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Make music puzzle generic (bis) #518
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Attaching .png files to use for the generic sequence puzzle template. @wjt for the signpost I think frame 1 for idle, frames 2-19 for interaction (not looping, just appears on interaction), and frames 20-25 for solved (looping). Also attaching the blank squishy ball, which I hope to modulate to include the colors of the objects in the clue signpost. Let me know if you would like these somewhere else!! |
But the clue signpost doesn't have any colours? |
Ohhh that's the puzzle. yellow/orange, green, blue? |
yes! :) That's the puzzle |
@hydrolet Do you imagine that when you interact with the sign, then it will both show the animation in frames 2-19 (which is 3 actual frames, each repeated 6 times, i.e. one image per second for 3 seconds) and also, in sync, trigger the corresponding colourful blobs? Or do you imagine it being either-or: either the sign animates, or the objects are triggered? The reason I ask is that I have realised that syncing the animated sign to the demo on the rocks makes the whole task harder than I had thought! |
I was hoping for both so that it is more accessible (eg, in the case of color blindness). Maybe a second sign could do the sounds? |
That's even harder. There's a 1-1 relationship between signs and steps of the puzzle. The idea we hatched on #521 is that I can just change it so the sequence is demoed at a fixed speed, one rock per second, and then we can sync it to the animation by having each section of the animation be 1 second long (as you have done). |
We would like to refactor the music puzzle into a more general sequence puzzle component that can be used in different ways in StoryQuests. For instance, I might want to make a challenge with a pixel-art reproduction of the PlayStation controller buttons X O □ ∆, and signposts that tell me to press the buttons in particular sequences.
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