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A problem occurred while saving your changes (Failed to execute 'setItem' on 'Storage': Setting the

Greetings! I don't know anything about programming, html, css, or any such things. I am a writer and graphic artist. I fell in love with Twine 2, and I have been working on a story, and I am barely a 5th of the way through it, and this error:

A problem occurred while saving your changes (Failed to execute 'setItem' on 'Storage': Setting the value of exceeded the quota.).

Happens now every time I put a picture in it. (I could never figure out how to ACTUALLY put a picture into it the way I would think I could, I had to use something called Base64) and I didn't think I could be limited in Twine. I published where I am at so far, but it is only 4.97mb. lol So not very big at all. I am not doing this "in a browser", just on Twine itself, on my computer. My computer itself is:

Time of this report: 9/7/2015, 22:36:44

Operating System: Windows 10 Pro 64-bit (10.0, Build 10240) (10240.th1.150819-1946)
Language: English (Regional Setting: English)
System Manufacturer: ASUS
System Model: All Series
BIOS: BIOS Date: 05/18/15 20:40:03 Ver: 05.06.05
Processor: Intel(R) Core(TM) i7-5820K CPU @ 3.30GHz (12 CPUs), ~3.3GHz
Memory: 32768MB RAM
Available OS Memory: 32634MB RAM
Page File: 8871MB used, 25811MB available
Windows Dir: C:\Windows
DirectX Version: 12
DX Setup Parameters: Not found
User DPI Setting: Using System DPI
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled
Miracast: Available, with HDCP
Microsoft Graphics Hybrid: Not Supported
DxDiag Version: 10.00.10240.16384 64bit Unicode

So, I think it should be fine. I usually try to stay somewhat up to date with my computers. Can someone please tell me how to remove the limits on Twine so I can keep going. I was making progress but now I am halted! I found another post on the subject, but all this programming is over my head, and there never seemed to be a solution given.

Comments

  • I found this on the forum:

    https://bitbucket.org/klembot/twinejs/commits/9d7cacaad693

    But, I do not know what this means. It's greek to me.
  • By default web-browsers limit the size of information a web-application can store in Local Storage to around 5-10MB of data, the actual size depends on which brand of browser you are using.
    The installable version of Twine 2 application is a web-application bundled with a cut-down version of a web-browser (its a little more complex than that but that is not important to this topic).

    It was originally thought that the bundled web-browser allowed more than the default 5-10MB of data, but as the Issue pointed out by Anaximanes states this was not the case.

    The next release of the installable version of Twine 2 should include a patch to extend the Storage limit to around 1TB.

    If you changed to using externally stored image files then this Storage limitation would not occur.
  • Darn, I specifically am trying to avoid linking them externally so that users can play it offline. Guess I will just have to wait til the next release to continue progress. Bummer, but I am glad the issue will be resolved! Thank you!
  • External image files don't have to be hosted on-line, they can be stored in the same (or sub) folder/directory as the generated story HTML file.
    The story formats support relative URLs for images, it is just the Test / Play options of the Twine 2 application that has problems displaying them.
  • edited September 2015
    So, you are saying if I put them into the folder with the published .html file, they will show up? But I don't have to link anything? So what would one say? something like...

    <div align="center">name_of_pic_file.jpg</div>

    And then simply put the JPEG in the folder and it will put the picture my story? Although, I suppose that will vastly increase the size of my game, since I'll have a folder full of pics, whereas this base64 thing, is just text, and I assume text uses a fraction of the memory that an actual photo uses? Again, I know nothing about this.
  • The answer depends on which story format you are using:

    a. All story formats support using a HTML img element
    <img src="name-of-image-file.png">
    or
    <img src="subfolder-name/name-of-image-file.png">
    
    b. SugarCube has image markup (v1 docs and v2 docs)
    [img[name-of-image-file.png]]
    
    [img[subfolder-name/name-of-image-file.png]]
    
    Although, I suppose that will vastly increase the size of my game, since I'll have a folder full of pics, whereas this base64 thing, is just text, ....
    No, converting an image from binary to base64 increases the size need to store the image data, sometime dramatically because a number of image file formats have built in compression.
  • Hmm, thanks again! I am off tomorrow and will spend the day redoing that. Now, I am going to add mp3's, which I'll have to figure out that, but I will try linking them now instead of base64.
  • edited September 2015
    This PC > Windows 10 (C:) > Program Files (86) > Twine 2 > Music (or the same but, "Pictures" instead of music for images.)

    Is this the right location for these things?

    Yeesh, not only can I not get Sugarcube to put the picture in there, I can't find a simple way to play an mp3. For images, I made a folder in the Twine 2 folder called "Pictures" and then put my title picture "Title.jpg" into it. I knew you said in the debug, the pic would be broken, and it did show a broken icon, so I published it, but nothing is there.

    For pictures I did [img[subfolder-name/name-of-image-file.png]] so, [img[Pictures/Title.jpg]] but nothing.

