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- TAILSPIN
-
- Table of Contents
-
- 1. Chapter 1: Introduction ......................................3
- 1.1. First Steps .............................................3
- 1.2. The Evolution of Talespin ...............................4
- 1.3. Equipment Requirements: .................................4
- 1.4. Making Backup Copies ....................................4
- 1.4.1 Disk Contents ......................................5
- 1.4.2 Talespin ...........................................5
- 1.4.3 Telltale ...........................................5
- 1.4.4 The Library Files ..................................6
- 1.4.5 The Grail Disk .....................................6
- 1.5. About The Author ........................................6
- 1.5.1 Acknowledgements ...................................7
-
- 2. Chapter 2: Getting Started ...................................11
- 2.1. Starting Talespin .......................................11
- 2.1.1 Loading 'Talespin' from the Program Disk ............11
- 2.1.2 Loading 'Telltale' ..................................12
- 2.1.3 Talespin ............................................12
- 2.1.4 Correcting Selection Errors .........................12
- 2.2. Option - Playing The Grail Adventure ....................12
- 2.2.1 About "The Grail" ...................................13
- 2.2.2 How to Start Playing ................................13
- 2.2.3 Saving your Place in "The Grail" ....................14
- 2.2.4 Finding Your Place Again ............................14
- 2.2.5 Erase Placemarker ...................................14
- 2.2.6 How to Cheat ........................................15
- 2.3. Doing it yourself........................................15
- 2.4. Control Menu ............................................16
- 2.4.1 Choose & Load Title .................................16
- 2.4.2 Create New Title ....................................16
- 2.4.3 Set Placemarker at this Page ........................17
- 2.4.4 Find Placemarker ....................................17
- 2.4.5 Erase Placemarker from this Disk.....................17
- 2.4.6 Select Drive\Folder .................................17
- 2.4.7 Switch to Development Mode ..........................18
- 2.4.8 Autorun .............................................18
- 2.4.9 Help ................................................18
-
- vii
-
- 2.4.10 End Session.........................................18
-
- 3. Chapter 3: Doing It Yourself .................................21
- 3.1. Creating Your Own Titles.................................21
- 3.1.1 Where to start. .....................................21
- 3.1.2 Page Definition .....................................22
- 3.1.3 What to Draw ........................................22
- 3.1.4 Palette Considerations ..............................23
- 3.1.5 Drawing Definition ..................................23
- 3.1.6 Drawing Menu ........................................23
- 3.1.7 Drawing Functions in Detail..........................24
- 3.2. Drawing completed - What now? ...........................27
- 3.2.1 Building Up a Page ..................................28
- 3.2.2 BOY/GIRL ............................................28
- 3.2.3 Adding Text .........................................29
- 3.2.4 Adding Text for Options .............................30
- 3.2.5 Adding Options ......................................31
- 3.2.6 The Second Page .....................................32
- 3.2.7 Building Up the New Page ............................32
- 3.2.8 Cursor Mode .........................................33
- 3.2.9 The Third Page ......................................35
- 3.2.10 Joining Pages ......................................36
- 3.2.11 Testing ............................................36
- 3.2.12 Problems? ..........................................36
- 3.2.13 Adding Variables ...................................37
- 3.2.14 Creating a Variable ................................38
- 3.2.15 Adding Conditions ..................................39
- 3.2.16 Adding a Page Entry Option..........................40
- 3.2.17 Adding Options .....................................41
- 3.2.18 Any Problems? ......................................41
- 3.3. Library Files ...........................................42
- 3.3.1 Using The Library Files .............................44
- 3.3.2 Looking at the Grail disk ...........................45
- 3.3.3 Copying from the Library Files.......................45
-
- 4. Chapter 4: Advanced Level ....................................49
- 4.1. Combining Pages and Drawings ............................49
- 4.1.1 Statistics ..........................................49
- 4.1.2 Technical Details of Statistics......................50
- 4.1.3 'The Grail' Drawings ................................50
- 4.2. Use of Palettes .........................................51
- 4.2.1 Using Palettes ......................................52
-
- viii
-
- 4.2.2 Examples from 'The Grail' ...........................53
- 4.2.3 The Forest ..........................................53
- 4.2.4 The Town ............................................53
- 4.2.5 Using Black and White ...............................54
- 4.3. Using Text Windows ......................................55
- 4.4. Using Variables and Values...............................56
- 4.4.1 Different Uses of Variables .........................56
- 4.4.2 Using Conditions ....................................58
- 4.4.3 Combining Conditions.................................59
- 4.4.4 Drawing Conditions ..................................60
- 4.4.5 Text Conditions .....................................61
- 4.5. Using Options............................................62
- 4.5.1 Options on Text Windows ............................63
- 4.5.2 Options on Drawings ................................63
- 4.5.3 Page Entry Options .................................63
- 4.5.4 Execution Order of Options..........................63
- 4.5.5 Sound Options ......................................64
- 4.5.6 Page Entry Sound Options ...........................64
- 4.5.7 Text Sound Options .................................64
- 4.5.8 Drawing Sound Options ..............................64
- 4.5.9 Entering Sound Options .............................65
- 4.5.10 Memory Limitations ................................65
- 4.5.11 Set Variable to Value Options .....................65
- 4.5.12 Page Entry ........................................66
- 4.5.13 On Drawings .......................................67
- 4.5.14 On Text Windows ...................................68
- 4.5.15 Go to Page Options ................................69
- 4.5.16 Page Entry Go to Page Options .....................69
- 4.5.17 Go to Page Options on Drawings.....................70
- 4.5.18 Go to Page Options on Text Windows ................70
- 4.5.19 Chain Options .....................................70
- 4.5.20 Page Entry Chaining Options .......................71
- 4.5.21 Chaining Options on Text Windows and Drawings......72
- 4.6. Using Sounds ............................................72
- 4.6.1 Sound Definition ....................................73
- 4.6.2 Creating Sounds .....................................73
- 4.6.3 Sampling ............................................74
- 4.6.4 Replaying ...........................................74
- 4.6.5 Setting Sound Options ...............................74
- 4.6.6 Sounds and Disk Space ...............................74
- 4.7. Testing .................................................75
-
- ix
-
- 4.7.1 If It Doesn't Work ..................................75
- 4.7.2 Testing the Whole Adventure ........................76
- 4.7.3 Demo Titles.........................................77
- 4.7.4 Backup/Statistics ..................................77
- 4.7.5 Statistics .........................................77
- 4.7.6 Unused Blocks ......................................78
- 4.7.7 Deletions ..........................................78
- 4.7.8 Directory Entries Used .............................78
- 4.7.9 Current Directory Size .............................78
- 4.7.10 Backup ............................................79
- 4.7.11 How To Backup .....................................79
- 4.7.12 Enlarging the Directory Size ......................80
- 4.7.13 Completing Backup .................................80
-
- 5. Chapter 5: Writing an Adventure ..............................85
- 5.1. Planning an Adventure ...................................85
- 5.1.1 The Storyline .......................................85
- 5.2. The Wolf File ...........................................86
- 5.2.1 Planning Disk Space .................................86
- 5.2.2 Structuring the Game ................................87
- 5.2.3 Variables and Values ................................88
- 5.2.4 Outlining the Pages .................................89
- 5.3. The Scientific Method ...................................89
- 5.3.1 Variables ...........................................90
- 5.3.2 Building up the Pages ...............................90
- 5.4. The Artist's Method .....................................90
- 5.4.1 Sounds ..............................................90
- 5.5. Final Testing ...........................................91
- 5.6. Running Out of Space ....................................92
- 5.7. Large/Commercial Adventures .............................92
- 5.7.1 Demos ...............................................93
- 5.7.2 Quick & Aborted Title Loading .......................93
-
- 6. Chapter 6: Other Uses of Talespin ............................97
- 7. Chapter 7: Reference Section.................................105
- 7.1. Control Menu ...........................................105
- 7.2. The Development Mode Menu ..............................107
- 7.2.1 Cursor Mode ........................................115
- 7.3. Drawing Menu ...........................................121
-
- x
-
- xi
-
- Chapter 1
-
- 1
-
- 2
-
- 1. Chapter 1: Introduction
-
- 1.1 First Steps
-
- Talespin is a unique product, simplifying the process of creating a
- graphics adventure almost beyond belief. Pictures, text and sound can be
- joined together to form a 'page'. Successive pages are then further
- connected into an interactive story, guide, or textbook, which is read
- simply by using the mouse to point to the scene and clicking on the
- drawings or text.
-
- Variables may be used to control the flow of a narrative, or record
- progress made through an adventure. Talespin itself is entirely
- mouse-driven and very user-friendly. In fact, no programming skills are
- required.
-
- Talespin includes its' own art package and can also import pictures.
- Digitized IFF sampled sounds are easy to import.
-
- Features of Talespin include:
-
- * Full detail of disk space usage.
-
- * Location of all pages referring to any particular page, drawing,
- sound, or variable.
-
- * Completely interactive development allowing changes to any part
- of a title at any time.
-
- * Copying drawings and sounds from other titles.
-
- * Chaining other titles. (This permits spreading a story or
- textbook across several disks.)
-
- * Demo mode (Allows a title to run on its own for demonstration
- purposes.)
-
- Talespin can be used for many purposes. You can create interactive
- adventure games for entertainment or instruction.
-
- Business uses include creating sales demonstrations, or product service
- manuals.
-
- 3
-
- Talespin can be used in educational applications to teach the design and
- logic of computer systems in a non-technical way, or as a vehicle for the
- teaching of any other subject from user created storyboards.
-
- You might even use Talespin to create an expert system or an interactive
- magazine. You are limited only by your imagination.
-
- Talespin is ideal for applications requiring interlinked graphics and text,
- and can be used by people with no programming expertise. Above all else,
- it's fun!
-
- 1.2 The Evolution of Talespin
-
- Mark Heaton wrote Talespin to inspire his artist son, Rudy. Rudy loves
- drawing and adventure games, but hates programming computers. Rudy created
- "The Grail", the first Talespin adventure to be published, which is
- included (in a shortened version) as part of this package.
-
- Play "The Grail", then examine the mechanics and find out how it was put
- together. Try it out yourself. Modify the program to create your own unique
- storyline.
-
- 1.3 Equipment Requirements:
-
- Talespin works with any Amiga computer (A500, 1000 or A2000), and a color
- monitor or television set. To record your own sounds, you'll also need
- A.MA.S., available from MicroDeal.
-
- Talespin consists of one disk The Program disk, 'The Grail" disk (which
- contains the demonstration adventure), and of course, this Manual.
-
- 1.4 Making Backup Copies
-
- The disk is not copy-protected and you should make copies for everyday use,
- keeping the 'master' disk in a safe place. (If you should ever accidentally
- damage your work disks, you can then create a new copy.) Consult your Amiga
- Owners' Manual if you are unsure how to copy a disk.
-
- 4
-
- Please note that much time and effort went into the writing of Talespin.
- Contrary to what you may have heard, freelance programmers do not make a
- fortune! Please do not share this copy with your friends.
-
- However, any games you develop using Talespin remain your property to
- publish or share as you please. The Telltale program, which can be used to
- run stories created with Talespin, has been placed in the public domain. In
- other words, you may give TellTale to your friends.
-
- 1.4.1 Disk Contents
-
- The Program disk contains:
-
- * The Talespin program itself
-
- * Telltale, the run-only module for Talespin
-
- * Two library files.
-
- * The Grail (Sample Adventure).
-
- 1.4.2 Talespin
-
- Talespin is a self-contained program which handles all aspects of adventure
- and other title creation interactively, including viewing and testing the
- product as development proceeds. Only sounds, if required by your
- application, need to be externally created (using a package such as
- A.M.A.S). Drawings may be imported, although Talespin includes its own
- drawing package.
-
- You can also create 'demonstration' titles which play automatically on
- loading.
-
- Your creations may also be 'locked' when complete to prevent any further
- changes.
-
- 1.4.3 Telltale
-
- Telltale is the 'read-only' version of Talespin and can be used to play
- adventures such as 'The Grail' or 'The Wolf'. You will not be able to
- investigate their structure, nor write your own stories with Telltale.
-
- 5
-
- Telltale is a 'public domain' program: It may be freely distributed along
- with your Talespin creations. 1.4.4 The Library Files
-
- These files contain a selection of drawings and sounds that can be used in
- making your own titles. Game developers will probably find them more useful
- than business or educational users. They include:
-
- ALPHABET.TAL - with one set of numbers and two alphabets, one ornate, and
- one plain (which you can copy and alter to suit your needs).
-
- THEWOLF.TAL - a short story based on "Little Red Riding Hood" used as an
- example in Chapter 5 'Writing an Adventure', and containing drawings and
- sounds which may be copied for your own use.
-
- Any of the drawings or sounds from any of the titles ("The Grail", "The
- Wolf", "Alphabet" or "Start") may be copied for your own use. None of these
- titles are 'locked'. You can find full instructions on how to use any of
- these files in the Library files section of Chapter 3.
-
- 1.4.5 The Grail Disk
-
- This disk contains "The Grail" demonstration adventure, created by Rudyard
- Heaton. To play, first insert the Program disk and double click on Telltale
- or Talespin and follow the instructions. For further details, refer to
- Chapter 2.
-
- 1.5 About The Author
-
- Mark Heaton is a 40 year old computer systems designer. He taught
- Transcendental Meditation for some years before switching to computers, and
- has trained as a psychoanalyst. He is married to a language teacher and has
- five children, all of whom helped in the creation of Talespin.
-
- 6
-
- 1.5.1 Acknowledgements
-
- Thanks to:
-
- Rudyard (age 19) for being inspired to write "The Grail".
-
- Celayne (18) for writing the Help messages.
-
- Anselm (13) for debugging the system.
-
- Luke (8) and Jody (6) for playing with Talespin.
-
- Nicola (38) for writing the manual.
-
- Two Bit Systems for the sound replay source code. John Symes at MicroDeal
- for snapping it up as soon as he saw it.
-
- 7
-
- 8
-
- Chapter 2
-
- 9
-
- 10
-
- 2. Chapter 2: Getting Started
-
- 2.1 Starting Talespin
-
- 2.1.1 Loading 'Talespin' from the Program Disk
-
- First place the Program disk in DF0: (the internal Drive) and switch on
- your computer. The screen will show the Workbench with a program icon
- called TALESPIN displayed within a window. Move the mouse pointer over this
- icon and quickly click the left mouse button twice.
-
- After Talespin loads the first screen will then be displayed.
-
- Figure 2-1 Talespin Title Screen
-
- 11
-
- 2.1.2 Loading 'Telltale'
-
- Insert the Program disk as described above, and double click on TELLTALE.
- The same instructions will appear, although you will not be able to create
- your own story using this system. This program is 'read-only', that is, it
- can only read programs created with Talespin.
-
- 2.1.3 Talespin
-
- When Talespin is loaded the first screen contains the titles and credits
- and a box with 'Click' on it. Position the mouse in this box and click the
- left mouse button. Text will appear giving you a choice of playing "The
- Grail" adventure or creating your own project.
-
- Make your selection by moving the cursor (i.e. mouse pointer) over either
- the top or the bottom half of the text window and clicking on it. Notice
- that each half highlights separately, giving you two options.
-
- 2.1.4 Correcting Selection Errors
-
- If you selected the Start creating your own Title text in error, wait until
- the next page appears. When it does, click on the 'CLICK' box and then
- click on the part of the text which says "OOPS! If you want to restart,
- CLICK here."
-
- If, however, you clicked on the "The Grail" option in error, ignore the
- 'Insert disk' prompt and press the right mouse button to abort and bring
- down the Control Menu. Cancel this menu (by clicking outside of it) and
- you're back where you started.
-
- 2.2 Option - Playing The Grail Adventure
-
- Select this option and you will see a message requesting you to change
- disks or select a different disk drive. Insert the Program disk.
-
- When "The Grail" has loaded the Title page of the adventure will appear.
-
- 12
-
- 2.2.1 About "The Grail"
-
- 'The Grail" is the first of the new mouse-driven generation of adventure
- games. You no longer need to type in text to see what will happen. In "The
- Grail", you use the mouse to click on objects and text to explore further.
-
- The story features a wizard and his henchman setting off to seek the Grail,
- the reputed cure of all ills, in order to rid the land of a terrible curse.
- It is up to you to make the right choices to help the wizard find the Grail
- and thus bring health and happiness to this blighted land.
