The demo cartridges have to be restored to your account before you can look at them. This is how that is done:
This cartridge demonstrates how you position a character in a zone and how you can talk to the character.
This cartridge demonstrates how to print a variable and how to change it to display a user input.
This demo explains the difference between countdown and interval timers. It gives you an example how to display the remaining time to the player. To do this the cartridge has to start timers, stop timers and react on timer events (tic event).
This demo features a moving zone that hunts the player. A timer is used to move the zone every 5 seconds. Customer LUA script (located under Cartridge/AuthorScript) provides the functionality to move the zone. Additional magic (LUA-commands) is hidden on the timer's Tic event page. Remember to check this page as well as the Author Script.
One initial zone activates a set of sub-zones. Once these sub-zones have all been visited, a second set of sub-zones appears. The concept is similar to the “Lights out” concept of the Kit builder.
This is a tutorial cartridge about conditions (expressions), variables and simple function calls. The user has to pick up a key and use it to unlock the 2nd zone. Then he has to find several items to unlock the 3rd zone. Start the cartridge and go to the Mission Briefing.
The player has to visit 3 zones in any order (lights out for all 3 zones) to unlock the final zone. Tasks are used to inform the player about the remaining tasks and to calculate player progress.
This cartridge uses one multiple choice input to start and stop some timers
This cartridge will show you how to present the completion code to your players.
This cartridge demonstrates how you can overcome a Wherigo problem with items inside items. The problem is that you can not see or select items that have been placed inside other items. You can script around this problem but here is a quicker solution.
Why should you care? Because it is smart to put items inside a character or another item (I will call this item ContainerItem). Once your items are inside the character or the ContainerItem they will move together with it.
You can always see items that have been placed in the player's inventory. If your game idea works with all items inside the player's inventory, you have no problem. You do not need this demo cartridge.
If you want to activate and deactivate several items together, here is a solution
There is a catch with this trick. Items will show up but they will be more or less far away from the player. You have to create a story that makes this plausible (consider working with a Tardis instead of a box. This should make it easier to explain the distance issue )
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