So I know this is totally random and whatever, but I had a question (fine if you ignore it)
I absolutely love the way Second Sight is programmed, with the inventory, and the background illustrations, and I’m sort of interested in making my own IF. But. I am an absolute newborn in this regard, and have not a clue how to go about some thing. That being said, I had two main questions. (The third being- HOW THE HELL DID YOU LEARN TO USE TWINE CODING IN JUST A WEEKEND??? And how do I do it too 0.0)
The first, how, in the initial choice of gender, do you add to an index or inventory or whatever that thing is called?
And secondly, how did you get the sidebar list that has the index and information about the MC in the first place?
Anyway I’m writing this at like 3:AM and I’m sure the spelling is awful because I’m tired, but if you answer it would definitely be useful for me.
lol So firstly, it's a little bit of an exaggeration to say I learned in a weekend. I learned BASICS in a weekend, enough to get the chapter functioning, but it was a while before I was comfortable with some of the more complicated bits. By the same token, I learned enough CSS to do the stylesheet and that's about it.
Necessary disclaimer: I am literally awful at coding and what I know has been spaghetti'd together from a lot of googling. To this day, I'm still not sure how my Glossary works the way I intend it to because by all right the code is fucked (I think).
That said, if I've misunderstood what you're asking about, feel free to clarify but:
I think you're asking how to program pronouns when selecting gender in the story itself: It's (apparently?) possible to do this with regular setter links, but I've always done it with the link macro because that is how I learned.
There are different variables for each character, so R's variables are all "$rgender" "$rhishers" etc. This is just how I personally do it and what's easiest for me when I'm writing.
2. For the ui side bar: you are going to use special passages for a handful of things. One is "Storyinit" which is where you set your initial variables (for things like dialogue points and the like). To add new options to the ui bar, you'll create a passage and name it "StoryMenu"
In the StoryMenu passage you will use the attribute "<a data-passage>" to create the new options. Above, you can see the Information and Glossary additions.
If anyone knows an easier way to do these things, go ahead and add them to the comments.
Quick edit to add: And this guy. He has a few tutorial videos about Twine Sugarcube that I found especially helpful and easy to follow.
I primarily create tutorial videos on authoring tools and game engines including Twine, Bitsy, Unreal, Unity, ink, Ren'Py, and many others!