-
- 2.2.2 How to Start Playing
-
- You are looking at the first page of the story with the goal of everyone's
- desires, "The Grail", in the middle of the picture. Start playing by
- clicking on different parts of the picture, objects, characters, and
- background to find the text windows.
-
- At the bottom of the first text window (located to the left of the Grail),
- you will see a scrolling arrow which highlights when you pass the cursor
- over it. Click on this arrow to see the rest of the text. Part of this
- additional text will be highlighted when the cursor passes over it: click
- on that part of the text to move on to the next page.
-
- If you just click outside the window it does nothing more than close the
- window. Now you are on your own - but watch out, there may be clues in the
- text!
-
- REMEMBER:
-
- * Click on different parts of the picture to see text, produce
- sounds, and so forth.
-
- * A scrolling arrow at the bottom (or top) of a text indicates
- there is more text to be seen by clicking on it. A line or two
- may be repeated.
-
- * Some text becomes highlighted when the cursor passes over it:
- click on these to make choices.
-
- * A "zz.." message means you are moving to another page. You cannot
- click until the cursor reappears.
-
- * Press the right mouse button outside the window to see the
- Control Menu: Press the left mouse button to cancel the window.
-
- 13
-
- NOTE: If, after you have made a choice, the cursor does not disappear it
- means that there are further texts to be found on that page. The same
- object or character may have more than one text.
-
- Clicking on Help! in the Control Menu provides the above information (and
- more) online.
-
- 2.2.3 Saving your Place in "The Grail"
-
- You can save your place at any page in an adventure by using the See
- Placemarker option selected from the Control Menu (which is called by a
- clicking the right mouse button). Click on Set Placemarker and you will be
- asked for a file name for saving your current position. Type un a name and
- press Return. This will set your place at this page. [If you don't type in
- a name and press Return, or if you click outside the window, the operation
- is canceled.]
-
- Note that there is not a lot of room on the disks as distributed. You may
- prefer to insert a previously formatted disk for this operation. You will
- have to re-insert the original title disk before continuing the game. Don't
- worry, the system will prompt you for it, if you forget.
-
- 2.2.4 Finding Your Place Again
-
- When you want to find your place again, click on Find Placemarker. A list
- of previously saved placemarkers will be displayed. Select the appropriate
- one by clicking the left mouse button while pointing to the title, and you
- will return to the saved place in the game. Should the selected Placemarker
- have been saved while viewing a different title the system will tell you
- and ask you to load that title first.
-
- 2.2.5 Erase Placemarker
-
- Use this option to clear any placemarkers that you no longer require, or if
- you need to create some more disk space. Click on the appropriate file
- name.
-
- 14
-
- 2.2.6 How to Cheat
-
- Provided you have loaded "The Grail" from within Talespin (as opposed to
- Telltale), you may switch to Development mode and, using the Turn to Page
- option, jump to any part of the adventure. However, as various Variables
- (explained later in this manual) are used, the adventure will not have been
- set up as would be the case if you had proceeded from page to page in the
- normal manner. You may get some unexpected results. [You could use the
- List/Set Variables option, explained later in this manual, to correct this
- problem, but you'd probably be better off playing the game and reading the
- rest of the manual first!]
-
- Alternatively, you could click on Autorun in the Control Menu and watch the
- game play (at random) on its own. This is sometimes useful for finding
- hidden areas of text! Hold the right button down to end the Autorun. [This
- is used to test Demonstration mode - see Chapter 4 under Backup for
- details].
-
- When you want to move on from playing "The Grail", insert the Program disk
- into the drive, press the right mouse button to call the Control Menu. From
- this menu select Choose & Load Title. The title you are looking for is
- 'START'. This takes you back to the 'First Page' section discussed at the
- beginning of this chapter.
-
- 2.3 Doing it yourself
-
- This time, click on the text in the lower portion of the text window to
- create your own title. As soon as you have made your selection by clicking
- on the text, the cursor will disappear and a 'zz...' message will appear on
- the screen. Another page is being assembled. Soon you will see various
- drawings. Click on these with the left mouse button to see the
- corresponding text windows which tell you about the different sections of
- the manual. Click on the 'CLICK' box to proceed.
-
- You are now going to create a title of your own and will need to change
- disks. (There isn't much room left on the Program disk.) Be certain the new
- disk is formatted. (Refer to your Amiga Owners' manual if you aren't sure
- how to format a disk.) Talespin can not format a disk.
-
- Click the right mouse button (outside any open window) to call the Control
- Menu. On the Control Menu you will see all the possible operations in the
- system at this point. Move the cursor to point to Create New Title and
- click the left mouse button. This will take you directly into Development
- mode.
-
- 15
-
- Talespin will prompt you for a file name for your title. Legal file names
- may contain up to eight characters. The operating system will not permit
- longer names. Type in your unique title and press Return. (Note that all
- title files end with the suffix .TAL. If you rename it to anything else the
- system will no longer recognize it as a Talespin title.)
-
- 2.4 Control Menu
-
- The Control Menu, which is displayed when you click on the right mouse
- button, is a list of the available operations at the top level of the
- Talespin and Telltale systems.
-
- Exactly what is available depends on what you are doing. If you haven't
- loaded any title or, for example, if you are playing the unlocked 'The
- Grail" adventure using Talespin, all the operations will be available to
- you.
-
- If you are playing "The Grail" using Telltale or you are playing a 'locked'
- Talespin adventure, you will not be offered Autorun or the opportunity of
- switching to Development mode.
-
- [If you switch to Development mode, a different menu will appear, called
- the Development Menu. For more information, turn to the Reference section
- of Chapter 7.]
-
- Here is a brief description of each of the operations of the Control Menu:
-
- 2.4.1 Choose & Load Title
-
- This will select and load a Title from the current drive or folder. You may
- have a choice of one only or of several. The title START contains the
- sequence of instructions you see on the screen when you first load Talespin
- or Telltale; note that any title called START.TAL will be automatically
- loaded when either Talespin or Telltale is first run.
-
- 2.4.2 Create New Title
-
- This operation is not available in Telltale. In Talespin, clicking on
- Create New Title will take you directly to Development mode and will ask
- you for a file name
-
- 16
-
- for your own title. Type in your chosen name and press Return. [Clicking
- outside the window cancels the operation.]
-
- 2.4.3 Set Placemarker at this Page
-
- Placemarkers enable you to save your position at any point while playing an
- adventure such as "The Grail". If you click on this item you will be asked
- for a file name to save your current position to disk. Type in a name and
- press Return. This will set your place at this page. [Clicking outside the
- window will cancel this operation.]
-
- 2.4.4 Find Placemarker
-
- This will list all placemarkers on the current drive\folder. Clicking on
- the appropriate one will return you to your place in the game. You will
- receive a warning message should the placemarker not 'belong' to the
- currently loaded title, i.e. if it was saved from another title.
-
- 2.4.5 Erase Placemarker from this Disk
-
- Use this to clear out any placemarkers that you no longer require: click on
- the appropriate file name.
-
- 2.4.6 Select Drive\Folder
-
- This operation is only applicable if you have a second disk drive, a hard
- disk, or a RAM disk. You can select a different drive or folder for loading
- a title or finding and setting placemarkers.
-
- 2.4.7 Switch to Development Mode
-
- Once a title is loaded (provided it is not 'locked' or 'read-only'), you
- may go into the Development mode to investigate, make changes or browse
- through the Library files. You will see a different Control Menu. For
- details of the Development menu refer to Chapter 7, the Reference section.
-
- 17
-
- 2.4.8 Autorun
-
- This mode allows a story to be played automatically, making random
- selections for use as a demonstration copy or for testing. It is not
- available with Telltale, or if the title is 'locked'. To stop Autorun, hold
- the right mouse button down until the Control Menu appears. For full
- details see Chapter 4.
-
- 2.4.9 Help
-
- This option displays the Help messages relating to the Control Menu. These
- messages contain most of the information from this section. It is mainly
- intended to assist users of Telltale. Click outside the window to cancel.
-
- 2.4.10 End Session
-
- Click here if you wish to stop playing or writing. Click on the highlighted
- text "Confirm End Session" message to return to the Desktop screen. If you
- have clicked on End Session by mistake, just click outside the window to
- cancel the operation.
-
- 18
-
- Chapter 3
-
- 19
-
- 20
-
- 3. Chapter 3: Doing It Yourself
-
- 3.1 Creating Your Own Titles.
-
- This chapter provides a detailed explanation on how to start from scratch
- and create a page using some simple drawings. We'll proceed with a step by
- step explanation of how to put a short story together. Then we'll add one
- or two of the more sophisticated operations. Whatever your intended final
- use for Talespin, this is a good way to begin. If you have not yet done so,
- we recommend that you spend some time playing "The Grail" adventure before
- proceeding. You will have a better feel for how Talespin titles operate
- after playing.
-
- Although it helps if you can draw, it is not essential by any means. You
- can create an adventure with the simplest of graphics. Those who are not
- budding artists can copy drawings, letters and numerals from the library
- files. Also included are a few sample sounds for those who do not have
- A.M.A.S. (available from MicroDeal) but wish to experiment with sound.
-
- You may also download picture and sound files from Genie. We are presently
- building a sound library for A.M.A.S. in the MichTron on RT. (See the last
- page in this manual for more information about Genie.)
-
- The full range of drawings from "The Grail" and the "Start" title on the
- Program disk are also available for use. Refer to the Library Files section
- below to find out how to use them. Then create your own three page story as
- outlined in this chapter using drawings from the library files. Chapter 5,
- "Writing An Adventure" deals with the theory and practice of adventure
- writing in greater detail.
-
- 3.1.1 Where to start.
-
- Assuming you have just entered Development mode by clicking on Create a New
- Title in the Control Menu and entering the new title name. You will now see
- the Development Menu. At the top, this menu displays the title name and the
- current page name. Since no page has been defined, "No Page Selected" is
- displayed.
-
- 21
-
- Begin either by defining a page or by creating a drawing. Pages are the
- connecting units in the Talespin system. A title or adventure consists of
- interconnected pages, each of which may use many drawings (and sounds).
-
- Let's define a page. As with the title, you will be prompted to supply a
- name. Names of pages, drawings, sounds and variables may be up to 64
- characters long - the system will not let you type in any more.
-
- Note that the first page of your title should be called START. The Talespin
- system recognizes this as the first or starting page and will display this
- page when you first load a title. [If no page is called START, the title
- starts with no page selected.] You may rename any page to START later.
- There's no need to do it now. The naming of subsequent pages is up to you.
-
- 3.1.2 Page Definition
-
- Click on Page Definition, which will call another menu. Then click on
- Create New Page, type START, and press Return.
-
- You have now created a page called START, albeit a blank one. This is shown
- at the top of the Development Menu. The next thing to do is to create a
- drawing to put on the page.
-
- 3.1.3 What to Draw
-
- So what type of drawing and what sort of page are you going to create? You
- might want to experiment with the drawing utilities first and not attempt
- to draw anything in particular until you are familiar with how the whole
- system works, or you might prefer to start with the first drawing of a mini
- story.
-
- In this exercise, we will be creating a very short story (involving
- drawings of a boy and girl) and use it to guide you through the various
- stages of creating pages, creating drawings, building pages, adding text,
- adding options, and finally, more sophisticated additions using variables
- and conditions.
-
- If you do not want to use this five minute story as the basis for this
- tutorial, make up your own. If drawing people is a problem for you, use
- pinmen or try something like a road maze where you just need lines and an
- object to move along them . Other ideas for your first title could be a
- treasure hunt, getting out of jail, or a simple fairy
-
- 22
-
- tale. Fairy tales are in fact very useful for trying things out. You have a
- set story to work with, and many possible variations.
-
- 3.1.4 Palette Considerations
-
- Talespin offers a palette of 16 colors on the screen at one time. This
- means that all the drawings on a page must have the same palette. Don't try
- to change the palette for different drawings until you are more familiar
- with Talespin.
-
- Note also that the colors BLACK and WHITE (first and last palette entries)
- must always be present as they are used to display text therefore, they
- cannot be modified. Even imported drawings must meet this criteria. Also,
- the first palette entry (BLACK) is used to mean TRANSPARENT in drawings.
- Thus a drawing with a first-palette-entry BLACK section in the middle will,
- when placed on a page over the top of another drawing, allow the underlying
- drawing to show through. If you want a non-transparent Black you will have
- to use one of the other palette entries for this. (See Modify Palette below
- for this.)
-
- 3.1.5 Drawing Definition
-
- Point to Drawing Definition on the menu and click the left mouse button.
- For full details of all the items on the drawing definition menu, see the
- next chapter. Right now, you will probably only need to use the top three
- items; Create New Drawing; Modify Drawing; and Copy Drawing. If you want to
- copy drawings from the library files, you will need the fourth item, Copy
- Drawing from Another Title. (Refer to the Library Files section later un
- this chapter for information on this function.)
-
- Point to Create a New Drawing and click the left mouse button. You will be
- prompted to enter a name for your drawing. Type un a name and press Return.
- The drawing menu and the palette will now appear.
-
- 3.1.6 Drawing Menu
-
- The Menu lists the Talespin drawing options detailed below. To get started
- right away, Click on a color and then on one of the brushes (Pencil, Spray,
- Mini-spray, Block and Blob) in the window. The screen will go blank except
- for the appropriate cursor. You can draw on the screen by holding down the
- left mouse button and
-
- 23
-
- Figure 3-1: Drawing Definition Menu
-
- moving the mouse. Right clicking brings back the drawing menu should you
- want to try another type of brush or select a different color. Made a
- mistake? Right click for the menu and click on UNDO. This will undo the
- last stroke you made.
-
- To erase, click on color Black in the palette and then on BLOCK or BLOB and
- rub out the offending area. When your drawing is complete, click on Save
- Drawing to save it. The system returns you to the Drawing Definition Menu,
- ready for you to create further drawings. When you want to move on, turn to
- Section 3.2, "Drawing completed - What Now?"
-
- 3.1.7 Drawing Functions in Detail
-
- Pencil
- Draws dots and lines a single pixel (dot) wide: used for detailed work and
- outlining shapes.
-
- Spray & Minispray
- These two facilities give a sprayed effect. For example, for shading in
- trees or a person's hair. The longer you hold down the mouse button the
- more the area defined by the brush gets filled in. Moving the cursor at
- different speeds gives different densities.
-
- 24
-
- Line
- This function is for drawing straight lines. The center of the cursor is
- used to give the start and end points and assists in accuracy. Press the
- left button to indicate the start of the line, then move the mouse to where
- the line should end. You will see a line being drawn. Release the button
- when the line is the required length and angle. This 'fixes' it, or locks
- it into position.. For a horizontal or vertical line, make sure the line is
- absolutely straight before releasing the button. The Undo option will erase
- all of any line just created.
-
- Fill
- This fills an area of the screen with the currently selected color. Move
- the Fill cursor until the tip is inside the area to be filled and click:
- the Fill color will spread to all adjacent dots of the same color as that
- clicked on. Note that if you are filling a line drawing and there is a gap
- in the lines, the Fill color will 'leak' and the whole page will begin to
- fill with color. DON'T PANIC! Click the right mouse button to abort the
- Fill and then use UNDO. Select the pencil brush, look for the gap and fill
- it in so it is closed. Now try again.
-
- Block
- Use this to draw right angled shapes, squares, rectangles etc. Also use it
- to erase mistakes by selecting Black from the palette first.
-
- Blob
- Use it to draw thick outlines, to draw circles and rounded shapes, to do
- original lettering, or to erase small areas.
-
- Lens
- This is very useful for intricate work. Click on Lens On/Off to activate
- it. The Lens will stay on the screen until you click on Lens On/Off again
- to cancel it. This function is like a magnifying glass to help you identify
- which individual dots need changing or erasing. It magnifies the boxed area
- around the cursor wherever you move it. If you approach the Lens box with
- the cursor it will automatically jump to another part of the screen. This
- will permit you to adjust the pixels in the area occupied by the Lens Box.
-
- 25
-
- Modify Palette
- When you click on this, a new menu appears along with the palette. Note
- that the palette that shows up on your screen when creating a new drawing
- is the same as the default palette. All 'The Wolf' drawings use this
- palette to make life easy: remember that all drawings present on a page
- have to use that page's palette. The first menu items assist with this
- problem in allowing the whole palette to be copied from a different drawing
- or page, to the current page (if any).
