+jonny65 Posted August 13, 2013 Share Posted August 13, 2013 Would love to but image wont display Ups Next try ... Quote Link to comment
+jonny65 Posted August 13, 2013 Share Posted August 13, 2013 Doesn't work ... perhaps now ... Quote Link to comment
+Stompy&Stampy Posted August 17, 2013 Share Posted August 17, 2013 Doesn't work ... perhaps now ... Thanx, the picture works now. Its all so much clearer with the picture! I just had an epiphany about how to do this and something else just before seeing this post while trying to work something else out. What I worked out makes my coding alot shorter and smaller in file size (would of saved alot of time too) but means I gota go back through and change alot! The more I play with Wherigo the more I learn, the more I learn the more I write. The more I write the more ambitious I get, which means the more I gota learn again! I will have to learn lua at some point! Thanx again for your help. Quote Link to comment
+|ndi Posted September 4, 2013 Share Posted September 4, 2013 HI all! I've juste begin to learn urwigo. The learning curve is moderate but I still love it! I've a question on some trouble I've got and i'm stuck there. I wil begin by explain how my project work. It's a guided visite about my city. 6 zone each represent a point of interest. The first zone "ZoneMotoneige" is about a status. I explain this in dialogbox and after i ask 1 question on this. The player must anwser by a number. I want to check if it's the right anwser. If true, player must go to next zone (ZoneAuberge), if not the player must check is anwser again. My probleme is in interface. It tell me that: "Action overlaps window of another preceding action". How I can solve that? Thank a lot, Francois P.S.: Sorry for my english, i'm canadian French! Quote Link to comment
+jonny65 Posted September 5, 2013 Share Posted September 5, 2013 Move the 2 sets and the show object details modules into the "On clicked" field of the message box. In your case the message box will be skipped and the program flow stops at the "show object details" command. Quote Link to comment
+rickardclan Posted September 8, 2013 Share Posted September 8, 2013 I have to say it took a while to get to grips with URWIGO but once I figured out the drag and drop mentality I love it! I've put together a cart in half the time I would have on the GS builder, although it's only really zones at the moment, so I might find it more complex with items, characters and the like, all the same thanks for putting in the effort to create, much appreciated Quote Link to comment
+|ndi Posted September 10, 2013 Share Posted September 10, 2013 Move the 2 sets and the show object details modules into the "On clicked" field of the message box. In your case the message box will be skipped and the program flow stops at the "show object details" command. I'm not sur if it's what you said to do... But I've got the same error wherever I put this If/else choice. I must do something wrong!!! Quote Link to comment
+jonny65 Posted September 10, 2013 Share Posted September 10, 2013 (edited) You must put the compare INTO the event of the input. See and understand ... Edited September 11, 2013 by jonny65 Quote Link to comment
+HoustonControl Posted September 12, 2013 Share Posted September 12, 2013 So how would I go about creating an item that would be stored on the players unit that would have to completion code in it so the player doesn't have to write it down You set the item's description equal to the completion code (or concatenate the completion code with some text). Don't forget to mark the cartridge as complete as well. Later, when a Wherigo API is available to the Player devices, they should be able to unlock the cartridge on the site for the player automatically when the cartridge is marked as complete. This is what I'm envisioning as Wherigo's future, among other things. I realize this is an old post, but I played a Wherigo recently where the completion code was placed into your inventory when the cartridge was finished. This made it very easy to retrieve later, so I'm trying to figure out how to add that feature to one of my carts. Could someone explain this is a little more detail? Quote Link to comment
Tyreless Posted September 12, 2013 Share Posted September 12, 2013 Create an item called "Unlock Code" and then use something like the following: Of course, [Name of Game] is the name of your cartridge. Geoff aka Tyreless Quote Link to comment
+HoustonControl Posted September 13, 2013 Share Posted September 13, 2013 Create an item called "Unlock Code" and then use something like the following: Of course, [Name of Game] is the name of your cartridge. Geoff aka Tyreless Thanks, I'll give it a try! Quote Link to comment
+noslenfa Posted October 4, 2013 Share Posted October 4, 2013 Hi there you all! I made most of my first Wherigo already, and everything went fine except one thing. I can't get it to save. If I try with a another project it works fine, in mine it doesn't work at all. Can anyone help me? If needed I can send de .urwigo file. Thanks Quote Link to comment
+Prytz+1 Posted October 7, 2013 Share Posted October 7, 2013 Hey all. We're working on our first Wherigo cartrige and running into a problem. How do you, after asking a question, get the question to repeat if the answer is incorrect ("false" in the compare) without completely resetting and having to leave the zone and re-enter? Quote Link to comment
