Day 2: Cause and effect
I hope yesterday's lesson wasn't too hard. Today,
we're going to practice what we learned and use new causes and effects.
Ok, here we go. We're going to make an outdoor scene! Make
the scene here.

See those red things at the top? Those are invisable boundaries
that mean the player can't walk there. Now, make this code:
(0:7) When somebody moves into position (26,21),
(5:15) move the triggering furre to (22,15), or to someplace nearby if
it's occupied.
(0:7) When somebody moves into position (22,15),
(5:15) move the triggering furre to (26,21), or to someplace nearby if
it's occupied.
The teleport positions are the positions of the doorway. You'll
have to alter yours.
Now, another neat trick. Make this:
(0:7) When somebody moves into position (16,11),
(5:6) swap object types 79 and 407.
Once again, you'll need to alter the position. The position is
the pile of sticks.
TIP: When writing code, make notes so you know what the code is
of, like for sticks:
Sticks
(0:7) When somebody moves into position (11,16),
(5:6) swap object types 79 and 407.
Writing code like this will help you find some code you may want or
need to edit later. The sticks will be changed later.
Oh, and here's some more cool code. Add this to the entry.
(5:204) emitloud message {Someone has entered!} to everyone on the map.
(5:12) play sound 13 to everyone on the map.
And put this right after:
Exit
(0:10) When a furre leaves the dream,
(5:204) emitloud message {Someone has left.} to everyone on the map.
Ok, I guess that sums up today's tutorial. Remember, hashmarks
(#)
means put a number in there. You should play around. Maybe
you'll