-
- To change a color, click on the color you wish to change and look at the
- bottom half of the menu. Six choices are available:
-
- More Red
- Less Red
- More Green
- Less Green
- More Blue
- Less Blue
-
- There are 15 different shades of each of the three primary colors Red,
- Green and Blue, plus a zero option of no Red, no Green, or no Blue. Click
- on one of the choices (e.g. More Red or Less Green) and see how the color
- changes. (Note that the color will change on any drawings with the selected
- color too).
-
- At the bottom of the menu is a reference to the 'RGB Values'. These are the
- values of O-F for red, green, or blue. The value FFF, or all red, all
- green, and all blue has a corresponding color of White. The value 000 or no
- red, no green, and no blue has a corresponding color of BLACK.
-
- The Current RGB value may be 64 1, which means 6 units of Red, 4 units of
- Green and 1 unit of Blue. This translates into a shade of brown. A value of
- 333 is mauve. Experiment with these values. You'll soon pick up how to get
- exactly the color you want effortlessly.
-
- 26
-
- To create lighter and darker shades of any one color, first note the RGB
- value of that color (click on that color to see it), then click on the
- color you want to change and adjust it until you get the same RGB value
- (i.e. the 2 colors are the same).
-
- To change to a lighter shade, add 1 Red, 1 Green and 1 Blue. For a darker
- shade, subtract 1 Red, 1 Green and 1 Blue. In other words, increase or
- decrease the values of all three colors equally to get a lighter or darker
- shade.
-
- Changing the colors of the basic palette for a particular drawing can
- necessitate altering the colors on any page that uses that drawing. In some
- cases you will simply need to copy the palette from the drawing onto the
- page to rectify the situation (see under Use of Palettes in Chapter 4);
- otherwise some juggling will be necessary.
-
- Undo
- Clicking on this 'undoes' the last action performed (including clicking on
- Undo!). An action is here defined as whatever happened between the last
- press and release of the mouse button; so if you are doing a series of
- dots, only the last dot is removed.
-
- Save Drawing
- Select this option to save the drawing to disk and return to the Drawing
- Definition Menu, ready to create another drawing. Right dick outside of
- this Menu to return to the Development Menu.
-
- Quit
- The system asks "OK to end without saving drawing?" to confirm your
- intention to quit. Click outside this window if you do not wish to abandon
- your drawing. If you do want to quit without saving anything, click on the
- text (which will be highlighted). You will then return to the Drawing
- Definition Menu.
-
- 3.2 Drawing completed - What now?
-
- By now you have completed a drawing and want to start building up a Page.
- Click on the right mouse button to return to the Development Menu with a
- blank screen.
-
- 27
-
- Click on 'Add Drawing to this Page'. Select your drawing, which now appears
- in the middle of the screen. To move the drawing, place the cursor over the
- drawing and holding the left mouse button down, move the drawing to the
- desired position. A skeleton outline of the drawing will accompany the
- cursor. Release the left button and wait a few seconds until the drawing
- has been recreated in its new position. Move it again until it is in the
- exact position desired.
-
- 3.2.1 Building Up a Page
-
- You now have one page with one drawing on it. Create another drawing and
- save it in the same way. Then bring it on to the page. You will probably
- need several drawings to make up a page. Maybe pictures of a person or two,
- or a couple of objects and some background - a hill, house, tree, street,
- etc., all very simple. To make things clearer in demonstrating how to build
- up a page, we will use a specific example.
-
- 3.2.2 BOY/GIRL
-
- The title for this story is BOY/GIRL and the first page is called START as
- suggested earlier. The drawings needed for this page are:
-
- BOY - front view
-
- GIRL - side view
-
- GROUND - Plain green with 2 bushes (using Spray)
-
- [You can create your own drawings or use the drawings of the BOY and the
- GIRl from the START.TAL title on the Program disk. You will need to copy
- them from there. Select Drawing Definition from the menu. Then, select Copy
- drawing from another title. Select the BOY and GIRL pictures to copy. Refer
- to Library File below for more details on copying files.]
-
- The first stage in building a page is to add the drawings. Select a drawing
- - maybe a background drawing to create the scene. In this case, select
- GROUND. Reposition the picture, if necessary. To resize a picture, select
- Shrink/Reverse drawing from the menu. (This will be explained in more
- detail later.)
-
- 28
-
- Now add another drawing - maybe BOY. He will appear in the middle of the
- screen. Place the BOY at the top right hand comer of the screen. The reason
- for this will become apparent when it comes to building up the third page.
-
- Add the next drawing, the GIRL near the center facing the BOY as if she is
- calling to him. If more drawings are needed, continue adding drawings to
- the page. You can add the same one several times if you want to.
-
- If the colors appear incorrect, this means you have modified the palette on
- one or more of the drawings in some way - use Modify Page Palette to either
- copy the whole palette from some drawing or modify the individual palette
- entries. [You
-
- Figure 3-2: Adding a drawing to a page.
-
- may also choose to set a Background color other than the default Black
- while in Modify Page Palette.]
-
- 3.2.3 Adding Text
-
- Now let's add some text. Select ~ext Operations (under Cursor Mode). You
- will see that nothing happens! This is because you need to indicate which
- drawing is to have text added to it. Select a drawing. In this example,
- start with the GIRL. The text operation menu for the drawing GIRL will
- appear. Note that the menu tells
-
- 29
-
- you at the top which drawing you are working with. You will want to Add
- Text Entry, so click on that, and type in some text.
-
- Let's start out with, "What a good looking guy! I'm going to say hello."
-
- You can think of your own comments. Type them in and press Return. (Don't
- forget to press Return or the dialog will not be entered.
-
- Beware: it is only too easy to click outside the window, thus canceling it,
- and then wonder later why the text is no longer there!
-
- Note that text is automatically 'wrapped' to fit into the window. Pressing
- Return means 'end of input' NOT 'new line' ! To make changes to your text,
- use the Delete and Backspace keys. You may use the mouse or the cursor keys
- to reposition the cursor within the text window.
-
- Now to give the BOY something to say. Click the left mouse button outside
- the window to cancel the Text operations Menu for the drawing GIRL. Now
- click on the BOY drawing. The Text operations Menu for the BOY will appear.
- Select Add Text Entry and add some text. Maybe a simple comment such as:
-
- "Wow! Isn't she gorgeous?"
-
- Don't forget to press Return.
-
- If you press the right mouse button to get back to Development Menu and
- select Normal (under Cursor Mode) and then click on different parts of the
- picture you will see the text you just entered appear when you click on the
- BOY and the GIRL. If you pass the cursor over these text windows, nothing
- particular happens. You probably know by now that some text windows, those
- that offer some choice, can highlight when the cursor passes over them.
- These windows highlight because an 'option' has been associated with them.
- Let's introduce some choice into our story by adding some options.
-
- 3.2.4 Adding Text for Options
-
- Text options can only be added to existing Text entries. Create additional
- text entries for the BOY - they will appear together but each one will have
- its own option assigned to it. Add two more text entries for the BOY (using
- Add Text as above) offering two suggestions such as:
-
- 30
-
- "Shall I try my luck with her?"
-
- and
-
- "or shall I ignore her - she might not like me and I couldn't handle
- another rejection?"
-
- Note that the BOY now has a total of 3 text entries; the first one which is
- a sort of introduction, and the two new entries which are going to have
- options.
-
- 3.2.5 Adding Options
-
- Although it's not possible in this example to complete entering the options
- at this stage (there are as yet no other pages to turn to!), it is useful
- to go through the operations to see what the possibilities are. On the Text
- operations Menu you will see an item called Add/replace text Option. Make
- sure the heading at the top still says BOY (ie. you are not about to add an
- option to the GIRL's text) and select it. You will be asked to choose which
- Text entry is to have the option added to it. Move cursor over the Text
- entries. you will see that they are highlighted separately (hence the need
- for separate Text entries). Select the middle one, the BOY's first option -
- "Shall I try my luck with her?".
-
- You will see four types of options offered:
-
- Play Sound at Frequency:
- This is a little luxury, not necessary but fun! But you do need a A.M.A.S.
- (from MicroDeal) to record your own sounds. If you don't have A.M.A.S., you
- can use the sounds from the library files. See Chapter 4 under Using
- Options for more details.
-
- Set Variable to Value:
- This option adds the variety and sophistication to the stories and is
- explained below in the section Adding Variables.
-
- Go to Page:
- This is the way to interconnect the pages in a title.
-
- Chain to Title at Page:
- This is a way of linking one title to another, for spreading stories across
- more than one disk. Refer to Chapter 4 under Using Options for details of
- this.
-
- 31
-
- We'll use the Go to Page option. However, since there is as yet no other
- page to go to - let's create some more pages. Note that as soon as you try
- to do so (or even to leave the current page in any other way) a message
- 'Discard changes made to this page? ' will appear. Click outside the text
- window to save your changes. Click inside the text window and the changes
- you have made to the page will not be saved and the page will be restored
- to its previous condition (which in this example would be a blank page).
-
- 3.2.6 The Second Page
-
- We are no longer starting from scratch. You can use some of the same
- drawings or copy the original drawings and modify them. In this example,
- the second page will have the same background and the same two drawings of
- BOY and GIRL as the first page, but will be modified to show the BOY's arm
- round the GIRL. This would follow the BOY's first text option, on "Shall I
- try my luck with her?"
-
- To do this, enter Drawing Definition from the Development Menu and click on
- Copy Drawing from this Title. In this case select the BOY and give the new
- drawing a name, e.g. 'BOY HUGGING'. A message will appear confirming that
- the drawing BOY has been saved as BOY HUGGING and asking if you'd like to
- modify it. Click on this text, which takes you into Drawing Mode and use
- the drawing facilities to make changes.
-
- Alter the BOY by drawing his right arm sticking out at right angles from
- his body, as though around an as yet imaginary girl.
-
- 3.2.7 Building Up the New Page
-
- After you have altered or created your drawings, you need to build up the
- new page. Click on Page Definition, then Create New Page and (after
- allowing the system to save your previous page by clicking outside of the
- 'Discard Changes...' window) type in a name for the new page. For example,
- FIRSTDATE. Start adding your drawings (using Add Drawing to this Page),
- moving the drawings around so they fit together, with the BOY HUGGING close
- to the GIRL so that his arm appears to go around her shoulders.
-
- If you added the GIRL to the page before you added the BOY HUGGING, his arm
- will appear in front of her instead of behind her. To rectify this, you
- will need to use Change Drawing Order, which is one of the operations
- listed under 'Cursor
-
- 32
-
- Figure 3-3: FIRSTDATE Page
-
- Mode'. These are briefly detailed below. A more detailed description can be
- found in Chapter 4.
-
- 3.2.8 Cursor Mode
-
- Note that the entries under Cursor Mode are all used to determine what
- happens when you next click on a drawing (in other words, nothing happens
- until you do subsequently click on a drawing); they determine the effect
- the cursor has.
-
- Move Selected Drawing
- Click on the drawing to be moved, and, holding down the button, move it to
- the desired position and then release the button. An outline follows the
- mouse movement and the whole picture is recreated with the drawing in the
- new position once the button is released.
-
- Swap Selected Color
- Point the cursor at the color on a drawing you wish to change; the palette
- appears. Click on the color on the palette that you want to change it to.
- All the areas on that one drawing having the first color will now change to
- the second color. Should things get too confusing, you can always click on
- Reset to Original State
-
- 33
- Replace/Remove Drawing
- Removing a drawing removes it from this page only. It still remains in the
- title file for use with other pages. [Use Delete Drawing in the Drawing
- Definition Menu to remove a drawing permanently.] Replacing a drawing has
- the advantage that the new drawing retains the associated texts and options
- of the previous drawing, whereas these would be lost if the first drawing
- were removed.
-
- Shrink/Reverse Drawing
- When you click on a drawing, a chart of possible reductions (measured in
- percentages) for height and width will be displayed. Note that height and
- width are independent. Move the cursor to point to the desired percentage
- for height and click. Do the same for the width using the same percentage
- (unless you want a distorted reduction). You may simply want to reverse the
- drawing. Make your selection, then click on Execute Selection. In the
- BOY\GIRL example you may want to reduce one or both of the characters to
- give an effect of perspective.
-
- Change Drawing Order
- This changes the order of the drawings, that is, which drawing is in front
- of which. This order is determined initially by the order in which the
- drawings are added to the page, later drawings appearing in front of
- previous ones. Click on a drawing and its current position will be
- indicated on a chart with the drawings at the front of the page appearing
- at the top of the chart. Supposing you wanted to change the order of the
- two drawings, the BOY HUGGING and the GIRL if the current order was:
-
- GIRL
- BOY HUGGING
- SKY
- GROUND
-
- Click on the BOY HUGGING, which will show the list as above, with the words
- Current Position appearing instead of the BOY HUGGING. To move the BOY
- HUGGING in front of the GIRL, click on GIRL in the list.
-
- Drawing Conditions/Options
- This allows for the placing of conditions (see below under 'Adding
- Variables') and options directly on drawings, i.e. with no text
- intervening.
-
- 34
-
- Text Operations
- This handles all aspects of adding Texts to drawings along with conditions
- and options on those texts.
-
- 3.2.9 The Third Page
-
- Before adding more information to page two, FIRSTDATE, create a third page.
- This page will relate to the second text option on page START: "or shall I
- ignore her...". This time we are going to create a different page with no
- new or modified drawings, which makes it a lot quicker. From Page
- Definition, click on Copy Page. Select the page to be copied (in this case
- START) and give it a new name (REJECTION).
-
- Remember, our START page has the drawing BOY on the right of the screen at
- the top, and the drawing GIRL is near the center, facing him. Now, change
- the new page as follows:
-
- Click on Move Selected Drawing and then the BOY and move him from the top
- right of the page to the top left. Click on Shrink/Reverse Drawing and
- then the BOY and reduce him to 75% to show he is going away. Then click on
- the GIRL (you should still be in the Shrink/Reverse Drawing cursor mode)
- and reverse her so she is facing the other way. Then click on Move
- Selected Drawing and select the GIRL. Move her down to the bottom right
- and you have a different page, with the GIRL, still desperately trying to
- attract the BOY's attention, and the BOY vanishing into the middle
- distance, hoping she'll go away.
-
- Note that as these drawings were copied from page START, the attached text
- windows will have been copied too, so you need to delete them. Click on
- the following in sequence:
-
- 'Text operations'
- The GIRL
- 'Remove Text Entry'
- The next entry to remove
- Now do the same for the BOY.
-
- Click:
-
- Outside the window (to cancel it)
- On the drawing BOY (to reopen it for the BOY)
- On 'Remove Text Entry'
- On each of the text entries in turn.
-
- You can now add some new text windows if you like.
-
- 35
-
- 3.2.10 Joining Pages
-
- Now comes the final touch, connecting the pages. Click on Turn to Other
- Page. A message 'Discard changes made to this page' will appear. Click
- outside the window to save your changes. [If you click on the window, the
- changes you have made to the page will not be saved.] Select START and
- wait for this page to appear. Now it is a matter of adding the Go to Page
- options (which we couldn't add before) to the appropriate texts.
-
- Click on 'Text Operations' and then on the BOY. Select Add Option from the
- Text operations Menu. You will be asked to select the text to which the
- option is to be added. Click on the first text "Shall I try my luck with
- her?" Then select the option 'Go to Page' and, from the pages offered,
- select FIRSTDATE. Click outside the window to cancel adding options to this
- text and repeat the process for the text "or shall I ignore her..?",
- selecting page REJECTION to go to. Click outside the window to cancel.
- (Clicking the right mouse button will take you back to the Development
- Menu.)
-
- Congratulations! You have created your first sequence of pages. Now to test
- it!
-
- 3.2.11 Testing
-
- Click on Normal under Cursor Mode in the Development Menu. This will enable
- you to see whether what you have done works, and still stay within
- Development mode. Click on both characters and try the options. Notice that
- only the two text entries on the BOY that have options highlight. The first
- entry does not and neither does the GIRL's text. Select one of the options
- and you will be asked to confirm Go to Page REJECTION or FIRSTDATE. This is
- a way of testing without having to activate the options; it would be a real
- nuisance to have to leave the page every time you wanted to test it! If you
- do want to carry out the option, click on the 'Execute the following text
- options' message. [If you had made any changes to the page (which in this
- example you have), the system will query whether you want to discard these
- before turning to the new page and if not, save them to disk.]
-
- 3.2.12 Problems?
-
- If something hasn't come out right, go back and check what you have just
- done. Maybe you forgot to press Return for one of your text entries, or
- selected the wrong text entry for an option.