+gvsu4msu Posted October 7, 2013 Share Posted October 7, 2013 Hey all. We're working on our first Wherigo cartrige and running into a problem. How do you, after asking a question, get the question to repeat if the answer is incorrect ("false" in the compare) without completely resetting and having to leave the zone and re-enter? On the "false" side put in the "input" for that question like you did in a previous step to get there. Does that help or do you need a picture? Quote Link to comment
+gvsu4msu Posted October 7, 2013 Share Posted October 7, 2013 Hi there you all! I made most of my first Wherigo already, and everything went fine except one thing. I can't get it to save. If I try with a another project it works fine, in mine it doesn't work at all. Can anyone help me? If needed I can send de .urwigo file. Thanks Try a "save as" and then reopen that file. Does the issue persist? Quote Link to comment
+noslenfa Posted October 9, 2013 Share Posted October 9, 2013 Thanks gvsu4msu the problem was solved by itself don't know why. Thanks anyway Quote Link to comment
+jonny65 Posted October 10, 2013 Share Posted October 10, 2013 Try a "save as" and then reopen that file. What do you mean ? I think such a feature perhaps will be realized in Wherigo 2.0, so that I can save and also restore 1 or more states of the game. Quote Link to comment
+ThomasFamilyZA Posted October 14, 2013 Share Posted October 14, 2013 I was trying to download URWIGO today, and I keep getting an error when the download program runs as it gets to the end of the download: Application validation did not succeed. Unable to continue. when I look at the detailed log the error is: ERROR SUMMARY Below is a summary of the errors, details of these errors are listed later in the log. * Activation of http://apps.yourself.cz/Urwigo/Urwigo.application resulted in exception. Following failure messages were detected: + File, Urwigo.pdb, has a different computed hash than specified in manifest. Quote Link to comment
+jgda Posted October 18, 2013 Share Posted October 18, 2013 Dear wizards, I am trying to program a Wherigo (obviously) and I try to find out where the player is: - not within a zone but absolutely - either his coords - or as distance to 3 points (zones?) Can U help me? Best regards, jGda Quote Link to comment
+jgda Posted October 19, 2013 Share Posted October 19, 2013 Dear wizards, maybe different - I have zones in a grid (all inactive because there seems to be a limit on the active ones) and I want to know, in which zone the player is? Is there code for this? Thanks for the effort to answer! Best regards, Gotthard Quote Link to comment
+Nezzmuk Posted October 19, 2013 Share Posted October 19, 2013 Dear wizards, maybe different - I have zones in a grid (all inactive because there seems to be a limit on the active ones) and I want to know, in which zone the player is? Is there code for this? Thanks for the effort to answer! Best regards, Gotthard If I understand your question right you could do this, Make a currentLocation variable and each time the player enters a zone you can set this variable to that Zone. Quote Link to comment
Ranger Fox Posted October 19, 2013 Share Posted October 19, 2013 Player.ObjectLocation will give you the player's current location. To find out how far the player is from a zone: function DistanceFromZone(zone, units) local d2,b2 = Wherigo.VectorToPoint(Player.ObjectLocation, zone.OriginalPoint) local d = d2(units) --print("Distance from zone " .. zone.Name .. " = " .. d) return d end If you want to know which zone the player is in, just listen for the zone's OnProximity or OnEnter events and run whatever code you want. Preferably the latter unless you have someone with a Garmin GPSr, then the former because Garmin likes to zero out before doing OnEnter. Quote Link to comment
+jgda Posted November 1, 2013 Share Posted November 1, 2013 Dear wizards, I got over my little problem and now the next emerges. When trying to display some text and then an entry it does not work as expected What am i doing wrong as the dialogs do not come in sequence: I'll attach a pdf with my code: An item with a command.pdf Thanks for an answer: Gotthard (jGda) Quote Link to comment
+jonny65 Posted November 2, 2013 Share Posted November 2, 2013 (edited) How should it work correctly ? Do you miss a dialog or something else ? Is "Compare > Answer=true" correct ? Really "True" with an input as type boolean ? This is a little bit strange for me, I think nothing happens, whether the player enters a number or a word or something else, the "if" branch never applies. Edited November 3, 2013 by jonny65 Quote Link to comment
+jgda Posted November 3, 2013 Share Posted November 3, 2013 Hi, The idea is having two players playing the cartridge at the same time. So I give some instructions and display information. The player has to acknowledge by yes or no. Depending on the time there is a reaction. I cannot get the message of the second if to trigger reliably. Basically it shows on the next message I display Any help would be appreciated Gotthard Quote Link to comment
+jonny65 Posted November 3, 2013 Share Posted November 3, 2013 As I say, the compare with answer=true is strange for me. I assume the input will never evaluate whatever the player will enter. Quote Link to comment
