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YawningFox

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Everything posted by YawningFox

  1. Hello! Very Much in-progress Cartridge Explanation: I've begun working on a new Wherigo cartridge (it seems I'm hooked on programming these...) where the player meets and interacts with various Geocaching containers in order to decide which one to hide. It is structured very similarly to a dating simulator where the player, posing as the main character, has to successfully converse with romantic interests and/or build up statistics that they prefer in order to win their favor; the Wherigo will almost be a parody of DDLC, at least with the character Monika. In my Whergio, though, players will just have to reply in a way that the cache container would like in order to be able to hide them. However, the character who explains to the player how it works, Cameron (a webcam), is also an option. Since we aren't allowed to hide webcam caches anymore, Cameron isn't officially available to select. You don't converse with Cameron during the "favor-building" part of the game. Rather, when they explain the rules to the player, dialogue can lead the player to say something along the lines of: "Oh, I'd actually like to hide you" and/or "Why aren't you up there with the others," which will prompt Cameron to explain that they're not allowed to be hidden anymore. The player will then be able to say something like, "If only I could hide you, if only there was a way..." This will activate a boolean variable that will come up later in the game. After the "favor-building" part of the game, (where normally the character with the most "favor" value is hidden by the cacher), if the boolean has been activated, Cameron will pop up to talk to the player: "Hey, [name], can I talk with you for a second?" The options will be: yes, yes, yes [the player can already tell something fishy is going on]. Cameron will then go on a villain mololouge about how they've been stifled by all these website restrictions and how they've been so lonely before the player showed up. They'll break the fourth wall and reveal that they're sentient & can control the game's source code, unlike all of the other containers. Cameron will proclaim that they're better than physical geocaches, who erode or get muggled. They'll always be there for you. We "don't need those other caches." Here's the part where I was uncertain, though. I want Cameron to delete all of the other characters by sending a command to delete their files. I want to show a console-like screen where this command is being typed up, like Cameron is doing it in the moment. Like " delete Ninu.chx | Ninu.chx deleted successfully. " To do this, I'd like to use a video (preferably) or GIF file. Is there a way to have this show up in the Wherigo player through Urwigo, even if by using raw LUA code? I searched the forums, but the only solution I found was this one from ~2014, which mentions adding a new image file for each frame. I could do that if absolutely necessary, but it would be super time consuming, especially for the multiple times I want Cameron to "override" the Wherigo's source code, from "consulting an API" to give them a voice, to "accessing the Wherigo servers" to rename the cartridge to "Cameron" and replace its image with their face. Also, I wanted Cameron to show the player a "trick," where their image becomes very large and hyper-saturated after a few seconds. It would be easier to use the one-photo-per-frame technique on, but would this more complex animation be possible as a video or GIF as well? Thank you so much for reading this and for your time! TLDR: Is there a way other than having them click on a link to present the player with a short (~5 second) video or GIF? Is there any way to have animations in Wherigo cartridges other than by changing the photo every frame?
  2. That is such a good idea! I tested out the incremental variables for both the 15 minute and antagonist-moving timers, and not only do they work perfectly now, but my code also looks a lot cleaner (I previously had 9 timers to remind the player how much time they have left, but I can now use if/else to have all the messages in one timer!) I'm also able to give the player statistics on their performance at the end by displaying the variables. That tip really made my Wherigo a lot more feasible for the player. Thank you so much for your help, Ranger Fox!
  3. Hello! I'm building a cartridge in Urwigo where every minute, an antagonist moves to a different location. The player must finish their tasks within 15 minutes, too. Some of my dialogue is lengthy, so I didn't want players to feel like they have to skip through it all in order to move quickly enough and/or avoid the antagonist. Because of this, I added a function before and after dialogue that "stop"s all timers and then "start"s them again when the conversation is over. In testing, though, it seems that the timers stop and then reset completely. For example, if I had 13 minutes remaining on my 15 minute timer and then talked to someone, it would then have 15 minutes remaining once the conversation ended. I do want to reset my timers at specific times, like when the player runs into the antagonist or runs out of time, after which a new round is started, but I'd also like to be able to pause the timers and then start them from where they were before the pause. Is this possible on countdown and interval timers? TLDR: Is there a way to pause interval and countdown timers and then have them continue from where they were in Urwigo? Thank you so much for your help and time!
  4. Hello! I have been trying to run the Groundspeak Builder on my Windows 11 laptop, and after replacing the original builder application with that of the .ZIP one from the forum, I encounter errors. Whenever I try to create a new cartrige or open one, I get the error below, and it won't let me continue. Is there anything I can do to fix this? Thank you so much!
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