Friday, August 1, 2014
Night before last, Sweetie pulled a cute little clockwork bird from her inventory. I tried to fly it, but it was set to allow only its owner to ride. Then I saw it was full perm from Aley Resident, and I immediately took a copy.
The birdy flies wonderfully, but wouldn't go below the surface of the ocean, which disappointed Sweetie-- so after she went to bed I decided I would tweak the script to allow anyone to ride, tweak it again to allow anyone to ride, and put it in a rezzer so visitors could ride it.
Wait a second! There was a flaw in the plan. I didn't HAVE a rezzer-- at least not one that would continuously temporary objects.
And so I decided to build one. How hard could it be?
It turned out not to be difficult, but it was tricky.
I did the modifications to the script, added a timer to make the bird whisper on a high number channel "birdie here" ever second or so, set a copy to temp-on-rez, and put the temporary birdie in a prim.
I created a script in the prim and set it to rez a bird whenever the script started and again when it stopped hearing from the birdie it had rezzed-- meaning it had timed out and disappeared or someone had jumped on it and flown away. So long as it kept hearing from the birdie that it was present it would refrain from rezzing a new one.
But Doh! As written, the script wouldn't rez a birdy so long as it kept hearing "birdie is here"-- but wouldn't rez a new bird when the original bird disappeared.
That was because the listen event wouldn't be triggered.
I thought about replacing the listen with sensor repeat (which would work much the same, except by detecting the presence of the bird rather than listening to what it was saying, and would have the same problem when the birdy disappeared), but it was late at night and I was tired and my head started to swim, so I took the lazy way out. I made a new prim, linked it to the first, and had IT tell the original prim when it stopped hearing from the birdie.
It worked like a charm.
You can go here to ride the birdie and get a copy for yourself.
Posted by Cheyenne Palisades at 3:39 PM
I knew it wouldn't take long for Sweetie to figure out a use for all those prims I freed up.
Her original plan was to put out more kelp, but as things often do, it all got out of hand.
One of our favorite sims and a big influence on both of us was the late Privateer Space. It was built entirely by Aley Arai, whose name no longer appears in search. Much of her content is lost, but as Aley Resident she has, goddess bless her, released much of her content with full permissions. I'm talking mad scientist machines, her spacebug personal interplanetary traveler, free roaming sea creatures, sculpted kelp which covers a lot of sea floor with few prims, a volcano with spirit guardians that chase you around, a clockwork birdie which is now in a rezzer on Whimsy and about which I will be writing soon, and an underwater city which was once inhabited by Captain Nemo.
Sweetie quickly gave up on the kelp and made liberal use of the Captain Nemo builds. There are at least three habitable underwater pods on Whimsy Kaboom, and we just completed a passageway from the surface. That's the entrance at the top of the post.
Posted by Cheyenne Palisades at 2:29 AM
I found the perfect spot to hover. When I fire the cannon that has been sitting on Kaboom for many years, it hits me every time.
If I'm quick enough, I can catch the ball before it richochets away.
Here it's just about to hit me. Ouchie!
Second Life. Where you can shoot yourself repeatedly with a cannon.
Posted by Cheyenne Palisades at 1:38 AM
Tuesday, July 29, 2014
I always love it when Sweetie goes through her massive Objects folder. What comes out is always remarkable.
Here we have a throne built in 2003. It consists of nine prims. But it's solid! Not like that cheap stuff they make nowadays!
Posted by Cheyenne Palisades at 11:12 PM
Posted by Cheyenne Palisades at 3:38 PM
Sunday, July 27, 2014
For several months we've had a steady stream of visitors at Whimsy-- dozens a day. Many are zero-day-old newbies, so we've been certain they've been pointed toward us from wherever it is new citizens rez these days.
Over the last couple of days, however, the numbers have gone down. Our traffic numbers (General tab on About Land), have gone from 2000-2200 to a little less than 1000. We figure we've rotated off a destination list somewhere.
Last night I jumped home from the Cornfield, where I had been dominating the monsters, and found the People box filled with fifteen names (after you click Read More, click on the image that appears to enlarge it).
Posted by Cheyenne Palisades at 4:26 AM
Saturday, July 26, 2014
If you play the game at the cornfield, and if you're in the mood for some hints, here we go.
1. When you first arrive, you'll be easy to kill. Expect to die easily. When that happens you will spawn at the cemetery. The barn, where you trade the corn you collect for cornbucks, is diagonally across the sim on the opposite corner.
2. If you see red or gold disks or little golden bottles (actually, they look like hourglasses to me), pick them up. The red disk is worth 10 cornbucks. I'm not certain what the others do, but I'm sure they help.
3. Buy armor before weapons. The chainsaw and the shotgun look cool, but I'm not convinced they kill monsters any better than the plank you have upon arrival. Armor will keep you alive longer.
4. When you do buy a weapon, buy the gray goo grenade. You can't fire it continuously like the shotgun or chainsaw, but it takes out monsters in a circle around you. That means you don't have to use mouselook. It takes about three seconds to rearm, so if you find yourself surrounded by monsters, keep moving until you can use it again.
5. Until you are fully armored and have the good grenade, keep moving. Your best defense against the monsters is to get out of their range. You can run right through them when you come across them in the cornfield without taking damage, so long as you don't slow down. When you stop to back up and pick up corn you have missed, monsters that may be trailing you will catch up-- and hello, cemetery. Run up one row and down another and before long your basket will be full and you can head to the barn to empty it.
6. If you find yourself with 5000 cornbucks and buy the tractor, don't wear it in the cornfield. The tractor makes it more difficult to orient yourself to run over corncobs and disks.
7. The huge monsters don't seem to damage you and give out a pile of red disks when they die. When you hit them they will jump; just run them down and hit them again. After four or five hits they will die. It's easy to chase them outside the fence; usually they will still drop their disks when they die outside the fence or in the barn or cemetery areas. Don't be afraid to go down into the water to retrieve them. The land is steep down there, so ascend by walking diagonally across the sim.
8. Locate the health regenerator. When you approach it, be sure no monsters are around, for if they are they will kill you during the few seconds you are seated. Don't be shy about teleporting directly to the health regenerator by camming to it from the barn and then sitting.
9. If it makes it easier for you, don't be afraid to do the first thing Sweetie did on hitting the sim-- cheat. Temporarily derender some of the corn. It will make it easier to orient yourself and will decrease the chance of monsters sneaking up on you.
10. Look for a tiny key behind a small gravestone in the cemetery. When you have it, go downstairs at the company store and find the door that's closed. Once inside, click everything you see.
11. Look in the chicken coop for a free thing.
Posted by Cheyenne Palisades at 12:48 PM
Friday, July 25, 2014
|Boxbots. Photo by Sweetie|
And so you take yourself to the Whimsy Kaboom Robot Sanatarium.
Once you get through security you can begin the painful process of robotifying yourself.
|Please, Unit Bender, Will You Help Me Become a Robot?|
Posted by Cheyenne Palisades at 9:38 PM