-
- 36
-
- 1. The right texts don't appear for a particular character.
-
- Click on Text Operations for that character. Click on Edit Text Entry.
- If necessary, Select the text to edit and alter it, not forgetting to
- press Return to save the changes. [Clicking outside the window will just
- cancel the operation.]
-
- 2. The right texts don't highlight, or the option doesn't work as expected:
-
- Check the text entries (see above) and check that each text has been
- entered separately. Then check the options:
-
- Click on List Options in the Text operations Menu to verify them.
-
- If they are wrong.
-
- Click on Add option to replace the incorrect 'Go to Page' option with a
- new one.
-
- If you leave Development Mode now by selecting Quit Development Mode, you
- can see what this story looks like from a user's point of view. This is
- very similar, except that there is no query before executing the options.
- Also, once you have progressed to pages FIRSTDATE or REJECTION, there is
- nowhere else to go.
-
- You might want to temporarily put in Go to Page options on these two pages
- leading you back to page START. In this manner you can avoid having lo
- continually return to Development Mode to start again (using 'Turn to Other
- Page'). For further enhancements of this simple example would require using
- variables to control the flow of action. This subject is covered in the
- next section.
-
- 3.2.13 Adding Variables
-
- Variables offer a way to control particular text entries (and, as we shall
- see later, drawings). Each variable is defined along with the values that
- it may have. An example could be a variable called GOLD along with 2 Values
- HELD or NOT HELD which could be used to indicate in a story whether the
- hero had or had no found the gold. This could then be used to control the
- text windows appearing so that other characters would only ask him for the
- gold if he had found it.
-
- 37
-
- In our particular BOY/GIRL example we will use a variable CONVERSATION with
- many values LEVEL 0, LEVEL 1, LEVEL 2, and so on to control the dialog
- between the characters.
-
- A variable of this kind is highly useful and can be used in almost any
- story or se-
-
- Figure 3-4: REJECTION Page
-
- quence of pages, to create a two way dialog. Here's a simple demonstration
- using the FIRSTDATE Page from our story:
-
- 3.2.14 Creating a Variable
-
- Click on Variable Definition in the Development Menu and then on Create New
- Variable. Type in CONVERSATION and press Return. The system will ask for
- any values to be given for this variable. Type in LEVEL 0 and press Return.
- When the same message reappears, type in LEVEL 1 and press Return, and so
- on up to and including LEVEL 3. Then press the right mouse button while the
- mouse cursor is outside the window to return to the Development Menu.
-
- You have now created a variable CONVERSATION with LEVELS 0 to 3 as the
- possible values for this variable. (More values can be added at any time).
- We are going to allow the characters to have several text windows appearing
- in sequence rather than altogether.
-
- 38
-
- First, it is necessary to give the variable a particular value. This is
- done by using an option, Set Variable to Value. Then it is necessary to be
- able to use the fact that a variable has or has not a particular value to
- control which text windows (or drawings) appear. This is done using
- Conditions (which may be applied to either text windows or drawings).
-
- It will be necessary to put some text entries on page FIRSTDATE; here's a
- sample:
-
- GIRL: "What do you think you're doing? Let go of me!"
-
- BOY HUGGING: "Not so fast - you looked keen enough just now"
-
- GIRL: "Yes, but I thought you were someone I knew"
-
- BOY HUGGING: "Well you do now! Hey, what's happening here? Take
- your hand off my wallet!"
-
- We'll leave it to your imagination to complete this sequence. Each
- character now has two text windows and all four text windows must be put
- into the right order. Once you have entered the text, click on Normal to
- test them and you will find that the two text windows for each character
- appear together and that none of them highlight. At this point there are no
- options.
-
- 3.2.15 Adding Conditions
-
- Conditions are principally a way of testing a variable against a value in
- order to control some event, which, in the current example, is whether text
- appears or not. Their format (for both text windows and drawings) is as
- follows:
-
- IF Variable CONVERSATION IS Value LEVEL 0
-
- or
-
- IF Variable CONVERSATION IS NOT Value LEVEL I
-
- To add some such conditions to our current example do this: Click on Text
- Operations and then on the GIRL. Next select Add Text Condition and select
- the text "What do you think ..." (the top one of the two).
-
- 39
-
- You will see three condition types for the appearance of a text entry. The
- third variable introduces a new and interesting dimension - that of
- probability. (Refer to Chapter 4 for more information.) Here we need the
- first type of condition, so click on that. CONVERSATION is our only
- variable so there is little choice of variable here. Select LEVEL 0 as the
- value to be tested. The text "What do you think..." will appear 'IF
- CONVERSATION IS LEVEL 0'. There is nothing more to be done with this
- dialog. Click outside the window to return to the text operations menu for
- the GIRL. Again, Add Text Condition but select the "Yes but 1..." text and
- continue as before except that you will need to select value LEVEL 2 for
- this text [Note that value LEVEL 1 will be used to allow BOY HUGGING's
- reply to appear.]
-
- Now it is the BOY HUGGING's turn. So make sure that you use the Text
- Operations Menu for BOY HUGGING, and add conditions to each of texts 'Not
- so fast. .." and "Well you do now...". Test CONVERSATION against LEVEL 1
- and LEVEL 3 respectively.
-
- If you return to Normal Cursor Mode and click on the drawings of BOY
- HUGGING and GIRL you will see absolutely nothing happening. This is because
- the variable CONVERSATION has none of the four possible values required for
- text to appear. In the lower half of the Development Menu you will see an
- entry called List/Set Variables. Select this and you will see that the
- current value of CONVERSATION is undefined, i.e. it has no value. If you
- click on the entry 'CONVERSATION is undefined' you can manually set its
- value to one of the four values defined for it. Then, if you click on one
- of the characters, the corresponding text will appear. As this is obviously
- not possible (or desirable) while playing a game, it is necessary for there
- to be some way of setting variables to specific values when entering a
- page. This is done by means of a Page Entry Option.
-
- 3.2.16 Adding a Page Entry Option
-
- These options are executed when the page is first loaded. In order to set
- CONVERSATION to LEVEL 0 at the start of this page, click on Page Entry
- Options. Select Set Variable to Value and then, in turn, click on
- CONVERSATION and LEVEL 0 in response to the prompts. Click the right mouse
- button outside the window to return to the Development Menu. To test,
- select Restart Page. The system will query whether you wish to execute the
- option. Click on Execute Page Entry Options and then click on the GIRL.
- Make sure the first part of the conversation appears. [If it doesn't,
- recheck the conditions and Page Entry option.]
-
- 40
-
- The text doesn't highlight when the cursor passes over it. We need to add
- in options on the texts to allow the conversation to progress from level 0
- to 1, to 2, and to 3.
-
- 3.2.17 Adding Options
-
- You need to put in an option on the GIRL's first text segment to set
- CONVERSATION to LEVEL 1 (which will display the BOY HUGGING's first text).
- Do this by clicking on Text Operations and then on the GIRL. Then click on
- Add Option and the first text. Select Set Variable to Value and then choose
- CONVERSATION as the variable and LEVEL 1 as the value when prompted.
- Continue in this manner setting CONVERSATION to LEVEL 3 on the GIRL's
- second text. Only the BOY HUGGING's first text needs an option, to set
- CONVERSATION to LEVEL 2 as (at the moment) nothing further happens after
- his last piece of repartee.
-
- WELL DONE! You've made it!
-
- Now test it using Normal. Notice that now, only one text appears initially
- on the GIRL and none on the BOY HUGGING. There will be no options on the
- BOY HUGGING's final speech. We have stopped there. Now it's your turn to
- forge ahead.
-
- Now test this storyline also in 'User' mode. Don't forget, this is only the
- start - use many other variables to make your story more interesting.
-
- 3.2.18 Any Problems?
-
- If it doesn't quite work, go back and check all the variables, conditions
- and options as follows:
-
- Variables
- Click on List/Set Variables and check that CONVERSATION is at the level it
- ought to be at. Click on CONVERSATION to check that the four values are
- indeed available.
-
- 41
-
- Conditions and Options Check the conditions and options by clicking on
- Text Operations, first for one drawing and then the other. Click on List
- Text Conditions to see if the right text appears with the right condition.
- Click on List Options to check the options. If you need to change any
- conditions or options, go through the instructions after clicking on Remove
- Text Conditions or Remove Text Option and adding the correct one (not
- necessary in the case of Go to Page or Chain options as there can only be
- one of these per text). Finally check that you put in the Page Entry Option
- to set CONVERSATION to LEVEL 0.
-
- It should now all work. If not, think it through again. Go through all the
- steps mentally or writing it out on paper and it will probably become clear
- where you went wrong.
-
- Congratulations!
-
- You have now graduated from 'Starting from Scratch' and are ready for the
- 'Advanced Level' of Chapter 4, where you will find details of all the
- Talespin Options.
-
- 3.3 Library Files
-
- Here is how you may use the Library Files. The contents of the files
- (including START and THE GRAIL) are as follows:
-
- 1. ALPHABET.TAL This contains a set of numerals and one alphabet
- of ornate letters (as used in the START title page) and one
- alphabet of plain letters for you to use in titling. Using the
- Shrink/Reverse operation, you can reduce the letters to
- whichever size you want (sometimes reducing the height more than
- the width can be effective). Or you can copy them (see below)
- and embroider them to your taste.
-
- 2. THEWOLF.TAL This file contains all the drawings in 'The Wolf'
- adventure. The names of the drawings provide a clue as to what
- they are. The palette used in all 'The Wolf' drawings is
- the default palette so there will be no need to alter the
- colors unless you have modified a palette.
-
- 42
-
- The following sounds are also on 'The Wolf' title:
-
- Sound Length
-
- LAUGH 20,688 bytes.
-
- CRY 6,966 bytes.
-
- HELLO 4,886 bytes.
-
- As sounds take up a lot of disk space, the number of sounds we could put on
- these files for your use was limited.
-
- 3. START.TAL The first page of this title contains the drawings
- TITLE SCREEN (which is specific to the Talespin title) and
- CLICK. The second page contains the following drawings:
-
- BOY
- GIRL
- BOY HUGGING
-
- These three drawings can be used to create the BOY/GIRL story outlined
- above.
-
- WOLF NASTY (Drawing copied from 'The
- Wolf' title.)
- QUESTION Icon
- MOUSE Icon
- REF Icon
- CLICK Icon
-
- 4. THEGRAIL.TAL This is the demonstration adventure written by
- Rudyard the GRAIL disk) Heaton. All these drawings are available
- for your use as well as the following three sounds:
-
- 43
-
- Sound Length
-
- BEAST1 16,562 bytes
-
- MUTANT 8,950 bytes
-
- MUTANT2 8,164 bytes
-
- Note that the palettes on the drawings from 'The Grail' are different from
- the default palette so you may need to play with the palette and swap the
- colors around on any pages you create using these drawings.
-
- 3.3.1 Using The Library Files
-
- There are two aspects: browsing through the files to see what is there, and
- copying a drawing to your own title for use in your own stories.
-
- Looking through the Files
- If you want to 'look' at the files on the Program disk, first load
- Talespin. If you wish to look at:
-
- The 'Start' title:
- This will automatically be loaded and the title page will appear. Right
- click for the Control Menu; enter Development mode and carry on as outlined
- below.
-
- Thee Wolf' title:
- Once Talespin has been loaded, right click to bring down the Control Menu
- and click on Choose & Load Title. Select 'THEWOLF' and a START page will
- appear on the screen once the title has loaded. Note that 'The Wolf' title
- is a story in its own right, so you can 'look' at the drawings by playing
- the game from User mode; or you can 'look' at the drawings directly by
- clicking the right mouse button to call the Control Menu, enter Development
- mode and continue as outlined below.
-
- 44
-
- The 'Alphabet' title:
- Right click as above for the Control Menu and click on 'Choose & Load
- Title'. Select 'ALPHABET' and, once loaded, the Control Menu only will
- appear as there is no START page. Click on Switch to Development Mode.Note
- that in the 'Alphabet' title, there are no pages. A shorter Development
- menu will appear as a result.
-
- In Development mode, click on Drawing Definition and then on Modify
- Drawing. Select a drawing to view; when you want to leave this drawing
- right click for the Drawing Menu and select Quit. When you have finished
- looking at the drawings in this title, right click to call the Development
- menu. You will need to Quit Development Mode in order to load a different
- title.
-
- To Play the Sounds (only present on 'The Wolf' and 'The Grail' titles):
-
- Click on Sound Definition and then on Play Sound Select your sound and you
- will then be asked to select a rate of replay in Kilohertz (for full
- details, refer lo 'Using Sounds' in Chapter 4). For now, just try them out.
- Click to return to the Sound menu, right click to return to the Development
- menu.
-
- 3.3.2 Looking at the Grail disk
-
- To sample the drawings and sounds from 'The Grail' title, follow the
- instructions on the first page of the START title, and the system will
- chain to 'The Grail' title, asking you to insert the Grail disk where
- necessary. Then you may ' look' at the drawings from 'The Grail' in the
- same way as with the titles on the Program disk.
-
- 3.3.3 Copying from the Library Files
-
- Having browsed through the Library files and established what you want to
- copy, follow these instructions from the Development Menu, having created
- (or reloaded) your own title.
-
- Insert the Program disk (if you want to copy a drawing or sound from one of
- the titles on this disk) or switch your disk drive if the other disk is on
- another drive (using Select Drive\Folder). Select the drawing or the sound
- definition. Select
-
- 45
-
- Copy Drawing (or Sound) from Another Title. The system will search the
- current drive\folder for any titles present; select whichever you want.
-
- If you don't want any of the titles on that disk (or any of the drawings or
- sounds on the title), click outside the window to cancel it, insert a
- different disk and stan again. The system will save the drawing or sound
- under the same name unless there is already a drawing or sound of that name
- present in your title. In this case you will be asked for a new name. If
- you've changed disks, you will be asked to reinsert your work disk. [In the
- case of drawings, you are given the opportunity to immediately modify the
- drawing.] The drawing or sound is now available for use by your title.
-
- 46
-
- Chapter 4
-
- 47
-
- 48
-
- 4. Chapter 4: Advanced Level
-
- This chapter provides a more detailed discussion of Talespin and its
- capabilities via an analysis of 'The Grail' and 'The Wolf'. For a more
- direct description of all the operations in the Development Menu, see
- Chapter 7 "Reference Section". For guidelines to the basic design of a full
- length adventure, refer to Chapter 5 "Writing an Adventure".
-
- 4.1 Combining Pages and Drawings
-
- To appreciate the concept of using pages and drawings, you must first
- understand that when a drawing is copied to a page, it means that there is
- a pointer to that drawing on the page. The actual drawing itself is not
- copied on to the page (that would take up a lot of room). Using the same
- drawing on many different pages is very economical on space; however if you
- subsequently make any modifications to a drawing, the changes will show on
- ALL the pages where that drawing is used.
-
- Drawings, along with sounds, variables and pages themselves, are considered
- to be 'global'. In other words, they can be referred to from any page
- throughout the title, whereas text, conditions and options are 'local' to
- the page on which they appear. This is reflected in the layout of the
- Development Menu. At the start of the Development Menu each of drawings,
- pages, sounds and variables has its own Definition Menu.
-
- 4.1.1 Statistics
-
- Unless you are creating a very short title, where you do not need to
- concern yourself with 'space saving', it is useful to understand how
- Talespin organizes disk space. Each Talespin title is a self-contained file
- which has a 'directory' pointing to all the pages, sounds and drawings
- which are contained in the file.
-
- Details of this space usage ate available from the Development Menu
- facility, Statistics. Examining this will show that variables and values do
- not take up any more room on the disk other than a Directory entry for
- each. However, by clicking on any of drawings, pages or sounds you can get
- details of the size, in bytes, of any individual item. Drawings and sounds
- take up the most space on the disk.
-
- 49
-
- By way of illustration, look at the Statistics for 'The Grail' (you will
- need to load it first). The largest page is STREET3, which has many
- drawings and text windows on it, with 1872 bytes. Most of the drawings use
- much more space than that, up to 14K of memory (K stands for 'Kilobyte').
- Compare the overall number of bytes: 25K for 31 pages, compared to 291K for
- 69 drawings and 33K for only 3 sounds. Admittedly your drawings do not have
- to be as detailed as those used in 'The Grail'. Simple figures use about 2K
- (as in the BOY/GIRL example in Chapter 3).
