|The Midtown Ladies Guild make their own kind of smoothies.|
Thursday, December 26, 2013
Wednesday, December 25, 2013
Tuesday, December 10, 2013
Tuesday, November 5, 2013
Wednesday, October 30, 2013
Sunday, October 27, 2013
The benefactor realized she did not need to build a moat around this house. It was always there. Anyone who can't"see" to the other side is forbidden to cross the water. Of course the moat always worked. It still does.
The benefactor's very short snippet of a story:
A cottage can tell us much about love and loathing.
Over a period of years I told a young man the story of how I grew up in this home. Books lined the stairs and walls. A contraption hand built by my father and grandfather warmed the rooms. Bulbs illuminated what my family read and the cards we played.
African violets, hybrids never seen before or since, shaded the sun and the moonlight. I watched comets streak through the upper right bedroom window. With pages of poetry draped over me like quilts. I dreamed about wooden shoes and seas of dew
When the suspicious young man finally saw the house, he said "why, this is nothing but a shack."
I expected to feel damage, a rip, a shred, a gaping hole. I felt nothing but sorrow. I knew that friends we would never be, and from that moment on we were hostile enemies with nothing but the truth between us.
Thursday, October 24, 2013
Sunday, October 20, 2013
Monday, September 30, 2013
Friday, September 13, 2013
Thursday, September 12, 2013
Sunday, September 8, 2013
Saturday, September 7, 2013
Never again will Ruby attempt to write a 9 region age (or so she says). The problem is that she can't stop writing it. She is so involved with the story of Violet and Fergus, and the terrain is entirely to inviting to leave. Ruby's benefactor is beginning to wonder whether the shadows of Nigh Earth are watering her coded brain.
Sunday, August 25, 2013
Saturday, August 24, 2013
The Green Glass Building and the lag data contraption is up and running. Those who fear that lag will permanently alter their coded selves are allowed to visit the premises where data for each exhibit is stored. The data should either calm their terrified souls or send them packing back to the museum and then out of Midtown altogether.
While Ruby would rather wait a few minutes to see a story unfold, there is a lure for some metaversal types to visit only parking lots. This gives them a choice. to stay or not to stay. "Pay no attention to that curator behind the curtain!
Saturday, August 10, 2013
Its been a week of monsters, dragons, whales and frantic building. Ruby with her new lizard head (battle gear) is riding her newest pet, built with love by Paislee Myrtle - another movie up in lights builder.
Monday, August 5, 2013
That's what incredibly talented friends are for. To bring me pets that I can ride. This is a Cetacean (whale). As you can see its simply amazing. Ruby is so appreciative.:) Cetacean by the extraordinary storybuilder, Transgenia's Daniel Hoffman.
The traditional Neverland story is home to Captain Hook, and its possible he stopped by here on the way to that home. In Ruby's Neverland story she fashioned a tribute to one of her favorite children's tales, Tough Boris. Tough Boris Island is the Gateway to Neverland to Nigh Earth. Set @1,029 Zm, its far enough away and distracting to new visitors to keep them entertained while the 9 region build stabilizes.
Saturday, August 3, 2013
Now we are talking. At last I am riding the widely popular Arcadia/Vbinnia flying machine through the neverland to Nigh Earth countryside. Ruby is in 17th heaven - a glorius sunset in Hag's Mesa.
Thursday, July 18, 2013
When the terrain is layered in and the walkways or waterways are determined, then age writing slows down. For the sake of time I may want to borrow other writer objects, but most often the objects need to be adapted. So what I usually start from scratch and add something borrowed in where it works.
This build is Jack's beanstalk. The beanstalk is several meters tall. All the way up explorers get the best views. The downside is that it is prim and texture laden.
Tuesday, July 16, 2013
Friday, July 12, 2013
The tapestries tell part of the Gee-Artan story. The O'Degees' fascination with stones, their love of story and their mission to write them down, their work forging tools and making pottery.
Ruby Looks over the library in the old Gee-Artan Keep. Somehow the time machine fits. Every story in the bookcases talk about past, present or future times. For the O'Degees' time travel was always possible.
