This is an old revision of the document!
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 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).
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. Items can either be put at the exact coordinates of another item/character/zone or inside another item/character/zone.
If you put your items at the same coordinate, this has the functionality of putting them just next to the item/character/zone. If you now move the character (or zone or item) away, your items will remain where they are, on the ground (at the position)
If you put your items inside something, this has the functionality of putting them inside the item/character/zone. If you now move the character (or zone or item) away, your items will be inside the character and they will move together with the character.
Zones are a bit more versatile than what I have said above. You can actually choose when items will be shown to the player (there is a selection for Show Objects – e.g. “On Enter”).
Here is my plan:
There is a catch with this trick. Items will show up but they will be more or less far away from the player (for example 213 feet away). 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 )
Put your description here. Use this text as a copy and paste template (saves all of us a lot of time )