+jgda Posted November 3, 2013 Share Posted November 3, 2013 Now I change the code a little bit - but it does not do any good - the message is only displayed after the next message... Please help Gotthard Quote Link to comment
+jgda Posted November 3, 2013 Share Posted November 3, 2013 I do not believe it - the change from an input (true / false) to a choice - did the trick. Thanks for the efforts Gotthard Quote Link to comment
+jonny65 Posted November 3, 2013 Share Posted November 3, 2013 Does it work now ? I can't see the attached images. But as I say several times, an input of type boolean can't work. Quote Link to comment
+jgda Posted November 3, 2013 Share Posted November 3, 2013 Does it work now ? I can't see the attached images. But as I say several times, an input of type boolean can't work. Yes it works - Thanks Gotthard Quote Link to comment
+Nezzmuk Posted November 5, 2013 Share Posted November 5, 2013 (edited) So I ventured off in the lua users functions area and need to know how I can access variables that I created in Urwigo variables list? I read something about ZVariables but can't get that to work. With the picture below you will see Encounter as a variable set to 2 and some lua code right after it. I am trying to either pass Encounter over with the lua code and be able to get the Encounter variable within the lua code encounters = {} encounters.a = "a" encounters.b = "b" function getEncounter(key) local value = "" if key == 1 then value = "a" elseif 2 then local value = "b" end return encounters[value] end Edited November 5, 2013 by "Nessmuk" Quote Link to comment
+Nezzmuk Posted November 6, 2013 Share Posted November 6, 2013 (edited) So I ventured off in the lua users functions area and need to know how I can access variables that I created in Urwigo variables list? I read something about ZVariables but can't get that to work. With the picture below you will see Encounter as a variable set to 2 and some lua code right after it. I am trying to either pass Encounter over with the lua code and be able to get the Encounter variable within the lua code encounters = {} encounters.a = "a" encounters.b = "b" function getEncounter(key) local value = "" if key == 1 then value = "a" elseif 2 then local value = "b" end return encounters[value] end Ok, so after much trial and error I figured out that if you change the Identifier from Automatic to a custom one then I can gain access to to the variable. If there are other ways I would be curious as to how else this can be done. Edited November 6, 2013 by "Nessmuk" Quote Link to comment
+jolla Posted November 18, 2013 Share Posted November 18, 2013 (edited) I completed a Wherigo with the tool and it worked fine. But I have found out that the people using it with iphones do not see the images. Do you have any idea what causes this and what can be done about it? johan Edited November 18, 2013 by jolla Quote Link to comment
+SirJ-Oz Posted November 18, 2013 Share Posted November 18, 2013 I completed a Wherigo with the tool and it worked fine. But I have found out that the people using it with iphones do not see the images. Do you have any idea what causes this and what can be done about it? johan I've found that the images must be in .jpg format to work on all the devices I've tested on. Also the size of the image seems to matter. Regards, John Quote Link to comment
Ranger Fox Posted November 19, 2013 Share Posted November 19, 2013 As for the sizing, look here. It's in one of the topics I pinned to the top of this subforum. Once I finish that section of the Wherigo Foundation site, I will need to look for updated specs. If anyone wants to post to that thread an update, I'll use that when it's time. I still have a gigantic tutorial to write. Quote Link to comment
+jgda Posted November 20, 2013 Share Posted November 20, 2013 (edited) Sorry, to post a newie question, but I am building with PNG files as images (right now)... Do I have to change this (I have no iPhone to test...) Best regards, Gotthard (jGda) P.S. Just found the answer as well in the post mentioned above -> PNG will work everywhere... Edited November 20, 2013 by jgda Quote Link to comment
Geo-Magician Posted November 22, 2013 Share Posted November 22, 2013 ... Just found the answer as well in the post mentioned above -> PNG will work everywhere... Hmmmm , I fear Garmin will not digest PNG. If you refer to sTeamTraen's statement about his choice of compression I think that he was merely pointing out that PNG (lossless) is better than JPG (losses and artifacts). Use JPG instead of PNG . Quote Link to comment
+jonny65 Posted November 22, 2013 Share Posted November 22, 2013 Just found the answer as well in the post mentioned above -> PNG will work everywhere... On garmin neither the viewer nor the Wherigo player works with PNG. Never use this format. Besides no black&white JPGs with a color depth less than 16,7 mio Quote Link to comment
+Sparky Posted November 26, 2013 Share Posted November 26, 2013 Hey all I am working on a cartridge that the player needs to complete all three tasks in any order before a special message comes up. How do you do that? Sparky Quote Link to comment
Geo-Magician Posted November 27, 2013 Share Posted November 27, 2013 Hey all I am working on a cartridge that the player needs to complete all three tasks in any order before a special message comes up. How do you do that? Sparky Create three tasks (task1, task2, task3) to keep track of your three tasks Change the tasks to complete when the respective task is completed Do a test for the completion of the tasks: if (task1.Complete == true) and (task2.Complete == true) and (task3.Complete == true) then Quote Link to comment
