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Where I Go Again

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  1. More importantly, how did you get your hands on the 400t? I want one please. CJ
  2. Thanks. I searched for "Completion code" not unlock code... Duh.
  3. I know you don't need to have an unlock code, but how do you code for it? Or is it something that you put on the Wherigo cartridge webpage when you upload a cartridge? Thanks, CJ
  4. I did a quick scan of lua file for grammatical errors. I only found 35 errors out of the 50 or so lines of dialog At least I got the coding right! Next time I'll proof the file before uploading. I was too excited to get the cartridge "out there" Thanks for all of your comments, CJ
  5. Thanks for the reviews. I'll admit I was so happy to actually finish the coding of the cartridge, I just scanned the storyline. Once my the logical side of my brain cools down, I'll do a complete story overhaul. I was mainly worried about the coding. A grammar rewrite will happen in the next version. I also want to write a code where the Gorn attacks Kirk if he stays in the Gorn Zone too long. That will have to happen later. Thanks, CJ
  6. I've just uploaded my first "Where I Go" Opus called the Arena. It's a HUGE file. The emulator can handle it, but I'm not sure if a real PPC or the Garmin Colorado can handle the size of the cartridge. My reason for making the cartridge was to test the complexity and the playability of the builder. The game itself is simple, but as the player acquires objects, the complexity and menu choices grow. It becomes a huge coding juggling act. Hopefully, the cartridge will show others what can easily be done in the builder. And by easily, I mean working 3 hours a day on the cartridge for about a week. The coding my not make a lot of sense - I was trying to figure a lot out as I went along and would often "code" myself into a corner. Everything can be downloaded from the following: http://whereigoagain.googlepages.com/Arena.lua http://whereigoagain.googlepages.com/TheArena.zip Some known issues with cartridge - Command lines, like Read the Book, become ReadtheBook. Spaces aren't allowed. - Sound effects often crackle. No pattern. - Multiple Choice Menu's don't allow spaces. - There is no way to "End" the game/ Reset the cartridge - that I know of. I was pondering the idea of moving the player to nil. But right now, you can continue to play if you die. Enjoy the cartridge. Please post any comments, especially coding improvements in this forum. And any playability issues as well. I want to make this cartridge open-source. So any suggestions will go right into the cartridge. Thanks, CJ
  7. I noticed the builder created a .gwz file. I'll try to upload it from the sight. It might have something to do with the spaces in my "name" CJ
  8. I'm trying to upload a cartridge and I'm getting the following error: Publishing to Wherigo Failid: Not Authorized Any idea what's going on? The Where I Go Again account is active. Thanks, CJ
  9. The commands do in fact have spaces in them. Both of them in fact. I'll change them and see what happens. Thanks, CJ
  10. I'm getting a very frustrating error. Especially since I've done the exact code several times within the script and it works flawlessly. Its the same one discussed under the Book Item. I'm turning off a command. In this case, after someone grabs and item, I'm disabling the grab command. So... On my last two objects of the game, when I do a simple Show or Hide an item command, I get a nil value error when I run the emulator. Any thoughts on what is going on? It's happening on both items. Thanks, CJ
  11. This is compiled from two different version - so it may not match up exactly The user is asked a multiple choice question: What percentage of the mixture 10% A, 20% B, 30% C 20% A, 30% B, 10% C Not Sure Here's the function to see if the answer is correct. function zinputMixCompounds:OnGetInput(input) Mixture = input -- #GroupDescription=Mix the elements -- -- #Comment=Mix the element -- if Wherigo.NoCaseEquals(Mixture,"10% A, 20% B, 30% C") then Wherigo.MessageBox{Text=[[Congratulations! You got it right.]],Media=zmediaBarrel,} Wherigo.PlayAudio(zmediaComputerSound) zitempowder:MoveTo(Player) zitemMineral1:MoveTo(zoneMineralDeposit1) zitemMineral1.Commands["Grab"].Enabled = true zitemMineral2:MoveTo(zoneMineralDeposit2) zitemMineral2.Commands["Grab"].Enabled = true zitemMineral3:MoveTo(zoneMinderalDeposit3) zitemMineral3.Commands["Grab"].Enabled = true elseif Wherigo.NoCaseEquals(Mixture,"Not Sure") then Wherigo.MessageBox{Text=[[if you're not sure what to do, you can always seek out the Oracle.]],} else Wherigo.MessageBox{Text=[[Congrats! You've create a possibly deadly mixture.]],} Wherigo.PlayAudio(zmediaComputerSound) zitemBlackPowderMixture:MoveTo(Player) zitemMineral1r:MoveTo(zoneMineralDeposit1) zitemMineral2:MoveTo(zoneMineralDeposit2) zitemMineral3:MoveTo(zoneMineralDeposit3) zitemMineral1.Commands["Grab"].Enabled = true zitemMineral2.Commands["Grab"].Enabled = true zitemMineral3r.Commands["Grab"].Enabled = true end end When parsed it becomes: function zinputMixCompounds:OnGetInput(input) Mixture = input -- #GroupDescription=Script for Input of Mixture Answer -- -- #Comment=Script for Input of Mixture Answer Comment -- Wherigo.MessageBox{Text=[[Congratulations! You got it right.]],Media=zmediaBarrel,} Wherigo.PlayAudio(zmediaComputerSound) zitemMineral1r:MoveTo(zoneMineralDeposit1) zitempowder:MoveTo(Player) zitemMineral1.Commands["Grab"].Enabled = true zitemMineral1:MoveTo(zoneMineralDeposit1) zitemMineral2.Commands["Grab"].Enabled = true zitemMineral3:MoveTo(zoneCharcoalDeposit) zitemMineral3.Commands["Grab"].Enabled = true elseif Wherigo.NoCaseEquals(Mixture,"Not Sure") then Wherigo.MessageBox{Text=[[if you're not sure what to do, you can always seek out the Oracle.]],} else Wherigo.MessageBox{Text=[[Congrats! You've create a possibly deadly mixture.]],} Wherigo.PlayAudio(zmediaComputerSound) zitemPowderMixture:MoveTo(Player) zitemMineral1:MoveTo(zoneYellowMineralDeposit) zitemMineral2:MoveTo(zoneCharcoalDeposit) zitemMineral3:MoveTo(zoneWhiteMineralDeposit) zitemMineral1l.Commands["Grab"].Enabled = true zitemMineral2.Commands["Grab"].Enabled = true zitemMineral3.Commands["Grab"].Enabled = true end My guess is that it has something to do with the % symbol in the answer. The code will work for a couple of runs, then it gets parsed. Very strange. Thanks, CJ
  12. I installed the latest builder 1.15 I loaded my lua file. I saved it to make everything "hold" I complied my cartridge and got an error message about an unexpected elseif function and no "end". Loaded the new lua file into a text editor. It seems the new builder hacked off half my input function. A rather complex input function at that. The first "if statement" was missing and the "end" was also missing. I cut-and-paste the old version into the new version. Loaded it back up into the lua file. And it still deletes the if-then-else input. (First line of code) I deleted the script. Then started over. Inputing the if-then-else function. Got halfway through it, saved it. Then cut and pasted the rest using the text editor. Then it finally worked. All that to say - if you are having a problem with your input functions in the new version, they may have gotten parsed. On the plus side, everything else seems to be working great in the new builder. Thanks, CJ
  13. This totally clears it up. I use a similar method in another part of my script - the "callbacks" but I didn't make the leap of putting in the variable. Thanks, CJ
  14. Peter, I'm super confused by the MessageBox Callback function. So confused I couldn't find it. I created another way to "skin the cat" 1) Create a Variable Isthisthestartup 2) Set the variable to "YES" (String=YES) 3) The player begins the game in Zone 1 4) Events ==> Script for entering Zone 1 If Isthisthestartup EQUAL YES Show a series of Dialog Message (These explain the cartridge storyline) else Show another message to the player (Note: Zone 1 is a zone that the player will often enter) Set Isthisthestartup equal to NO 5) Event = When the player Exits the zone Set Isthisthestartup equal to NO It's not the most elegant code up it gets the job done. My guess is that this Dialog Message startup situation will occur in a lot of "Story" cartridges where you need to get a lot of info out to the player. Thanks for getting back to us so quickly, CJ
  15. A few hours later and I figured it out. When the player enters the start zone, I can turn the object command off aka make it false. Object:Grab enabled false Wow this software is cool. And fun to play around with. CJ
  16. Just an addition to the above, Currently, I'm just the code from the example BOOK code listed in the forums. If the player does not contain item, move item to player else show a message, "You already have item" I was hoping for a more elegant solution where the ACTION of grab book appears if the don't have the book. Thanks, CJ
  17. How do I do the following: You start out with an item in your inventory - a book. You can open and read the book. (No problems coding this) You meet a character along your travels. After talking to him, he grabs the book from you and transports it to another location (no problem coding this) Now, here's the problem, when you stumble across the book again. The only options are open and read. I would like to disable these option until you grab the book. How do I code for it? Thanks, CJ This is a repost - I'm getting fatal error on the system every time I attempt a post. Sorry about the doubling up.
  18. I'm creating my first cartridge and have run into a mind blowing error. There has to be a simple solution and I'm not seeing it. Here's what I'm trying to do: On startup of the cartridge, the player sees a series of dialog messages with pictures, followed by the task bar screen. The initial location for the game happens to be Zone 1. This should be simple: These 3 things should happen in order and with OK pauses for each screen. Under Cartridge / Events / When a cartridge is started / Script reads: Show a series of Dialog messages to the player Show screen task screen When the player enters the zone (which they begin in) Show message to player. When I play the cartridge on the emulator, the series of messages blast by without me hitting OK, the Zone 1 message appears. After I hit OK, the task bar screen comes on. I've tried getting rid of the Zone 1 show message when player enters zone. And the series of Dialog messages still blasts by. I have another section of the game where a player enters a zone and a series of dialog messages with pictures pops up. After each of the 3 screens, I have to hit OK. It works flawlessly. For some reason however, the series of Dialog isn't working on the Cartridge is started sub menu I hope all of this makes sense. The interface is pretty fluid once you get into the programming mindset. Enjoying it so far. Thanks, CJ
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