-
- 4.1.2 Technical Details of Statistics
-
- Some further items are shown in Statistics which may not be immediately
- obvious, but without which the sums would not add up. By way of
- explanation, note that when you modify a drawing or page, and the new
- version is saved to disk, a 'hole' may be left in the file (where the
- previous version used to be located). This is referred to as an 'unused
- block' and this space will be re-used by any further items being saved. In
- the long run, a number of small fragmented unused blocks may accumulate
- throughout the file. The process called 'Backup' (explained later in this
- chapter) clears these out.
-
- Also, when a page, drawing, sound or variable is deleted, (removed entirely
- from the file) some pages may still refer to the deleted item. References
- to these items are still kept in the Directory under the heading
- 'deletions' until the presence of any references to them from anywhere
- within the title can be checked. This is also done during Backup.
-
- 4.1.3 'The Grail' Drawings
-
- A brief analysis of some of the pages and drawings in 'The Grail' will
- demonstrate how you can build up many pages using only a few drawings. The
- pages we will use for this example are in the forest. They are ail created
- using one simple foreground and two simple types of tree. The foreground is
- drawing FIELDS3, used with some of the colors swapped to give different
- effects. This drawing is used three times in Page COTTAGE.
-
- The trees are drawing TREE4, a tall thin red tree used in all of the forest
- scenes, and drawing TREE8, a short fat green branchy tree, which is used in
- the routes to and from the forest. Embellishments include a smaller red
- version of TREE8, and a couple of bunches of leaves and a bush.
-
- 50
-
- The variations in the different pages are all made by reducing, reversing,
- and it duplicating these few drawings, adding leaves and, on one occasion,
- the drawing SKY reduced. In this way many pages are created using only a
- few drawings. This also helps when it comes to sorting out the palettes.
-
- Figure 4-1: COTTAGE Page from "The Grail"
-
- 4.2 Use of Palettes
-
- Making full use of the 512 colors available on the Amiga requires a little
- forethought and strategy. The system is limited by 'Talespins' palette
- capacity of 16 colors on the screen at one time.
-
- Analyzing some of the palettes in 'The Grail' can demonstrate some of the
- difficulties resulting from this limitation and how to handle them. The
- palettes of the WIZARD and BILLOT drawings are fairly similar, except for
- the bottom line of the palette. The colors needed for the WIZARD are two
- shades of red for his cloak, three blues for his robe and two skin shades.
- The colors for BILLOT are similar except for the green of his trousers. Now
- look at the page palettes of any of the scenes outside the town, and you
- will see that all these colors are in the same places in the page palettes
- as on the drawing palettes.
-
- 51
-
- Inside the town it is a different matter. Almost all the STREET scenes have
- a totally different palette, although all must still have the necessary
- colors for the WIZARD, even if the blues are sometimes slightly different
- shades. But these are not in the right position on the palette. When the
- drawing is added to the page, you will need to change the colors around
- using Swap Selected Color. Sometimes a compromise must be made. Notice on
- Page STREET that the Wizard's cloak is not as red as elsewhere.
-
- 4.2.1 Using Palettes
-
- The page palette is taken from the first drawing added to the page. If the
- palette of this first drawing is not the one you wanted, using Modify Page
- Palette (from the Development Menu), you can copy the whole palette from
- another drawing or page. Note that Copying a Palette only copies palette
- entries that are non-black. If you copy the palette from a drawing in which
- only the top eight palette entries are used and all the lower half of the
- palette has been set to black, then any colors present in the lower half of
- the palette will remain unchanged. Thus you can combine palettes from
- different drawings.
-
- Figure 4-2: FOREST from "The Grail"
-
- 52
-
- 4.2.2 Examples from 'The Grail'
-
- 4.2.3 The Forest
-
- Referring back to 'The Grail', the make up of the pages in the forest is
- designed to make maximum use of drawings and palettes. The pages consist of
- very few drawings, all differently arranged. The palette for all of them
- has been copied from the WIZARD. The colors on this palette which are not
- used for the WIZARD have been used in various ways on each of the pages, to
- create a different impression. Pages as different as COTTAGE and GATE or
- GUARD all use the same palette except for these five unused colors from the
- WIZARD's palette.
-
- 4.2.4 The Town
-
- As mentioned before, this system breaks down in the town, mainly because
- the principal drawings became the STREET drawings. The WIZARD and BILLOT
- had to take second place. This is because the STREET drawings were done
- before the author realized quite what he was going to use them for and
- therefore hadn't
-
- Figure 4-3: STREET3 from "The Grail"
-
- 53
-
- thought to make provisions in the palette for the colors needed by WIZARD
- and BILLOT. So the WIZARD's colors were slotted into the few unused spaces
- in the palette, necessitating a fair amount of color-swapping when the
- characters were brought on to the page.
-
- 4.2.5 Using Black and White
-
- Note that the Black and White default colors on the palette cannot be
- modified (i.e. the top left and bottom right positions on the palette).
- This is because they are always needed for the display of text. [If you are
- importing pictures, you will be warned and these palette entries forced to
- Black and White if they are not so already.]
-
- The unchangeable black top left palette entry is also special in that it
- represents 'Transparent' . If you need a non-transparent black, one through
- which any underlying drawings will not show, you will need to set a
- different palette entry lo Black for this. [Note that this will then not
- copy (see above) so perhaps color '001' (a blue so dark as to be invisible)
- would be a better choice.]
-
- Figure 4-4: Text Window
-
- 54
-
- 4.3 Using Text Windows
-
- Text windows are found by clicking on drawings. They are always 'local' to
- a page. In other words, one page cannot refer to another page's text
- windows. The appearance of Text can be controlled by the use of
- 'conditions', and 'options', as will be explained shortly. Conditions and
- Options can be placed on text windows to control the action in various
- ways. Note that the maximum amount of text that may appear on a page is 6K
- (6144) characters, spread between ALL the text on that page. The various
- uses of text include:
-
- Narrative
- It is sometimes useful to have some narrative to se[ the scene at the start
- of an adventure. In 'The Grail' this kind of narrative is to be found on
- the START page by clicking on the drawing GRAIL and on the END page by
- clicking on one of the characters. Otherwise all the narration is in the
- dialog. If you wanted more narrative and less dialog, one idea might be to
- use a 'narrative icon', for example, a drawing of a mouth in a box, which
- could always be located in the corner of the screen and which would produce
- narrative text if selected.
-
- Comic Elements & Clues
- You can use comic asides on characters to add color to your story and to
- encourage play as to click on everything. A character may say something
- different next time around. This device is used in the crowd scenes in 'The
- Grail' and with Billot, who acts as the Wizard's sidekick. Also, minor
- characters are used to give clues as to how well the player is doing and
- what to do next. Comments such as the one the beggar makes on the page
- FIGHT WITH BANDIT gives hints. This text is 'unconditional' (always
- appears), but many other hints are controlled by 'conditions' so that they
- only appear when needed.
-
- Dialog with Options
- This is an essential part of the text operations. These text 'options' are
- necessary to move the action from one place to another and also to allow
- for two or three way dialog, where text becomes available in set sequence
- rather than all at once. For more details, refer to Using Options below.
-
- 55
-
- 4.4 Using Variables and Values
-
- The variables are the key to using Talespin effectively. It is the
- variables which let Talespin titles be more than just computerized comic
- strips and give them their flexibility. A Talespin 'variable' is simply a
- name up to 64 characters long which may have a 'value' assigned to it. A
- 'value' is simply another name (also up to 64 characters long).
-
- You might have a variable called STATE OF MIND which could have the values
- HAPPY, SAD, ANGRY or FRIGHTENED. Each value needs to be defined (in
- Variable Definition) as belonging to a particular variable, although more
- may be added in at any time. The value of a particular variable remains
- 'undefined' until it is given a value by using a Set Variable to Value
- option (see below for Options).
-
- The variable retains this value unless changed by another Set Variable to
- Value option. It is a sort of memory, used to indicate a particular event
- or state. Once created, variables are used to control the appearance of
- drawings and text via 'conditions' such as 'IF Variable IS Value' or 'IF
- Variable IS NOT Value' (see below for details of Conditions). The variable
- STATE OF MIND could be used to control which of a range of expressions
- should appear on a face.
-
- 4.4.1 Different Uses of Variables
-
- Variables may be used to create apparently different pages from one page.
- Taking an example from 'The Grail', the variable ENT (for entrance) allows
- the Pages BEGINNING and WIZ & BILL MEET GA to be used in different
- situations. They are used first as the initial introductory pages, setting
- the scene, with the variable ENT set to value NOT REACHED. Then when the
- Wizard and Billot reach the page GATE, ENT is set to REACHED [(on the
- option to return to the forest) or (if they go into the town)] on page
- ENTRANCE.
-
- When they return to the forest, they will re-enter the two pages BEGINNING
- and WIZ AND BILL MEET GA, but as the variable ENT now has a different
- value, they appear without the initial dialog and without GA. Both of these
- factors are controlled by conditions, on text and drawings respectively.
- This isn't perhaps the most obvious way of going about things (especially
- when GA no longer appears on a page called WIZ AND BILL MEET GA), but it
- does save on disk space.
-
- 56
-
- Another use of variables is to create dialog using the variable
- CONVERSATION and values LEVEL 0, LEVEL I and so on. On the first page
- BEGINNING there are three text windows controlled by the variable
- CONVERSATION. This variable is set to LEVEL 0 on the Page Entry option
- (these are Options that are executed when a page is first loaded, see below
- under Options for details). The WIZARD's first text is conditional on
- CONVERSATION being set to LEVEL 0. An option on this text sets CONVERSATION
- to LEVEL 1. BILLOT's text is conditional on CONVERSATION being LEVEL 1, and
- an option here sets it to LEVEL 2, and so on.
-
- Variables may also be used to determine which text window to display in a
- scene. In 'The Grail', the Wizard on page STREET3 has five different text
- windows depending on which of various conditions have been fulfilled.
-
- Variations of the same scene may be created when a scene is revisited by
- using variables. For example, look at page INSIDE THE INN. If you list the
- variables (List/Set Variables) you will see that there is a variable INSIDE
- THE INN with possible values of ONE, TWO or THREE. This variable is used to
- vary the scene each time the Inn is visited. The first visit, when the
- variable INSIDE THE INN is ONE, Billot has a drinking companion who is
- interested in the Grail and encourages him to continue in the quest. The
- second time around (INSIDE THE INN is now TWO) a blind beggar appears - a
- sign of increased decay in the town. On the third visit, no one else is at
- the Inn and Billot is fading fast himself!
-
- The necessary conditions for successfully completing an adventure may be
- set by variables. Decide on the criteria for completing your adventure,
- define them as variables and give these variables at least two possible
- values (true or false). If all criteria according to these variables are
- fulfilled, then the adventure can be completed. The criteria used in 'The
- Grail ' are MERCY, STRENGTH and CHARITY. 'The Wolf' requires the variables
- CLEVER and APPEALING. Of course, you can elect anything - states of mind,
- skills, status, wealth, knowledge, power.
-
- Variables can be used to further the progress towards the ultimate goal.
- These variables are used to achieve the desired criteria. For example, the
- CURE is needed in 'The Grail' to be able to help the woman in the cottage
- and attain the status of CHARITABLE. Also, unless the variable BILLOT has
- the value GOTRIDOF, the MENDIANT leading the WIZARD to the cottage will not
- appear.
-
- You can also create variations within a page by using a variable with
- drawing conditions. Drawings can appear and disappear during a page. This
- allows many more choices on a page. (See below under Using Conditions for
- details.) However, note
-
- 57
-
- that the whole page must be re-drawn each time, and the delay is similar to
- that experienced when moving from one page to another (the 'zz..' icon
- appears).
-
- Variables are also used to vary the Go to Page options. The choices the
- player has made up to this point (i.e. how the variables have been set),
- will determine where it is possible to go to next. This has to be done
- indirectly, using conditions to control different text or drawings which
- have the different Go to Page options.
-
- Complex maps may also be created by skillful use of variables. FROM, for
- example, is used in the forest in 'The Grail' to establish which page The
- Wizard has just come from. This will determine the text and options on the
- current page, and is a way of making the few forest pages seem like many
- more (il is possible to go round in circles in both directions). This is
- the basic methodology in creating a maze.
-
- 4.2.2 Using Conditions
-
- A condition applied to a drawing or text determines whether or not the
- drawing or text appears. There are three types of conditions which may be
- applied to drawings and text windows:
-
- if VARIABLE is VALUE
-
- The drawing or text will only appear when the variable is set at that value
- and not at other times. In 'The Grail', as mentioned before, the page WIZ &
- BILL MEET GA is first entered in the early stages of the tale before they
- reach the entrance to the town. After this point they will probably return
- to this page several times, only GA will no longer be there. This is
- because there is a condition on the drawing GA that it will only appear:
-
- if ENT is NOT REACHED
-
- Once the variable ENT has been set to some other value than NOT REACHED, GA
- will not appear again. When first putting such a condition on a page, the
- drawing (or text) will vanish if the variable concerned is undefined or set
- to a different value. A variable remains undefined until it is set manually
- via List/Set Variable (or a Set Variable to Value option is created and
- executed for that variable, see below under Options). The rule is, if a
- text or drawing having a condition isn't showing, check the current value
- of the variable.
-
- 58
-
- if VARIABLE is not VALUE
-
- The drawing or text will always appear, except when the variable is that
- value. This allows them to disappear under certain circumstances. This can
- be illustrated using an example from 'The Wolf. On Page RRH MEETS HUNTSMAN,
- if you click on List Drawing Conditions, you will see that a condition for
- drawings HUNTSMAN TALKING and RRH STANDING is:
-
- if WOLF is not CHASED
-
- This means that these drawings will appear UNLESS the variable WOLF is set
- to the value CHASED.
-
- % Probability
-
- This is very useful for varying scenes, as in the crowded street scene
- (STREET3) in 'The Grail'. Here, nearly all the drawings of people appear
- only some of the time, i.e. with a 40% - 80% probability, making it look
- different each time you come to this page. Probabilities can also be used
- to make the story more difficult to advance. For example, in 'The Grail'
- you can only get the cure from a cripple in the gutters; but the drawing
- CRIPPLE only appears with a 30% probability, so it is possible to go round
- the town three times before seeing him. [A hint that this might be
- necessary is given in one of the other scenes.]
-
- 4.2.3 Combining Conditions
-
- In many situations, it is necessary to combine conditions. For example,
- look at the drawing BANDITONE on Page UPSTREET in 'The Grail'. He only
- appears if the following conditions are met
-
- if BILLOT is GOTRIDOF AND if CURE is HELD AND with 40% probability
-
- This ensures that he only appears towards the end of the adventure, if the
- wizard is alone, and then only 40% of the time. These conditions are ail
- joined by AND. This means that ALL of the conditions must be met for the
- drawing lo appear. It would also have been possible to join them with an OR
- instead of AND, in which case ANY of the conditions being met would be
- sufficient to make the drawing appear. However, you may also combine OR's
- and AND's to produce any required logical result; but note that ANDs 'bind'
- tighter than ORs. So
-
- Condition A AND Condition B OR Condition C AND Condition D
-
- 59
-
- is equivalent to
-
- (Condition A AND Condition B) OR (Condition C AND Condition D)
-
- In English: both A and B or both C and D. If what you wanted was: A and
- either B or C and also D, i.e.
-
- Condition A AND (Condition B OR Condition C) AND Condition D
-
- you could achieve this by doing: all of A and B and D or all of A and C and
- D, which is logically the same.
-
- In Talespin, this is:
-
- Condition A AND Condition B AND Condition D OR Condition A AND Condition C
- AND Condition D
-
- This is slightly longer, but it achieves the result without the use of
- parentheses. Just remember that groups of ANDs go together. For this
- reason, when you add additional conditions (after the first one) the system
- asks you where you want to insert it, as its location is very important as
- regards its effect on the combined logic of the conditions.
-
- 4.4.4 Drawing Conditions
-
- The sea reentered by selecting Drawing Conditions/Options and clicking on
- the required drawing. The menu presented allows you to enter, remove and
- list conditions on any specific drawing. Click directly on List Drawing
- Conditions in the top Development menu to see ALL drawings on a page
- together with any conditions. A typical example is on Page RRH MEETS
- HUNTSMAN in 'The Wolf'. Here is a list of all the drawing conditions for
- the page.