Its coming a refrain, my decisions not to work with Matt (Down Under Tea Company), but patrons do matter. When Ghaelen D'Lareh contributed several pieces of family furniture to the museum I realized I needed to unpack the Gee-Artan Library furniture. It is important to remember that the Library is ancient, first built with the Keep during the iron age (prior to that the family lived in a hut).
Library additions continued through the early 1940s when the Keep was closed. Last year it was moved by barge to Brigadoon and then to Poohkeepsietomeway. There are still a few boxes that could be unpacked. A bit cold and dark the tapestries do warm it up. Now to get to the fireplace working.
Tuesday, July 9, 2013
The D'Lareh Collection contribution. In between everything else, Ms. D'Lareh contributed several family pieces this past Sunday. The Museum is very grateful. Losing may of its most valuable furniture artifacts causes problems. The contemporary furniture that is available in local stores does not fit in nicely. It is nice to have it, but Ruby decided to replace little by little anyway. Receiving a contribution is so much better.
Monday, July 8, 2013
The family dining quarters, one of the less damaged parts of the O'Degee family home is nearly unpacked. Some items that missing continue be found in other boxes that survived hurricane wind and water damage.
Since I meant to pull out the press to paste up the curricular and never got around to it, I thought I might use it to publish the latest draft of my 1st graphic novel pressed with an additional storybuilding press tool. This little device is easy to use. I snap a photo and add my bubble thoughts. This is not the sort of article that impresses the Ladies Guild, but they aren't about. I can always add a snippet in the coda about how the Guild went missing. If anyone sees them visiting ages or in any other situation that won't take me a long time to get them out of, please let me know. Otherwise please table your ideas about their possible abduction until I have time to investigate. Who knows when that will be?
Here is my very 1st attempt at a graphic novel using the tool. While you could comment about the tool, or the art of the graphic novel, please reserve your writing critique until the Guild is found. I will keep up my [b]imperfect practice[/b] of binding the novels in the meanwhile.
Edit: I need to fix the bubble over the head part of the tool. I have a love/hate relationship with those bubbles, because the soap makes a mess when it drips from the press onto the floor.
The End (with the exception of the Help Lost Guild plea and a photo my bubble printing press apparatus. This machine is not to be confused with the making a head into a bubble tool. I once suffered the indignity of being turned into a bubble head. I have not yet forgiven the source for that ill-will.
Midtown Curricular published this day of July, 8th, 2013. This one time only special edition will be published in 3 venues for the purpose of expanding the definition of storybuilding. In the future time period, the curricular will be published in its entirety here, with only target advertisements about the curricular published elsewhere.
Sunday, July 7, 2013
Midtown Arta Museum - Clachan Gee-Artan Crag Exhibit, a photo by Ruby_ODegee on Flickr.
No word from the Midtown Ladies Guild, but Ruby did find some crates full of repaired furniture, and she found the Murphy's wood oil soap. Clara repeatedly tells Ruby that she is capable of polishing the artifacts. A little work along with age writing is good for the heart.
Saturday, July 6, 2013
Friday, July 5, 2013
Supplies for this Tutorial are at : The OHN NPC tool kit is available to copy @no cost in the
|Princess Pea is there every time I show up.|
I will continue to work on ways to improve my non-player character's usefulness, because its so important to storytelling and most certainly lots of fun. I need to admit upfront, I've already spent some time on this project instead of completing my builds. Now I can get back to building.
What I've come up with is too limited for some, but its a start. And keeping in mind how confused I grew, and how hard it was to find good tutorials, I am going to try to make mine a step by step approach with scripts attached. For those of you who are already using NPCs, this tutorial may not be what you are looking to find. If you've only got started with them, as I have, this tutorial could help you to see something missing in your process or mine that you can revise. Revision, particularly in the open source/sim metaverse is a magical mess. My admission is that I'm a full permission accommodater, but I always fully credit the script or snippet together original or nearly authors.
What is a NPC? A NPC is a non player character, sometimes called a bot. NPCs are storybuilding devices, because they help to caption a 3D world illustration in an unique way. Storybuilding uses for NPCs do not require 2 way conversations between the avatar and the NPC. Storybuilding NPCs are characters who give out important information to avatars or in world characters being puppeteer-ed by humans. NPCs add to immersion, a foremost objective of the storybuilder.