    I also made a folder called "Music" in it, to play on my title screen (then I'll tell it on the next screen to play another song, and so sorth throughout the story) but, [playsound[Music/Theme.mp3]] apparently does not work, and neither did <playsound<Music/Theme.mp3>>

    I'm begging the community, can anyone tell me in plain English what I have misunderstood? When I look this stuff up they talk about macro things, and css, and all kinds of elaborate things. I just need a picture on every page of my story and one of my mp3's to play on each page, and I do not want to use base64 if there is a better way! (But at least base 64 was working for me >:P )
  • When you published your story, which folder did you publish it in?

    That's the folder that your Music and Pictures folders need to go in.

    Placing them in Program Files (86) > Twine 2 > Music if you've published your story in Program Files (86) > Twine 2.
  • Thanks for answering, I did put the published html file into the Twine 2 folder, so, it's there and the music and pictures folders are right next to it...

    So this is what is in the storybox:

    http://i.imgur.com/kmikXDb.png

    This is what the folder looks like:

    http://i.imgur.com/ibSTUl1.png

    This is what the Pictures folder looks like:

    http://i.imgur.com/SHiXvYa.png

    This is what the Music folder looks like:

    http://i.imgur.com/FwK2Uu2.png

    When I test it I get:

    http://i.imgur.com/hNKEEv9.png

    and when I open the published html called "FutureWorld":

    http://i.imgur.com/SUyXfwv.png

    So I DID finally get the pictures to work. However, it doesn't play my mp3, just says that? Can anyone help me resolve my final obstacle, please?
  • edited September 2015
    Currently the installable version of the Twine 2 application has an issue with playing locally stored sound and video files when using it's Test or Play options, although you are able to play these media files if you use the Publish to File option.

    note: the folder/directory and file names used in the steps below can be whatever you like, I am using projects, media and mystory.html for simplicity.

    1. Create a folder/directory named projects on your hard-disk, mine is on my C: drive but you may want to do this in your My Documents. This will be the folder/directory into which you will be saving the story HTML file.

    2. Within the projects folder/directory create a sub-folder/directory named media. This folder/directory will be the location of all the story's image, sound and video files.

    3. Change the local file references in the story to use the new media folder/directory.
    eg.
    images would be: media/name-of-image-file.png
    sounds would be: media/name-of-sound-file.mp3
    videos would be: media/name-of-video-file.webm

    note: Basic information about which media file types are supported by which web-browsers can be found here.

    4. Use Twine's Publish to File option to generate a story HTML file, save this file as mystory.html within the projects folder/directory.

    5. Open the mystory.html file using a web-browser and the image, sound, and video files should work.
  • 1. Have you tried reading SugarCube's documentation? See: SugarCube 2.x docs and SugarCube 1.x docs.

    2. You're mucking up the syntax of the <<playsound>> macros. Beyond that, it isn't a SugarCube macro and you don't need it anyway as SugarCube has its own built-in audio macros. See: SugarCube 2.x audio macro docs and SugarCube 1.x audio macro docs.

    As a basic example. You'd want to put something like the following in your StoryInit special passage:
    <<cacheaudio "main_theme" "Music/Theme.mp3">>
    
    And then when you want to play it in a passage:
    <<audio "main_theme" play>>
    
  • Thanks guys, most of that is Greek to me, BUT, TheMadExile, the highlighted things, make sense to me in concept, but what is the StoryInit thing you guys are talking about, I can't find the button to click for it to pop up in any of my story squares. I may write a guide for dummies for this audio image stuff when I get it sorted out.
  • It is a passage which you name StoryInit, which has special meaning to the story format. See: SugarCube 2.x special passage names docs or SugarCube 2.x special passage names docs.
  • greyelf wrote: »

    3. Change the local file references in the story to use the new media folder/directory.
    eg.
    images would be: media/name-of-image-file.png
    sounds would be: media/name-of-sound-file.mp3
    videos would be: media/name-of-video-file.webm
    /quote]

    Oh and GreyElf, thank you, but this is the thing that is currently over my head. I do understand what you are saying, more or less, but I don't know where to tell my Twine story to search those places. Is it in the first box I typed, "Welcome to the world of the future!"?
  • Ok, TheMadExile, I read what you linked. Thank you again for your patience with me everyone, but in Twine itself, I don't know how to make that box. The StoryInit box. I have a very large story already written, and I linked the boxes with the commands, but I still don't get where to type it. There's no way for me to make a box without connecting it to all the other boxes?
  • edited September 2015
    Eureka! I made a fake path from another story box, and then removed the link from it lol That created a box floating out no where that is linked to nothing, so now that floating box, I just call StoryInit? And I am good, right?
  • edited September 2015
    Just click the new passage button (i.e. "+ Passage") in the lower right corner of the story map/edit screen. See: Twinery wiki > Twine 2 guide > The Story Map.

    Once you have the StoryInit passage created, yes, you should be good.
  • Oh man, I got the music to play! The images stopped working, but thanks so much guys! Once I figure out the image issue (no idea why they stopped working) I am set! Thanks again!
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