-
- 60
-
- Conditions Drawings
-
- If WOLF is CHASED HUNTSMAN TALKING
- AND if CONVERSATION
- is not LEVEL 2
- OR if WOLF is not
- CHASED
-
- If WOLF is CHASED RRH STANDING
- AND if CONVERSATION
- is not LEVEL 2
-
- If CONVERSATION is HUNTSMAN FIGHTING
- LEVEL 2 AND WOLF
- is CHASED
-
- If WOLF is CHASED SCARED RRH
- AND if CONVERSATION
- is LEVEL 2
-
- This page is visited twice, before and after the Huntsman goes after the
- Wolf in the story. Although the text windows will be different, the
- drawings, at least initially, will be the same. However, under certain
- circumstances, the drawings change during the page. The only situation in
- which SCARED RRH and FIGHTING HUNTSMAN appear is IF WOLF IS CHASED (the
- huntsman didn't kill the Wolf in the previous page) AND CONVERSATION IS
- LEVEL 2 (we've reached the point at which the page changes in mid
- conversation). Note that this same set of conditions must be responsible
- for making HUNTSMAN TALKING and RRH STANDING disappear; otherwise all four
- drawings would appear together!
-
- 4.4.5 Text Conditions
-
- Text Conditions are used to determine what text appears on a Page. They
- offer the same facilities as Drawing Conditions, except that with text
- windows the effect is less dramatic in terms of what the page looks like.
- The effects are only discovered by clicking on drawings.
-
- Text Conditions are entered by selecting Text Operations and clicking on
- the required drawing. The menu presented allows you to add, remove and list
- text conditions. In this example from 'The Grail', the Wizard on page
- STREET3 has five
-
- 61
-
- different text windows depending on which of the various sub-goals have
- been achieved. The text is used to give hints to the player.
-
- Condition Gist of Text
-
- if CURE is NOT HELD Hint to go round again
-
- if CURE is HELD Neutral comment
-
- if CRIPPLE is CURED Billot might not be a suitable
- AND if BILLOT is PRESENT companion
-
- if BILLOT is GOTRIDOF You should head for the forest to find
- AND if CRIPPLE is CURED the old woman to cure.
- AND if COTTAGE is
- not DONE
-
- if CRIPPLE is CURED AND You've nearly made it!
- if BILLOT is GOTRIDOF AND
- if COTTAGE is DONE
-
- [Note that the cripple can't be cured if the cure is not held; so if you
- gel Text 1, you won't get any of the others. But if you have the cure and
- yet failed to cure the cripple, well, you just don't deserve any hints!]
-
- Logic such as this becomes easy to understand if you use meaningful
- variable and value names. Setting X to 1 if someone is alive, and to 2 if
- they are dead is a recipe for disaster when it comes to debugging (finding
- and removing hidden errors) as you'll forget only too soon the meaning of
- abstract symbols. Also, resist the temptation to have variables do things
- other than those implied by their name: create a new variable instead - in
- the long run, it'll pay off.
-
- 4.5 Using Options
-
- Options DO things, like playing sounds, setting variable values, turning to
- another page or chaining to a different title. They can be placed on text
- windows, drawings or at the entry to a page, offering different degrees of
- control to the player.
-
- 62
-
- 4.5.1 Options on Text Windows
-
- From the player's point of view, there is always a visible choice to click
- on, as any text with an option on it will highlight when the cursor passes
- over it. It is up to the player which way he/she goes. These options are
- entered by selecting Text Operations from the Development menu, clicking on
- the required drawing, and then on the required text belonging to that
- drawing. Execution is by clicking on a section of highlighted text.
-
- 4.5.2 Options on Drawings
-
- From the user's point of view, there is a choice of drawings to click on,
- but the choice is not clear as the consequences of each click are not
- known: nothing 'highlights' to show you that an option is present on a
- drawing. Thus an element of chance is introduced. [If however, the player
- has been through parts of the game several times, he/she will have some
- experience of what consequences belong to each click.] These options are
- entered by selecting Drawing Conditions/Options and clicking on the
- required drawing They are executed just by clicking on a drawing (in Normal
- cursor mode).
-
- 4.5.3 Page Entry Options
-
- There is no choice at all here, not even chance. The Page Entry options are
- controlled solely by the author of the story. These options are always
- executed when the page is loaded. These are entered via Page Entry Options,
- and executed in Development mode (other than by leaving and re-entering the
- page) by Restart Page.
-
- 4.5.4 Execution Order of Options
-
- There are four types of options: Play Sound, Set Variable, Go to Page and
- Chain to Title. On Page Entry options, the variables are set, the page
- displayed accordingly, and any sound is played before Going to another Page
- or Chaining to another title. This is what you would expect: you want to
- see the picture, then hear the sound before anything else happens.
-
- With Text and Drawing options, the page is already displayed. The first
- thing to happen should be the Sound, after which the page should only be
- re-displayed if
-
- 63
-
- there have been any changes made to it (only if there is no Go to Page or
- Chain option present).
-
- 4.5.5 Sound Options
-
- Decide whether you want to have your sounds played:
-
- * Once only, as the page fades in (use Page Entry Options)
-
- * Repeated on clicking on same text (use Text Options)
-
- * Repeatable at any time (use Drawing Options)
-
- 4.5.6 Page Entry Sound Options
-
- A sound will be heard as soon as the page is displayed and before anything
- else happens. This is a useful way of setting up a one-time sound as the
- result of some action, for instance a monster appearing and a girl
- screaming. Other uses include creaks and other noises, exclamations, and so
- forth, or any Page Entry musical notes (though this could use up a lot of
- memory, see Memory Limitations below).
-
- 4.5.7 Text Sound Options
-
- A sound will be heard as soon as the highlighted text is clicked on, but
- before any changes are made to the page. The sound will be heard before any
- drawings appear or disappear. Use sounds on appropriate text windows - a
- roar from a monster, a wail from a ghost or a shriek from a girl, or maybe
- a cackle of laughter. As the sound options on text windows are always
- assigned to a particular text window, they will only repeat if that
- particular text window is re-selected. The sound is no played until after
- the text has been clicked on, so you can see the sound written in the text
- ("Aaaagh!" for example) and then hear it when you click on the text.
-
- 4.5.8 Drawing Sound Options
-
- A sound will be heard as soon as the drawing is selected, and every time it
- is re-selected, before any changes are made to the page and before any text
- windows are displayed. If there are several text windows on a drawing and
- you don't want the sound to be repeated prior to the appearance of each
- text window, put the sound on a Page Entry option (see above) or on the
- text windows themselves. You can
-
- 64
-
- use Drawing Sound options for exclamations of surprise, fear, anger,
- enthusiasm, for animal, environmental or mechanical sounds to set the scene
- and create an atmosphere.
-
- 4.5.9 Entering Sound Options
-
- Sound Options are entered using the Add Option operation in the Page Entry
- Options, Text Operations and Drawing Conditions/Options menus respectively.
- Since the order in which sounds are played is significant (as opposed to
- the order in which variables are assigned values, which is irrelevant), on
- entering any subsequent sound options after the first one, you will be
- asked where to insert the new entry. You are then asked for a replay
- frequency for each sound. This should be the same as the sampling frequency
- when the sound was digitized if you wish to re-create the original sound.
- Alternatively, you may play it back al different frequencies to create
- special effects. Playing the same sound back at different frequencies in
- different situations is one way of economizing on disk space. See below
- under Using Sounds for more details.
-
- 4.5.10 Memory Limitations
-
- Note that all sounds on a page have to be present in memory before they can
- be heard. This limits the total sounds on any one page to around 64K bytes
- on a 500K computer. Any further sounds will just be ignored. [On a one meg
- or larger computer, all of the available memory will be used as a buffer
- (temporary storage area) both sounds and drawings, resulting in less time
- being spent accessing the disk] .
-
- 4.5.11 Set Variable to Value Options
-
- These options are essential for controlling all aspects of an adventure if
- it is to be more than a simple sequence of pictures. They form the
- instrument by which the adventure progresses. They can be executed at the
- entry to a page, on drawings or text windows, as can all the options.
-
- Other than being used to keep a record of the player's progress, they are
- also frequently used in conjunction with conditions to allow for changes
- during a page; either on text windows, to allow a conversation or
- exposition to unfold, or on drawing, to allow objects to appear or
- disappear. These options can be placed:
-
- 65
-
- a.) on a text item where a choice has to be deliberately selected.
-
- b) on a drawing, when it is an unwitting selection, as nothing indicates to
- the player that the drawing does anything (unless the drawing is some form
- of icon or says CLICK in large letters!).
-
- These options are also placed at the beginning of a page, with the Page
- Entry options, as a means of 'initializing' a variable, either for that
- page alone (e.g. set CONVERSATION to LEVEL 0), or for the whole adventure
- (e.g. set GOLD to NOT FOUND).
-
- 4.5.12 Page Entry
-
- On loading a page, these options are executed first, setting the various
- variables to their specified values before evaluating any of the drawing
- conditions which determine which drawings to display. Some of the uses of
- these options are listed below.
-
- 1. Initializing Variables at the Start Or a Title.
-
- Variables, until they are 'set' (given a value), remain 'undefined' .
- Although you may use List/Set Variables to manually change the variable
- values to affect the outcome of conditions while testing, these values are
- not saved in any way and the variables will be found to be 'undefined' once
- more on re-loading the title.
-
- Therefore, Page Entry options may be used to 'initialize' the variables in
- a title. At the beginning of 'The Grail', thirteen out of a total of twenty
- variables are set on the Page Entry option of the START page (the others
- are se later on in Page Entry or Text options).
-
- 2. Setting 'recurring' Variables.
-
- Any recurring variables, i.e. variables used independently on different
- pages, such as CONVERSATION, should be set to the first level, in this case
- LEVEL 0, as the variable CONVERSATION might well have been left at value
- LEVEL 2 on the previous page.
-
- 66
-
- Setting 'Achievement' Variables.
-
- A variable may be set indicating that a certain page has been reached. For
- example, in 'The Grail ', as soon as the Wizard and Billot reach the
- entrance to the town, the Page Entry options on Page ENTRANCE set ENT to
- REACHED and TOWN to VISITED. There may be several ways of arriving at a
- page, so it is often easier to set the variables establishing position or
- status on the Page Entry options of the page being branched to rather than
- on the Text options of the current page where the ac- tual decision was
- made.
-
- 4.5.13 On Drawings
-
- You can, for example, set a variable on a drawing so that the drawing (or a
- different one) will disappear (i.e. the page will be recreated without that
- drawing). Using an example from 'The Wolf', see how Red Riding Hood
- miraculously rises from the dead on Page WOLF KILLS RRH, if you click on
- her first. This is achieved as follows: Define the variable RRH DEAD with
- values YES and NO, and set RRH DEAD to YES. Set a condition on drawing RRH
- KILLED to appear: if RRH DEAD is YES Put an option on drawing RRH KILLED:
- set RRH DEAD to NO
-
- She will now disappear if you click on drawing RRH KILLED.
-
- You can then add text to the WOLF "Oh! Where's she gone?", putting a
- condition on this text 'if RRH DEAD is NO', so that this text will only
- occur if Red Riding Hood has vanished. So far so good - you can then
- recreate Red Riding Hood by adding the appropriate drawing to the Page (for
- example RRH STANDING) with the condition 'if RRH DEAD is NO', and can then
- add text to this drawing. [To make the scene look better, the drawing RRH
- CLOAK was also added with the same condition, so that by clicking on Red
- Riding Hood, the drawing of RRH RTT KILLED disappears and the page is
- recreated with an empty cloak in her place, and she herself reappears
- behind the tree.] DON'T FORGET to add in a Page Entry option to set the
- variable RRH DEAD to YES so that the page is set up correctly; failing
- which neither drawing of RRH will appear when the page is first loaded.
-
- In other scenarios where succeeding in the adventure involves finding
- objects, you can also make the object, a pot of gold for instance, remain
- hidden behind a tree, door or window, until you click on the tree, door or
- window. Once you have defined
-
- 67
-
- the variables and values, set up a condition on the object to appear: if
- GOLD is VISIBLE Then add an option on the drawing TREE, DOOR or WINDOW: set
- GOLD to VISIBLE The final touch is to put in the Page Entry option: set
- GOLD to INVISIBLE
-
- In any of these situations, which action takes place is determined by which
- drawing is clicked on first. This device can double or triple the number of
- possibilities available and make the story more intriguing.
-
- 4.5.14 On Text Windows
-
- As with drawings this option adds variety and complexity to the story. With
- a choice of highlighted text windows to click on the possibilities are
- many.
-
- 1. Create Dialog
-
- Do this using a variable such as CONVERSATION with values LEVEL 0, LEVEL 1
- and so on. Add an option to set the CONVERSATION to a level one higher on
- each text controlled by a CONVERSATION condition in the required order.
- Don't forget to put in the Page Entry option to set CONVERSATION to LEVEL 0
- at the start of the page, or the dialog will never get off the ground; and
- put in a condition for the first text to appear only if CONVERSATION is
- LEVEL 0.
-
- 2. Make a Change in the Current Page
-
- You can make text appear or disappear in the same way as with Drawing
- options. You could, for example, set a variable to a value that will cause
- this to happen on a text such as 'I wonder what would happen if I pressed
- this?', and then something could appear or disappear.
-
- 3. Advancing the State of Play
-
- An example of this is in 'The Wolf' on Page TALK TO WOLF where the choice
- is to tell the truth or to lie. Both options lead on to the cottage, but
- one sets the variable INTELLIGENCE to value PATHETIC and the other the same
- variable to value CLEVER, which will make a dif-
-
- 68
-
- ference later on when Red Riding Hood confronts the wolf in the cottage.
- This is executed behind the scenes so that the player is unaware of it, but
- influences the way the story unfolds.
-
- To give another example, this time from 'The Grail', the player may not
- realize (on Page UPSTREET) that making a choice to kill the Bandit will set
- MERCIFUL Lo NOT OBTAINED, and that this was his/her last chance to obtain
- the status of MERCIFUL; that is, without having to go round the town again
- until the Bandit reappears on page UPSTREET (there is only a 40%
- probability of this each time round, assuming the other conditions on
- drawing BANDITONE are met).
-
- These conditions are entered using the Add Option operation in the Page
- Entry Options, Text Operations and Drawing Conditions/Options menus
- respectively. First select the variable; then you are offered a choice of
- the values previously defined for that variable in Variable Definition.
-
- 4.5.15 Go to Page Options
-
- this moves the action from page to page and is executed after the other
- types of option, so that the sounds will be played and the variables set
- before the page is changed. For the differences, see below.
-
- 4.5.16 Page Entry Go to Page Options
-
- Go to Page option at the entry to a Page will display the page before going
- immediately to another page. [Otherwise you would see nothing.] In this way
- you can set up sequences of pages, which automatically run with or without
- sounds or even loop. [The only 'exit' here in User mode is obtained by
- holding the right mouse button down until the Control menu appears. The
- user may then load another title, or (if in Talespin, not Telltale) enter
- Development mode. If he just clicks outside the window, the system resumes
- looping.] You could use this facility as an introductory sequence to give
- an impression of the whole story, running through until a page is reached
- which does NOT have a Page Entry Go to Page op-
-
- 69
-
- tion. It could also be used as a slow type of animation, illustrating
- different stages of a fight, stopping to make a choice of weapon or action,
- and then continuing. Leaving the realm of fantasy, it could also be used as
- stages in a demonstration, a cooking recipe, or how to service a car or a
- washing machine, stopping only when some choice needs to be made.
-
- 4.5.17 Go to Page Options on Drawings
-
- As drawing options are executed before text is displayed, a Go to Page
- option on a drawing will leave the page immediately, and any text on that
- drawing will no appear. If you want a Go to Page option AND text assigned
- to a drawing, put the Go to Page option on the text.
-
- If you have a Go to Page option on a drawing as well as a Set Variable
- option which changes something on the page (i.e. an appearance or
- disappearance) the change on the page will NOT be displayed. This is so
- that you can set variables just before you go to another page, to set the
- scene on that page, without affecting the page you're just leaving. [If you
- want to have a drawing appear and an immediate Go to Page option, use an
- extra page with the Go to Page as a Page Entry option.]
-
- 4.5.18 Go to Page Options on Text Windows
-
- This is the most frequent use of Go to Page options, used on the last of a
- string of conditional text windows to turn to another page once the current
- one is done with. Note that, as with drawings, if a variable is set on a
- text window which changes the appearance of a page and a Go to Page option
- is added on the same text, the new page will NOT be displayed before the Go
- to Page option is executed.