PART 1 - THE PROCESS
STEP 1. Dress up in the garment or costume that you want your NPC to look like. Your new NPC box will make an exact duplicate of your avatar, including whatever is attached to you.
- Your NPC will not be an object that you can script. Your NPC will listen to its origin script and notecards that you move into a box from your inventory.
- Your NPC can be bumped about (see comment below about a security bounding box).
STEP 2. Select the build tool and create a basic box. I like to colorize my box. It is easier to differentiate from other boxes I may make, including sit objects.
|The green NPC Maker Box and the Red Kill NPC Box|
Script: NPC OHN -This script is used to create the NPC and force it to do what you want it to do. Photos of how this works will be shown following this list of contents.
When you first unpack (open) the OHN yellow box, you will see 2 objects to copy to inventory and an instructions notecard. You can rezz the Kill NPC box and use as is. The scripts to make your own NPC are in the moving man. Rezz him and copy the scripts to him into your inventory. Because the moving man's moving routine is wide you may see him leave you. After you watch him, you can delete him. You've saved him to inventory to bring him out again later if desired. If you choose not to delete him (npc OHN), your clone will be accompanied by the moving man when you create your clone. This is a nice surprise if you want to create a couple that works in tandem. It is likely I will experiment with this process at another time - interactive wedding cake topper maybe? hmmmmm.
|Dysfunctional family photo.|
Oooooeee for a theatrical producer?
When you put your NPC OHN script into the box with the notecard explained below, the hover text will tell you to that you need to change the actionCard notecard, before it will work properly. This is due to the fact that the moving man's path needs to be changed to fit your world's coordinate position. If you didn't your NPC would be created in parts unknown. The hover text instructions use the word vector. Vector for this purpose means the places (points) where the NPC will first be created and positions (coordinates) where the NPC will move. You only need to do the first position change to cause the script to create the NPC. This is easy, because its where you dropped the box. Get the box position and you are ready to edit the actionCard.
|Edit the script to your NPC name|
string appearanceCard = appearance
don't change appearance until
you've cloned yourself in the costume you choose
Notecards to Include and/or revise:
Notecard 1: actionCard - is the path that the NPC will follow. If you don't want to manually determine enter these coordinates, you can use an additional tool that follows these Process instructions. I call the tool the NPC Pathmaker.
|What goes in the NPC Maker Script|
Notecard 3: NPC Objects2Rez - will rezz the positions for the objects (by UUID). You do not need to adapt this notecard. The notecard will rezz the objects rezzed in the positions revised by you in the Objects2Rez card.
Notecard 3: npc_appearance - you will rename this card to whatever you name your NPC. This renaming will ensure that your box does not create a differently costumed NPC from the one you created originally. Obviously you will want to use the card long enough to know whether you've properly costumed (including attachments) your NPC. If you want to add an attachment (magic wand for example) to your NPC you should add that attachment to your own avatar costume, before you create the NPC you expect to use.
Note: I named my new appearance notecard Pea. It is a final decision and I did not want a new avatar with the outfit I wore after I created Pea with the npc OHH script (in the box that is now a NPC Maker Tool).
Now you have a NPC, but it doesn't say anything that related to your world or story. So you can change what the NPC says by pasting over actionCard "talk" Or you can add in "talk".
|Changes I need to make so my NPC would fulfill her acting role|
|AND OPTIONAL SAY (TALK) - TO CHANGE ORIGINAL REZZ SCRIPT. BE CAREFUL WHEN YOU DO THIS.|
PART 2 ADDITIONAL TOOLS
STEP 3. If you accidentally spawn (create) more than one NPC, no worries. I created a NPC Kill Box. The Kill Box uses step STEP 3. I color coded this box brown. Later I made the box nearly transparent for future use. The box is good to keep around in case there is glitch (a good name for an NPC = Glitch). A kill script tool box is included with the OHN kit too. It is already scripted and ready to use.
STEP 4. The NPC Kill Box deletes all NPCs by touch. You can always touch your NPC creation box to create a NPC copy after you delete all NPCs. Be patient, and wait for a second to do this.
