Ensure the file is named ``Heidi.inf``, rather than ``Heidi.txt`` or
``Heidi.inf.txt``.
- Remember that, throughout this guide, we place the "TYPE" symbol
+ Remember that, throughout this guide, we place the "``TYPE``" symbol
alongside pieces of code that we recommend you to type into your own
game files as you read through the examples (which, conversely, means
- that you don't need to type the unmarked pieces of code). You'll learn
- Inform more quickly by trying it for yourself, rather than just taking
- our word for how things work.
+ that you *don't* need to type the unmarked pieces of code). You'll
+ learn Inform more quickly by trying it for yourself, rather than just
+ taking our word for how things work.
.. todo::
By the way, the compiler *doesn't* give special treatment to exclamation
marks in quoted text: ``!`` within quotes "..." is treated as a normal
character. On this line, the first ``!`` is part of the sequence (or
- string) of characters to be displayed:
+ **string**) of characters to be displayed:
.. code-block:: inform6
name 'bird^s' 'nest' 'twigs' 'moss',
has ;
-The ``name`` introduces a list in single quotes '...'. We call each of
-those quoted things a **dictionary word**, and we do mean "word", not
-"phrase" (``'baby'``\ ``'bird'`` rather than ``'baby bird'``); you can't
-uses spaces, commas or periods in dictionary words, though there's a space
-*between* each one, and the whole list ends with a comma. The idea is that
-the interpreter decides which object a player is talking about by matching
-what she types against the full set of all dictionary words. If the player
-mentions BIRD, or BABY BIRD, or NESTLING, it's the ``baby bird`` that she
-means; if she mentions NEST, BIRD'S NEST or MOSS, it's the ``bird's nest``.
-And if she types NEST BABY or BIRD TWIGS, the interpreter will politely say
-that it doesn't understand what on earth she's talking about.
+The ``name`` introduces a list in single quotes '...'. We call each of
+those quoted things a **dictionary word**, and we do mean "word", not
+"phrase" (``'baby'``\ ``'bird'`` rather than ``'baby bird'``); you can't
+uses spaces, commas or periods *in* dictionary words, though there's a
+space *between* each one, and the whole list ends with a comma. The
+idea is that the interpreter decides which object a player is talking
+about by matching what she types against the full set of all dictionary
+words. If the player mentions BIRD, or BABY BIRD, or NESTLING, it's the
+``baby bird`` that she means; if she mentions NEST, BIRD'S NEST or MOSS,
+it's the ``bird's nest``. And if she types NEST BABY or BIRD TWIGS, the
+interpreter will politely say that it doesn't understand what on earth
+she's talking about.
.. note::
name 'wide' 'firm' 'flat' 'bough' 'branch',
has static supporter;
-The only new things are those two labels. ``static`` is similar to
-``scenery``: it prevents the branch from being picked up by the player
-character, but *doesn't* suppress mention of it when describing the
-setting. And ``supporter`` is rather like the ``container`` that we used
-for the nest, except that this time the player character can put other
-objects *onto* the branch. (In passing, we'll mention that an object can't
-normally be both a ``container`` and a ``supporter``.) And so here are our
-objects again:
+The only new things are those two labels. ``static`` is similar to
+``scenery``: it prevents the branch from being picked up by the player
+character, but *doesn't* suppress mention of it when describing the
+setting. And ``supporter`` is rather like the ``container`` that we
+used for the nest, except that this time the player character can put
+other objects *onto* the branch. (In passing, we'll mention that an
+object can't normally be both a ``container`` *and* a ``supporter``.)
+And so here are our objects again:
.. code-block:: inform6