+mr_finder Posted December 3, 2013 Share Posted December 3, 2013 Hi! I have a problem with my Wherigo. It works fine for Garmin Colorado, Garmin Oregon och iPhone, but not for Android. I get the message "Target missing", when I try to pick up an object. As I said I works for the other devices. /Mr_Finder Quote Link to comment
+jonny65 Posted December 4, 2013 Share Posted December 4, 2013 Do you have a snapshot ? But I never have heard about this. So it is an error message from the player, not from urwigo !? Do you have linked the command of the item to an object ? If so, then change it to "Target > none". Normally the error message "Not available" appears, but maybe there is something other wrong. Strange ... Quote Link to comment
+mr_finder Posted December 10, 2013 Share Posted December 10, 2013 Do you have a snapshot ? But I never have heard about this. So it is an error message from the player, not from urwigo !? Do you have linked the command of the item to an object ? If so, then change it to "Target > none". Normally the error message "Not available" appears, but maybe there is something other wrong. Strange ... Thank you for the help. I maybe found something. I will try it this weekend. I haven't tried myself with Android, so I don't have a snapshot, but I will try soon. Quote Link to comment
+A Team Vallejo Posted December 21, 2013 Share Posted December 21, 2013 I found a nice site that has sound effects if you want to add them to your carts they are free and most of them are short http://soundbible.com/free-sound-effects-16.html Quote Link to comment
+jgda Posted December 31, 2013 Share Posted December 31, 2013 Dear All, there is a nice little problem. I am using code to find a zone, where actually the player is -> and only afterwards make it active. It really works nice in the emulator but on the actual device there is no answer but a dump. Maybe one of you Gurus has an idea: Thanks in advance Gotthard (jGda) function Locator() local d2,b2 = Wherigo.VectorToPoint(Player.ObjectLocation, ZA1.OriginalPoint) local d = d2 local z = ZA1 local Target = ZHQ local T2 = ZHQ local T3 = ZHQ d2,b2 = Wherigo.VectorToPoint(Player.ObjectLocation, ZA2.OriginalPoint) -- print("Distance from zone = " .. d(units)) -- print("Distance2 from zone = " .. d2(units)) if d2 < d then d = d2 z = ZA2 The following occurs and points to: if d2 < d then RuntimeException: __lt not defined for operand Quote Link to comment
+jolla Posted December 31, 2013 Share Posted December 31, 2013 I'm not sure what you want to do with this. But in my cartridge I have four zones that are not displayed to the player. One is active and if the player enters the event is triggered and things happen. And then randomly another of these four zones are active but still invisible. You could use onProximity too. johan Quote Link to comment
+jgda Posted January 1, 2014 Share Posted January 1, 2014 Hi all, The idea is to keep all zones invisible but to tell the player that he is'living' on a grid. I tell the player in which grid his next target zone is. The function shown above loops over the complete grid and make the one active and visible where the player is located. This works perfectly in the emulator but unfortunately not in the device. Best wishes for the New Year Gotthard (jGda) Quote Link to comment
+jgda Posted January 3, 2014 Share Posted January 3, 2014 (edited) Dear All, a Guru knew what the problem was - therefore this has been resolved: you are using raw Distance values in comparison: "if d2 < d then" this works in new versions of the openwig core, but the version in WhereYouGo probably doesn't have this yet -- and unfortunately the development of WhereYouGo is stopped, so i can't say when this is fixed in there. to work around the problem, you have to use the converted values, for example: "if d2(units) < d(units) then" Many thanks to the guy - he knows when he is also reading this. Many thanks jGda Hi all, The idea is to keep all zones invisible but to tell the player that he is'living' on a grid. I tell the player in which grid his next target zone is. The function shown above loops over the complete grid and make the one active and visible where the player is located. This works perfectly in the emulator but unfortunately not in the device. Best wishes for the New Year Gotthard (jGda) Edited January 3, 2014 by jgda Quote Link to comment
Tyreless Posted January 9, 2014 Share Posted January 9, 2014 Hi, I am trying to create a short animation. 8 frames, each frame lasting 1 second. The method I have used is to create a 1-second countdown timer. I tried displaying a message on each tick or changing the media on an item and displaying the item or the object details on each tick. I am testing on an iphone (IOS7). The result is not good. Can anyone supply an example of a working animation created in urwigo? Thanks. Quote Link to comment
Ranger Fox Posted January 9, 2014 Share Posted January 9, 2014 I remember someone did an animation with dialog windows. Just keep firing the dialog, assigning the next frame in your media collection to it. Quote Link to comment
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