Monday, February 28, 2011

Some new features...

I'm trying to build this site up to be a nice resource and I enjoy adding things to the toolbar on the right side of the page.  In particular the new chat box is exciting though I doubt it will see much use, and the 'What's new in AW' box is something I check everyday now because its proved to be a useful tool. :)

What do you guys think?  Cluttered or am I doing alright over there so far?

Sunday, February 27, 2011

Browser - Screenshots in Active Worlds

Short of video, screenshots are one of the easiest ways to present your virtual project to the world.  Problem is, most people have problems setting up to take even the most simple screenshot.  Fortunately for us, the process has been streamlined since Version 4.1. Did you know that Active Worlds has a native screenshot feature?  I've spent many years taking screenshots for projects and articles, and for a long time it's been a convoluted process of taking the screenshot and cropping it in an image editor. With the use of a simple hotkey, I can take many screenshots in a short time and I don't have to edit them all right then and there.  It's very handy. :)

In order to get started using the native feature, you'll need to set a 'Screen Shot hotkey' that you use to take the screenshot while in browser.  Once you press the key, the screen will stop briefly and an image of your 3D window will be saved as a JPEG file in your Active Worlds directory.

So to begin, lets set the hotkey.  Nagivate to your 'Keyboard Controls' window by clicking Options > Configure Controls on the top menu bar.

Pick a hotkey to link the 'Screen Shot' option to; I linked mine to the . key on my number pad.

After navigating to the screenshot option, just press the key you'd like to use and apply it, then press OK.  Now you're set!  Just press that hotkey and then check your Active Worlds directory (most commonly found at C:\ActiveWorlds).  Your images will be saved as JPEGs, in the format 'imageXXX.jpg.' Your first image should be 'image000.jpg.'  Try it a few times and check it out.  Below are some images that I've uploaded using this technique.

Rising Glen Retreat, Alphaworld

Highridge Waterfall, Alphaworld
I'm using a widescreen monitor right now, and from that you can probably infer that these screenshots stick with your current resolution.  If you want to change the resolution of the image, you could do so easily by shrinking the Active Worlds Browser to the preferred size, and then take the screenshot.  This shortcut is a very helpful and easy solution to keeping records of your virtual projects in Active Worlds, and definitely saves on time when you're needing to take many pictures in a hurry!

Uploading screenshots to the internet is another matter, and I won't elaborate on that in this post.  You can use image hosting services online or upload them to the Active Worlds Forums through your control panel.

Building - Byte's Interactive Building Class, detailing the At trigger and Timer command

For anyone who missed it, Byte taught an excellent class detailing AT trigger and Timer command today.  This topic was of particular interest to me, because I love building games and characters you can interact with.  Virtual buildings and cities are great, but what's the point if they're lifeless?

Both of these new features exist to make interactive building a bit easier, and they expand upon what we could do originally with astart scripting.  For those of you who are lost, here's a rundown:

AT trigger - The at trigger will activate commands after a set amount of time, or at a scheduled time in VRT.
Byte:    The at trigger has two uses.  It is used to either trigger a set of commands at a certain point during a timer, or to trigger a set of commands in sync with the VRT clock.
TIMER command - The timer command creates a timer in memory that allows a user to activate events after a set amount of time.

Byte:    First off the timer command can be used with any trigger, even the at trigger, to create, reset, or stop a timer with a given name.
Byte:    Every timer has a duration, which is the number of milliseconds the timer will last for.
Byte:    An example of a timer called ABC with a duration of 1 second would be:  create timer ABC 1000
Byte:    Timers have multiple parameters, though.  They take the form: <trigger> timer tmName duration [loop=1] [stop | reset] [global]

Friday, February 25, 2011

Help me pick a topic!

Hey guys!  I've been asked to teach a class for the new AWUniversity project in AWSchool, and I'd be happy to... but I don't know what to teach!  I threw up a poll on the AWForums with a few things that I feel comfortable talking about, so head over there and pick what you're interested in.  Hopefully from the feedback I'll be able to structure a class, perhaps for next weekend. :)

Link: http://forums.activeworlds.com/showthread.php?t=14950