No Time To Play

Tag: ramus

New Ramus story out there

by on Apr.24, 2013, under News

Hello, everyone! I know it’s been quiet as of late, but we’re still around. There is an announcement coming soon, but in the mean time let’s welcome You I Give the Helm, a new multiple choice adventure by Roger Kenyon, which enhances Ramus with neat typography. It’s fairly replayable for its short length, too, so give it a go. Thank you, Roger!

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Original Ramus story and more

by on Mar.24, 2012, under News

This announcement is one week late (pesky real life…) but just after I published my port of Starborn — and Nitku graciously promoted it — a new user of Ramus surfaced and promptly did some very nice things with it.

Meet Conrad Cook. Not only he posted a minimal, “starter” Ramus document, a useful thing I failed to do myself, but followed up immediately with an original work called Unicorn Story. Which I am now hosting on the Ramus website at his request. Thank you, Conrad.

I also took the opportunity to flesh out the aforementioned website a little more, including an answer to the frequently asked question about (not using) jQuery. Hope this helps.

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Ramus in the real world

by on Mar.18, 2012, under Gamedev, News

No, don’t get too excited. This is something I did myself, and it’s not even an original work but a port of Juhana Leinonen‘s Starborn. I meant to do it when the game first came out, but there was too much going on behind the scenes, or so it seemed from looking at the source code, and I hesitated. In the mean time, Nitku ported it to Undum himself, thus proving that in a keyword-based game a few boolean flags may well be able to replace a full-blown world model. So I took a closer look, and it turned out that more than half of the original Inform 7 code was dedicated to disabling the parser, implementing keywords as a game concept and other such changes.

On the Ramus side, development turned out to be very easy indeed. The only real problem is that I keep typing href instead of rel — understandable after over a decade of Web development. It may be worth implementing URL autodetection, like in HTML TADS, but my laziness is stronger than the annoyance factor.

Anyway, you can download the game here. Enjoy!

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New Ramus website

by on Jan.31, 2012, under Gamedev, News

As promised last time, I got around to setting up a new website for Ramus. Right now, it contains the exact same information as the original web page, except this time it has room to grow. And because it’s a wiki, you can suggest additions directly inline! See you there, and thanks.

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Minor Ramus update

by on Jan.22, 2012, under Gamedev, News

Remember Ramus? I can’t blame you if you don’t — the last update was half a year ago. But recently, a new user (hi, John!) pointed out some missing stuff in Ramus, such as an example of how to link to multiple fragments at once, or include a fragment inside another. (The latter doesn’t work, by the way. See the F.A.Q.)

I also want to write some documentation, including a getting started guide, but that will require setting up a proper website for Ramus first, instead of a simple homepage. I’ll get around to it, just not right away. Thanks for your patience.

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Ramus update

by on Jul.06, 2011, under News

We interrupt our regular program to let you know that Ramus has been updated. The new version has two changes:

  • A bug was fixed whereas the the starting fragment was not being parsed for templates when initially displayed.
  • Smooth scrolling has been added, based on this ITnewb tutorial.

The latter may still need some fine-tuning, but I cleaned up the most egregious idiocies in the code, and in any event it’s better than without the effect. Enjoy!

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Hypertext: it doesn’t get much easier

by on Jun.11, 2011, under Miscellaneous

I took a break from my world domination plans for a new game in order to hack together a little toy. Ramus is a lightweight system for creating self-contained hypertext documents. In less pompous words, you can have a whole mini-website in a single HTML file, and a small one at that. Ramus runs on less than 15K of Javascript (of which only about 40 lines of code are absolutely essential), and you get to write your story in plain old HTML.

Now, while these qualities are relatively unique, the concept is not. So why make yet another such tool?

(continue reading…)

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