-
- The above are entered using the Add Option operation in the Page Entry
- Options, Text Operations and Drawing Conditions/Options menus respectively.
- You will be offered a choice of the pages already defined; if you haven't
- yet created the destination page, you will have to come back later in order
- to add in this option.
-
- 4.5.19 Chain Options
-
- Chain options are used to link from one disk to another in the case of
- large applications, i.e. extensive adventures or tutorials. Chaining can
- also be used as the only way 'in' to a locked title with no START page
- (unless you've already been there
-
- 70
-
- and saved a placemarker). Thus a monthly adventure magazine could be
- produced in which all of an introductory newcomers section could be skipped
- by readers 'chaining' from the end of the previous issue.
-
- Chaining works by saving all the variable values in the current title,
- loading the destination title, turning to the required page in that title,
- and then restoring all the variable values for those variables which are
- common to both titles. Before you can enter a Chain option, you will need
- to define two variables: Title and Page. To each of these you should give
- as values a list of any title names and page names to which you could want
- to chain. For example, if you want to chain from title PARTONE, page END
- PAGE to title PARTTWO at page CONTINUE, you should create variable TITLE
- with value PARTTWO and variable PAGE with value CONTINUE on title PARTONE.
- Then when you come to enter the Chain option on Page END PAGE, you will be
- offered (and should select) PARTTWO and CONTINUE. When the option comes to
- be executed, the system will look for the requested Title on the current
- Drive\folder and, if present, load it without further ado. If it doesn't
- find it, it will ask the user to insert the requested title in the current
- drive OR to select a different Drive\folder on which to look.
-
- This caters, in a generalized way, to users with multiple drives, and also
- to users who might copy different parts of an adventure (originally issued
- on separate disks) onto one drive. [Users may right click to abort this
- procedure and call down the Control Menu - if they cancel this without
- loading a different title or a placemarker, the system will resume asking
- for the to-be-chained-to title.]
-
- 4.5.20 Page Entry Chaining Options
-
- Chaining can be used here to display a title page on title START (which
- will be auto-loaded as soon as Tailspin or Telltale is run) before loading
- the main title, which could take a little time. This method also allows you
- to put Telltale (which takes up just under 50K bytes) on a program disk
- along with a short START title and so use ALL of a second disk to hold your
- main title.
-
- Once entered, use Restart Page to test the chaining; you will then have lo
- re-load the original title to carry on. Note that the Development menu
- names the current Title and Page at the top to let you know where you are.
- For obvious reasons, the system won't let you chain to a Locked title in
- Development mode.
-
- 71
-
- 4.5.21 Chaining Options on Text Windows and Drawings
-
- Use a Chaining option on drawings and text windows to connect large stories
- in the middle of that story so that all the variables values are
- 'transferred' to the second title exactly as they were at the end of the
- first title (always providing that the same variables and values exist on
- the second title; failing which, they will just be ignored. Thus you don't
- have to bother defining the trivial, local-usage only variables in the
- second title.
-
- PLEASE NOTE:
-
- Once a Title has chained to another Title, you can no longer ' Go to' a
- Page on the first Title, without previously having re-loaded the first
- Title via another chain. As this loading takes a little while, frequent use
- should be avoided. So before setting up a Chain, make sure there is a cut
- off point in the title, such that once this point is passed, there will be
- no need to return to any previous stage (other than as a major event such
- as restarting a chapter or the whole adventure).
-
- Just as any text or drawing can only have one Go to Page option, and
- inputting another will replace the previous (you can't go to two pages at
- once),likewise entering a Chain option will replace any previous Chain or
- Go to Page option.
-
- 4.6 Using Sounds
-
- Sounds are used for effect and embellishment rather than for furthering the
- action. As such they can create an atmosphere and add liveliness to an
- adventure. Although in theory individual words could be used to build up
- sentences, in practice digitized sound takes up so much room as to make
- this impractical.
-
- Sounds are executed as an option and can be played as a Page Entry option.
- This means that the sound will be heard immediately whenever the Page is
- displayed, but will not be repeatable. A sound appropriate to the scene
- could be played at this point; the creaking of a door, ringing of a bell,
- cry of a bird or beast, or possibly the scream of a girl with a monster
- appearing at the beginning of the page.
-
- Sounds can also be used as Text options, in which case they are played as
- soon as a highlighted text is selected, before anything else happens. It
- will only repeat if that particular text is available again and reselected.
- You could use this for emotional cries of anger, fear, surprise,
- enthusiasm, or for the cries of talking beasts.
-
- 72
-
- Finally sounds can be played on drawings as a Drawing option. The
- difference here is that they are directly repeatable.
-
- As with ail Drawing options, every time you click on a drawing with a sound
- option, the sound is played. Use sounds on drawings for animal noises or
- bells or fighting noises rather than for speech, otherwise the same sound
- will be played every time you want that drawing to have text If you want a
- one-time scream on a drawing, insert an extra page and put the scream on
- the Page Entry option instead of on the drawing itself.
-
- 4.6.1 Sound Definition
-
- Sounds can be added in two ways:
-
- 1. Copied from another Title, 'The Grail' or 'The Wolf' for
- example, or another Talespin adventure.
-
- 2. Imported from an A.M.A.S. sound file.
-
- In most cases you will have to switch disks or drives for either operation.
- Do so before you click on Copy Sound from another Title, or Import Sound;
- as soon as you do so, the system looks on the current Drive\folder for
- titles (.TAL files) or sounds (.SPL files). Select your sound and the
- system will (if necessary) ask you to re-insert your work disk. When you
- want to play the sound you will be asked to select a frequency. More
- information follows about how the sounds are sampled and about the
- frequency levels.
-
- 4.6.2 Creating Sounds
-
- To create sounds yourself you must have a digitizer capable of creating IFF
- compatible sample files. A.M.A.S. from MicroDeal is one such sound
- digitizer.
-
- 73
-
- 4.6.3 Sampling
-
- Sampling basically does what its name implies: it takes a sample, a
- 'slice', of the sound being played into the microphone at regular
- intervals. Providing the ' slicing ' is done often enough, playing back the
- level found at each slice at the same speed as that at which the sampling
- was done recreates the original sound. The higher the sampling rate, the
- better the resulting fidelity of reproduction. But here's the rub: if you
- double the sampling frequency, you double the amount of data that has to be
- stored. The A.M.A.S. range of sampling frequencies offers a choice of six
- between 5 Kilohertz (5000 samples per second of sound, giving a fairly
- coarse quality especially with any musical sounds) and 31 Khz (31000
- samples per second). Talespin offers eleven levels between 5 Khz and 31 Khz
- to give you greater variety with each sound as regards playback.
-
- 4.6.4 Replaying a Sound
-
- Unless you created the sound yourself and took note of the frequency level
- it was sampled at, you will not immediately know which frequency level will
- sound best. Once you have copied or imported a sound to your current title
- (or loaded the title on which the sound exists), play it at different
- frequencies to see which one is suitable for your purposes. That may depend
- on the frequency level it was sampled at. A man's voice sampled at 10 Khz
- is high pitched if played back at 15 Khz, whereas a man's voice sampled at
- 20 Khz is in 'slow motion' at 15 Khz.
-
- 4.6.5 Setting Sound Options
-
- As mentioned before, sound options can be executed on drawings, text and at
- the entry to a Page. A sound can also be played several times on one option
- at different or the same frequencies,or different sounds can be played
- together. When you add a sound option, you will be asked to select the
- sound and a frequency. You will then be offered the opportunity to insert
- an additional sound, only this time you decide in which order the sounds
- will be played. Once you have selected the position, you then select the
- sound and frequency.
-
- 4.6.6 Sounds and Disk Space
-
- Please note: sounds take up a lot of disk space. Look at the statistics on
- 'The Grail ' or 'The Wolf' and you will see that each sound takes up at
- least 5K of memory,
-
- 74
-
- ranging up to 20K. So, unless you are unconcerned with disk space, be
- economical un your use of sounds. The number of bytes used depends on the
- sampling frequency as well as the length of the sample, with higher
- frequency levels using more bytes, which is the cost of the better quality.
- This is why it is not, in practice, feasible to use the sound option to
- reproduce dialog in spoken form, rather than seeing the written text on the
- screen.
-
- 4.7 Testing
-
- Test everything you create using Normal cursor mode, and in User mode. Make
- sure you Restart the page you are testing to check out the Page Entry
- options. In Normal cursor mode while in Development mode, the system
- queries before executing any options, to enable you to check whether the
- options are correct and to avoid doing things you don't want to do, like
- Going to another Page. Assuming it works, Quit development mode and try it
- out as a user and see what it looks like without all the querying.
-
- 4.7.1 If It Doesn't Work
-
- 1. Check that all the correct variables, values, text windows, conditions
- and options have been defined and added to the appropriate drawings or
- text. Use the LIST operations for each item. If they are incorrect,
- alter them as below.
-
- Text Windows: Edit Text
-
- Text Conditions: Remove Text Condition and Add Text Condition
-
- Text Options: Add/Replace Text Option
-
- Drawing Conditions: Remove Drawing Condition and Add Drawing Condition
-
- Drawing Options: Add/Replace Drawing Option
-
- Page Entry Options: Add/Replace Page Entry Option
-
- 2. Check that the page has been set up correctly. If you have used LIST/SET
- variables to manually adjust the value of a variable when developing,
- make sure there is a Page Entry Option to set it to this value when the
- game is being played. Check
-
- 75
-
- for values being 'left over' from previous pages rather than being
- initialized on the current one. Check that you Restarted the page before
- testing.
-
- 3. Check the logic of your variables, conditions and options. For this
- purpose, particularly with a long story, it is a good idea to keep track
- of your variables on a flow chart along with the pages. There may be a
- logical reason why, for example, a drawing does not appear where and
- when it should. It could be caused by an omission or an error with the
- variable setting a few pages back.
-
- 4. To this end, check the references to any particular item using Locate
- Item from the top development menu. Locate Item will tell you which
- pages contain a reference to the item you are checking. Turn to that
- page and List the Page Entry options, text and drawing conditions or
- options to locate how the item was used.
-
- 5. If you have deleted an item, there may still be a reference to that item
- somewhere which will cause an error when you turn to the page containing
- it. Use Locate Item to search for references to any deleted items.
- Although they are deleted, they will still be held on the directory
- until a Backup is made (see below) and will only be removed once Backup
- has checked that no references to that item remain.
-
- 6. Note that if you delete a page, drawing, etc., you can recreate another
- page, drawing, etc., with the same name, but the system will not allow
- you to Rename a page to that same name, as it is still on the directory
- as being a Deleted item. Normally, you can just use a different name.
- However, in some cases, such as the page START, the name is important.
- The solution is either to use Backup (see below) or to create a new
- START page, rename that to something quite different and then delete it,
- so that the name START is now available. You can now rename your chosen
- page to START. 4.7.2 Testing the Whole Adventure
-
- One way of testing an adventure, to make sure that there are no pages where
- the story would 'hang ' or get stuck, is to let it Autorun overnight (see
- below for details).
-
- AUTORUN
-
- This facility is for debugging (removing hidden errors) and for testing
- demonstration titles, i.e. titles which can be distributed to demonstrate
- your adventure or system. In Autorun (selectable from the Control Menu) the
- system runs automatically, clicking randomly on drawings and text windows.
-
- 76
-
- As a debugging aid, set your title to Autorun and check every hour or so to
- see that the system has moved on to a different part of your title. If it
- appears to get stuck, quit Autorun by holding down the right mouse button
- until the Control menu appears and then check that your variables have not
- arrived at such a combination of values that there is no longer any exit
- from the page. As Autorun selects randomly, it will eventually cover all
- possible alternatives, including some that will probably not have occurred
- to you.
-
- 4.7.3 Demo Titles
-
- Backup allows you to create a backed-up title in demo-mode, which means
- that on loading it will autorun automatically (and also be locked, so that
- no one can get into Development mode and interfere with your work). Rather
- than potentially give the whole of your adventure out as a demonstration,
- you may prefer lo produce a cut-down version, which could also have the
- advantage of running on one disk (whereas your full length title could be
- spread over several disks).
-
- Note that if your adventure occupies two or more disks (using Chaining),
- when the Autorun reaches the Chain option, it will ask and wait for the
- second disk to be inserted (or the Drive\folder to be switched) UNLESS the
- to-be-chained-lo title is on the same Drive\folder.
-
- 4.7.4 Backup/statistics
-
- The Backup facility is a means of 'compacting' your adventure, using the
- disk space in the most economical way. It reclaims no-longer-used areas of
- the title file and releases deleted directory entries for further use. It
- also allows the directory to be enlarged if necessary. To explain, look at
- Statistics, which gives out details of directory and disk space usage.
-
- 4.7.5 Statistics
-
- If you select Statistics, you will see displayed the number of entries in
- the Directory and total number of bytes used for each type of entry. The
- Pages, Drawings, and Sounds, all highlight if you pass the cursor over
- them, and when selected will display the number of bytes used in each
- individual page, drawing or sound.
-
- 77
-
- Statistics also tells you the total file size (including the room taken up
- by the directory) and the amount of room left on the disk.
-
- 4.7.6 Unused Blocks
-
- If you have made any modifications at all in your adventure there will be
- unused blocks. If an original drawing (or page or sound) uses 1000 bytes
- and you then modify it, so that it now uses 1200 bytes, the modified
- drawing will now be added at the end of the file, leaving 1000 free bytes.
- A subsequent smaller drawing of, say, 650 bytes will be fitted into this
- slot, leaving a still smaller free block of 350 bytes and so on, until no
- more items can fit into this space. But there will, in all probability,
- always be a few bytes left over, where nothing can fit. Over time, the file
- will become more and more fragmented, with each unused block needing a
- directory entry to keep track of it. The number of unused blocks is noted
- on the Statistics screen, along with the total number of bytes used in
- these free blocks.
-
- 4.7.7 Deletions
-
- These items, even though deleted, are still present in the directory,
- whether or no there are still references to them in your story. It is only
- safe to remove them once the system has checked that there are no
- references to them left; this relatively lengthy task is performed at
- backup time. Any Deletions remaining after a Backup indicate that there are
- still references to these items on one or more pages; use Locate Item to
- uncover these references.
-
- 4.7.8 Directory Entries Used
-
- This refers to the total number of actual entries used in your title. In
- other words, Directory Entries Use is the sum of all the figures above the
- line, including the number of unused blocks and deletions.
-
- 4.7.9 Current Directory Size
-
- The initial directory size is 128 and uses up 4368 bytes. If there are less
- than 64 entries left free, you will be asked by Backup if you want to
- enlarge on the current size in modules of 128 up to a maximum of 1024.
-
- 78
-
- 4.7.10 Backup
-
- When you Backup a Title, the unused blocks are removed, as well as the
- Deletions, provided there remain no references to the deleted items
- anywhere in the title. Any items with references still present will remain
- on the directory, so it is a good idea for maximum economy to check this
- (using Locate Item) before doing a Backup. In this way a file size of
- 103433 bytes was reduced to 94160 bytes, about a 9% reduction.
-
- 4.7.11 How To Backup
-
- Select Backup from the top development menu, and three types of Backup file
- will
-
- be offered to you:
-
- Unlocked:
- This means that, as currently, development mode is available for use.
-
- Locked:
- This means that only User mode is available, and Development mode will not
- be available on the Control menu, even in Talespin. This type of file is
- for commercial resale. For a completely automatic run, use an auto-loading
- product to self-load and run your Title with the supplied Telltale program.
-
- Autorun is disabled when the file is locked (i.e. Autorun will not
- appear on the Control menu), to prevent a user from selecting Autorun and
- discovering how to play the game from the not-quite-random selections (it
- selects from drawings with options or text windows on, even if these are
- very small and might not be noticed for a long time by the user).
-
- Demo:
- This is specifically for public demonstrations of your ad-venture. The
- system is locked and will Autorun on loading. As it is locked, only Autorun
- is available on that Title and you cannot run it manually or go into
- development mode. For a completely automatic run, use an auto-loading
- product to self-load and run your Title. Use the supplied Telltale program,
- having Backed-up your Title as a Demo file. When the machine is switched
- on, your Title
-
- 79
-
- will automatically load and Autorun. If anyone should stop the Autorun the
- only options open are to Choose Title (should there be any other Titles on
- that disk) or Find a Placemarker (which you can supply, as reviewers often
- prefer to jump from place to place in an adventure rather than having to
- work their way through it).