STEP 5. optional - add an animation that you like and name it walk, or add an animation you choose and name it whatever. I wanted my Princess Pea to waltz a wee bit with herself. I simply changed the name of the animation to prissy I then went into the actionCard and changed the float animation I wasn't going to use to prissy, so that my princess could be prissy. I left the float animation in the box, but it did not cause a problem. I may need my NPC/actor to swim through a flood at some point. Who knows?
STEP 6. Now for the security part. To keep your NPC from being pushed about (even over a cliff), you can keep her/him away from visitors by using a bounding box. For the most part my worlds are no fly game regions (a few parcels are fly). I only need to make a transparent hollow rectangle making it easier to get to my original NPC box. For fly regions, it is best to build a box that completely covers the NPC (large enough to afford the walk you lay out). Avatars will see everything they need to say, but your NPC will be spared by a force field of sorts.
STEP 7 - Test the Mess. This is the scary part. When you come back into a closed region (Kitely on Demand) you should see your NPC doing whatever you decided it to do in the clothing you originally costumed yourself in prior to creating the NPC.
Optional STEP 8 - Pathmaker. Use this tool to step off the path. Create a 1x, 1y, 1z box. Add the the Pathmaker script to the box. It is now a tool. Take the pathmaker tool. into inventory. Then choose click it and use it as a HUD. Follow the directions quoted Directly from Furious Typer http://forums.osgrid.org/viewtopic.php?f=5&t=3514
Drop this script in a prim, wear it on your HUD. Start walking! Just click it every time you want your NPC to move to that spot. So click at point A go a ways, click point B, then C, etc. Then it will path along those points.
Currently this is written so you can keep on clicking then type in '/12 anything' and it will create the notecard 'Path1'. Just copy that into inventory and go on to the next step.
Pictures are wonderful for illustrating how a problem is resolved through the use of tools. Ruby quotes Alice (Lewis Carroll) wherever she goes or teaches. Since 3D worlds are proof in the pudding, I hope that the photos included with this tutorial make it easier to see how the scripts and notecards explained are useful.
Credits to all those individuals, particulary OHN and who created the carefully planned scripts for this short tutorial. It is my sincere plea that someone will come along and share some more about NPCs. Kitely is the perfect place to use them (sans the loading issue). I suppose an always on world would be more efficient, but that will come with time, providing there is more reason to warrant the costs. Thanks to Linda Kelly for offering up the lovely costume. It says good-nature humor all over it.
Wednesday, July 3, 2013
Tuesday, July 2, 2013
For the last few days Ruby frantically added this or that artifact to nooks and crannies in her storybuilds. This morning she took a moment to think about revision, how much time has passed and what made it to the cutting room floor. Whenever possible she tries to file away builds that she once worked on. It isn't always possible, but bits and pieces from any past writing may be useful in the future. Who knows? What Ruby does know is that revision is still what writing or building is all about.
Note: 2 small builds are included in every storybuild Ruby writes: 1) her own Paintbox Farms Container. Paintbox Farms, digital art, established in 1993, 2) Reezero Story Origin Globe, the story beans for the Lakewater Project
Monday, July 1, 2013
So this is the 2nd guy wire crossing to a rune. This time the invisible protection is thinner. To make it even less possible to cheat, I plan to add some smoke particles. This will make a confusing mess, if the walker starts looking for the transparencies. :)
The Ladies Guild will be happy to know that one of their most prized exhibits is now ready for observation. The story that goes with the Frederic Douggleman Angular Telescope is a tear jerker. Discovered by Beatrice Hollings while on vacation in Nova Scotia, it took Dolly Dwarlia 30 years to clean it up.
What will an explorer do to touch a journey cloth or pick up a rune? Reminder: The age writer set the parameters to no fly. There won't be a way for them to get the rune without some thought.
I can't believe that I'm finally at the point where I am adding in the GPS markers. For every marker found a rune is given. Of course its going to get harder to find the runes. For a few more coordinates will be given. Then passwords, puzzles and whatever mysteries that work will come into play. There are many ways to make the game fun without overt violence and a limited number of scripts. Open sim is an entirely viable alternative to using expensive systems for telling stories and making them interactive.