more balanced and puts the things I use constantly (the posing buttons) in the most convenient spot (with the most common button at the edge, where it’s easiest to hit), and the rarer ones (the dropdowns) at the other side.

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I get where you’re coming from with that, but the issue is that on mobile then the Play and Manage buttons would end up on top of the buttons you actually care about. And getting things to line up neatly like that with the stupid pull-right float doesn’t always work out well.

If somebody wants to play around with the template/CSS and try to find something that works well in all responsive use cases, I’d certainly consider incorporating it.

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Is there somewhere I can grab the basic template/CSS to play with without having to install a game of my own somewhere? I can’t do that at the moment, but I’m fairly sure I could sort out the order/CSS.

Not easily, no, sorry. The basic template is here:

But it relies on the whole web portal framework – all those actions, if/elses, ember power select, etc. You could strip all that down to just raw HTML with some fiddling, but you still need a web server to test it on. The onilne tools like jsfiddle aren’t really set up for testing responsive design – at least none that I know of. Oh and don’t forget to include bootstrap and jquery from here:

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Oh, I have plenty of web server access, just nowhere I can run Ares at present. Thank you; I can work with this.

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It seems as though there’s only one Unshared Scene Deletion warning per scene, even if the scene is reopened and the timer restarts – I’ve lost one I was (…yes, still…) saving. I can’t imagine this situation will happen often, but it does seem logical to get warned again if the scene’s in danger of deletion again!

Wouldn’t it make sense that there’s only one? Like, the point is to let you know to download the scene, not to reset the timer?

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Is it actually getting in the way of anything though? There are a few reasons here and there that someone might want a thing to not get deleted for some indefinite time and simply downloading it and letting it get deleted won’t serve the purpose.

Either it does get in the way of something, and it should not reset (i.e., it WILL be deleted in a few days no matter what you do to it, unless what you do is share), or it doesn’t, and it should warn you again if it reaches the point it’d get deleted again.

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