-
- 4.7.12 Enlarging the Directory Size
-
- If, on your current directory, there are 64 or less free entries left, you
- will be offered the possibility of increasing the directory in size by 128.
- The directory can be enlarged only in modules of 128, each module using an
- extra 4368 bytes, up to a maximum of 1024 entries.
-
- 4.7.13 Completing Backup
-
- Once you have selected the type of Backup file, you will need to name it.
- If you are backing it up on to the same Drive\folder, you will need to
- choose a different name from the current one; as long as you keep the .TAL
- suffix, you can rename it later. The Backup file will then be saved; it
- will take a little while as it will be re-writing the complete file and
- checking on references to any deleted items throughout the story. Once this
- has been completed, you may want to exit from the current Title and select
- the backup Title to see how much space has been saved and to use it
- further. Unless you wish to retain both the original file and the Backup
- file on your disk (probably the case with a Demo or Locked file), you will
- also need to delete the original file. BEWARE! always keep an un-locked
- version of any Demo or Locked titles; failing which you will never be able
- to correct any unforeseen bugs or make any changes.
-
- PLEASE NOTE that the Backup operation requires both the source and
- destination titles to be on-line simultaneously; disk-swapping is NOT
- allowed. This means that if you have a double sided disk drive, you can
- backup a single sided disk size adventure, having both source and
- destination titles on the same disk. Alternatively, if you have 1 Megabyte
- or more of memory, you could use 400K or so of it as a Ram-disk and Backup
- to or from this. However, there is not enough memory available for a
- RAM-disk on an unexpanded A500. If you have an A500 with one disk drive
- only, Backup can only be executed with adventures using up to half the
- available disk space; perhaps it's time to go and get a second disk drive?
-
- 80
-
- 81
-
- 82
-
- Chapter 5
-
- 83
-
- 84
-
- 5. Chapter 5: Writing an Adventure
-
-
- Writing a full length adventure requires thought and planning. You can
- start with just one page and build on that, allowing your imagination to
- take over. Some writers prefer to do this and work out the sequences as
- they go along. Although Talespin permits this, things can get complicated
- later as choices affect previous scenes and variables. A lot of editing
- will become necessary. You may also find that you are using many more
- drawings and backgrounds than you need. Planning your storyline in advance
- is much more efficient in time and disk space.
-
- 5.1 Planning an Adventure
-
- 5.1.1 The Storyline
-
- First decide what your adventure is going to be about: the basic storyline,
- the participants and what the ultimate goal will be. One way of starting is
- to lay out the direct route from the beginning to the end of the adventure
- (which could, for example, be a simple classical tale such as Little Red
- Riding Hood) and then add in detours and sub-plots to turn a trivial story
- into something more interesting. With just this example in mind, and as a
- means of illustrating the creation of a more complex story, we have
- included a title file called WOLF.TAL on the Program disk, which will serve
- as the basis for the rest of this chapter.
-
- Should you wish to practice writing an adventure of your own using drawings
- that have already been created, you could copy WOLF.TAL on to your own disk
- renaming it to something more appropriate. (Remember to use the .TAL suffix
- Talespin and Telltale won't recognize a file as a Talespin title without
- it.) Then delete all pages and variables from WOLF.TAL, leaving just the
- drawings and sounds. After you've completed your own adventure, you can
- delete any unused sounds/drawings and then Backup the title to reclaim any
- unused file space. Otherwise you would have to copy each drawing separately
- from the WOLF title on to your own disk. Note that all the WOLF drawings
- use the default palette, so any additional drawings with different palettes
- may not be compatible. If this is the case, you may have to swap some
- colors around.
-
- 85
-
- 5.2 The Wolf File
-
- The WOLF title was originally the first test story created by Rudyard
- Heaton while Talespin was still in development. The file contains all the
- drawings required for a basic Red Riding Hood story with one or two
- variations, such as the inclusion of an extra character, Jack, who could
- change the course of events. Also, the possibility of a murderous huntsman
- is introduced with the drawings HUNTSMAN BEHEADING RRH and RRH HEADLESS.
- Use all these drawings to create your own version. Examples will be used
- from a variation of this tale in this chapter.
-
- 5.2.1 Planning Disk Space
-
- With any adventure you need to pay attention to using your disk space
- efficiently. Otherwise you could find that you have used up a whole disk
- with relatively few drawings, pages and sounds. Looking at the Statistics
- screen of 'The Grail' or 'The Wolf' you will see that sounds take up the
- most space. One approach would be to add sounds at the end of development
- phase at appropriate places depending on how much space you have left. Of
- course, this would depend on how essential sounds are to your story.
-
- Next in terms of byte-greediness come drawings. Drawings take up far more
- space than pages. Adding a drawing to a page uses only a few bytes compared
- to the thousands that the drawing itself can take up. So plan your pages
- carefully. Use the same drawings on many pages in different combinations.
- Using one large drawing as a background may sometimes be necessary, but you
- can often split it up into component parts (for example, separate houses in
- a street scene) in order to be able to use the component drawings more than
- once. Within a town or a house, the scenes can change drastically from one
- to the other, so it is not so easy to keep on using the same drawings.
- However in forests and other rural backgrounds, the same collection of
- drawings can be used in many different ways to create different looking
- scenes. Using the WOLF drawings, 5 different forest scenes were created,
- ranging from a bright green meadow with a couple of trees to a dark and
- mysterious forest. However, for the Cottage Outside and Inside scenes, full
- screen drawings were used.
-
- If the adventure is to last at all, (which 'The Wolf doesn't) it is
- generally necessary to make the scenes revisitable (the player is allowed
- to return to any page several times), using variables and conditions to
- create different appearances and dialog according to events that may have
- happened elsewhere in the story. The
-
- 86
-
- question only becomes: to what length are you prepared to go to make a page
- look different on subsequent visits?
-
- On a simpler level, in 'The Wolf, pages INSIDE COTTAGE and RRH MEETS
- HUNTSMAN are re-used as the same places but with different variable values
- controlling the text and drawings, depending on whether the wolf is about
- to be killed, has been killed, or has been adopted as an ally. Similarly,
- page SETTING OUT differs according to whether Jack has been met or not.
-
- In bigger adventures you can have characters repeatedly returning to a
- scene as in a maze, where it is easy to move in circles, or in a town where
- a failure to make the best choice can result in a return to a previous
- stage in the adventure.
-
- Pages, however, apart from the text they contain, consist principally of
- 'pointers' to the drawings and sounds they use. Thus, they are economical
- in space usage. Although it's possible, it is generally not worth while
- making a page fulfill lots of different functions. The danger being that
- the page becomes incomprehensible and impossible to make any changes to
- without getting tangled up in knots of logic.
-
- Limit the number of drawings of each main character that you need. Remember
- that each drawing can be reversed, shrunk and palette-swapped to appear
- different. For crowd scenes you can use only a few characters over and over
- again. The WOLF drawings include 7 versions of the wolf, 6 of Red Riding
- Hood and 5 of the huntsman.
-
- 5.2.2 Structuring the Game
-
- Providing structure for your game consists of two parts. First the
- unfolding of the game in terms of the goals achieved as shown by the values
- of the different variables. And second, the sequences of pages, as in a
- comic strip.
-
- The minute-to-minute situation, to which the player must react, is
- determined by what is on the screen but the actual state of gameplay, that
- which determines winning or losing, is governed by unseen variables,
- controlling the overall flow of the game. The interplay between these two
- parts creates interest. Use too much of the former and the game will seem
- superficial; too much of the latter and the game will be too abstract.
-
- 87
-
- 5.2.3 Variables and Values
-
- Variables control the action and determine whether the adventurer can win
- the game. They can be used in two main ways: to determine a winning status,
- and to determine the actions leading to that status. It is a good idea to
- plan out the first type of variable before you start Decide which variables
- are going to be the criteria for success. For example, in the WOLF tale the
- criteria for success are intelligence and attractiveness, (i.e. Red Riding
- Hood had to be smart to get away from the wolf and seductive to entice the
- huntsman into killing him for her). The variable INTELLIGENCE was used with
- values CLEVER and PATHETIC, and RRH CHARM with values APPEALING and
- REJECTING.
-
- One tip - it is also useful with characterization variables to include a
- neutral value (in this case UNMEASURED and NORMAL respectively) in order to
- set the variable on the START Page Entry Option. If you leave them
- undefined at the START, and the game is played more than once (assuming you
- include some sort of loop back to the start from the end to save the player
- from having to reload the whole adventure) then the values will remain as
- they were at the end of the previous game. However, if you want players to
- be able to return to the beginning of the adventure without changing any
- variable values, it would be best to have some other page, perhaps a title
- page, called START on which the variable values could be initialized and
- which could perhaps do a Page Entry Goto option to your adventure-beginning
- page.
-
- The second type of variable which determines the text, enables pages to be
- revisited and controls most of the action can be planned out first You may
- find the need for others to be added while you are developing the story.
- The variable CONVERSATION or DIALOG, with values LEVEL 0 and up, is one
- means of controlling conversations and will be essential unless you do not
- intend to have any two way dialogs.
-
- Some variables will be obvious to you before you start, others may occur to
- you as you build up the page sequences. Variables with values MET and NOT
- MET or PRESENT and NOT PRESENT are useful for revisiting pages and
- determining whether drawings of accompanying characters appear or not; also
- variables with values DEAD and NOT DEAD (as with the WOLF drawings) where
- various endings or branchings are possible depending on who is dead!
-
- Other useful variable values can be SEEN and NOT SEEN for hidden objects,
- OBTAINED and NOT OBTAINED for objects or qualities necessary to win the
- game. In a maze, the variable FROM is useful. What happens next can be
- dependent on
-
- 88
-
- which page the hero/heroine has just come from. This entails a fair amount
- of setting up on all the possible 'came-from' pages, though.
-
- 5.2.4 Outlining the Pages
-
- At this stage there are two ways of implementing your adventure:
-
- A. Sketching in all the Pages first, with rough drawings and skeletal text.
-
- B. Completing each Page in its entirety before moving on to the next.
-
- The first method is more professional, in the sense that it implies that
- you have a complete grasp of the whole story in the abstract, just as a
- professional programmer should have an abstract overview of the system
- before attempting to write any of the code in detail. This system is more
- likely to produce a bug free story and will be more economical and precise
- in its mechanics. Some professionals, however, in any creative field
- (including computer programming) prefer to use the second method as it is
- more flexible and allows for more spontaneity. This way of creating is
- more concrete and detailed initially. It is more immediate. You can see
- some results almost at once, and as such is more satisfying. But it does
- require a lot more editing and having to remember or take note of details
- that have to be added later. It is more prone to error and you will find
- yourself abandoning work that you spent many hours on as you find it no
- longer fits in!
-
- 5.3 The Scientific Method
-
- If you use the Scientific Method, a flow chart is helpful. Start with a
- simple chart indicating which pages will go where, and expand it late.
- Later, include a chart of how the variables change and where. With a maze,
- a diagram is essential. Otherwise even you will get lost.
-
- Assuming you have drawn up a flow chart, start by creating all the
- necessary pages. Obviously if you are using the WOLF file you only need to
- add the appropriate drawings to each page, just the character drawings and
- something as a background screen. If you're starting from scratch, just
- sketch in outlines of the characters and very basic backgrounds, enough to
- be able to distinguish one page from another.
-
- 89
-
- On those pages which will have conditional drawings, put all of them on the
- page, so you can see clearly where to add the conditions.
-
- 5.3.1 Variables
-
- You now have all the pages in skeleton form, so you can now organize your
- variables. Use your flow chart to decide which variables and values will be
- necessary for the action. You may find it useful at this stage to draw up a
- second flow chart showing which variables are set to various values at
- different stages.
-
- 5.3.2 Building up the Pages
-
- With the complete plan at your disposal you can now build up each page in
- its entirety, starting with the drawing conditions. Add the text, text
- conditions and options for each set of conditional drawings. Then alter the
- necessary variable for any other conditional drawings to appear on the
- page, and complete the text and so forth for these.
-
- Alternatively, on pages with several drawing conditions you can add all the
- text, text conditions and options on all the drawings and only add the
- drawing conditions afterwards, so you don't have to keep changing the
- variables to work with a different drawing. With complicated pages, you may
- find it helpful to draw up a plan of the page so you don't leave anything
- out. That way you can see at a glance what needs to be done.
-
- Keep track of what you are doing on your variable flow chart, expanding it
- if necessary. Test each page and then the whole story. Finally, perfect the
- drawings and layout of the pages. Note that if you REPLACE a drawing, the
- text attached to the first drawing will reappear on the second drawing. If
- you don't want the same text REMOVE the first drawing and then ADD the
- second drawing.
-
- 5.4 The Artist's Method
-
- As mentioned before, this method is more immediate, and requires less
- forethought and patience. The tricky work comes later fitting all the
- pieces together. This is the method used in Chapter 3 describing in detail
- how to create a mini 3 page story. The longer the adventure, the greater
- the need to pre-plan, so this method is more suited to shorter adventures.
-
- 90
-
- Start with the first page. Add the desired drawings from 'The Wolf' or
- create your own. Create the variables you have decided on so far, and add
- in the texts, conditions and options as far as you can. You will not be
- able to add in any Go To Page options as the pages ahead have not been
- created yet. Make a note of which ones to add in later. Then carry on with
- the next page of the story, creating any new variables or values where
- necessary. As you go on you may find it helpful to draw out a flowchart to
- show the variables and conditions that you have created so far, noting in
- red the items you need to add in later. It's probably easier with this
- method to stop after every few pages and go back to put in the Go To Page
- options and any new variables, values, or Set Variable options, than to
- wait until the end.
-
- Continue through the story, going back to previous pages as indicated on
- your flow chart and adding in any new items, sculpting the adventure into a
- form you like as you progress. Where a page 'becomes' revisitable and you
- add in different drawings with conditions to handle the subsequent visits,
- make sure that you add conditions on to the original set of drawings as
- well, so that they disappear to make way for the new set. Make sure that
- the Page Entry options are set correctly. If the page is highly
- complicated, it might help to make an outline of it.
-
- 5.4.1 Sounds
-
- Finally add in the sounds, either from the Library files, or make your own
- if you have A.M.A.S. Check your disk to make sure you have enough space.
-
- 5.5 Final Testing
-
- The best type of testing is to get a friend to play the game. Even better
- is to get several friends to play. Different people will react differently,
- and what may be obvious to one may not be so to the others. Avoid prompting
- them. Watching their mistakes is much more useful than having them solve
- the adventure quickly.
-
- Testing every possible combination of circumstances is a long process.
- Autorun can help (see previous chapter for details) as it plays at random,
- and will (at least in theory) eventually play every possible combination.
- Your task is then to check every so often that the game has not gotten
- locked in a loop (the same few pages endlessly repeating) or stuck on the
- same page. If the system does appear to be bogged down, go into Development
- mode and prove to yourself that there is an exit from the situation. It may
- just be so improbable a combination of choices that it would take the
- random selector 100 years to hit on it. For example, if on three
-
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-
- connected pages you have five texts of which only one gets you to the next
- page (and all the other choices return you to the first page), then it will
- on average take 125 purely random attempts at the whole thing to get
- through.
-
- 5.6 Running Out of Space
-
- It can sometimes happen that you run out of space unexpectedly in the
- middle of an operation - for example, you cannot copy a sound, or worse,
- you have made changes to a page, but cannot move on to another page or exit
- from the page at all without losing the changes. In such a situation,
- losing your last changes may be inevitable. Keep a running check on the
- space left on the disk you are using and the space left in the title
- directory. Statistics gives details of both of these.
-
- If you do find yourself without disk space, see if there are any files you
- can delete or copy to another disk. If this fails, you may have to consider
- restructuring your story to fit onto two or more disks, using Chain to go
- from one to the other.
-
- This is not a trivial change, as chaining is equivalent to loading a new
- title and takes a little while. The space gained is only partial as any
- drawings that you want in both parts of the adventure must be present in
- BOTH titles. Chaining is best employed at decisive 'breaks' in the story,
- from which no return to previous stages is expected. If you have run out of
- 'directory' space, you can expand or reclaim this by executing Backup (see
- previous chapter for details). Incidentally, this will also reduce the
- title file size if it contains any unused space.
-
- 5.7 Large/Commercial Adventures
-
- When writing an adventure for commercial purposes, plan the use of your
- disk space carefully. A commercial adventure will need to be sent out with
- TELLTALE on the disk, which takes up 50K of memory.
-
- For larger titles with two or more disks, you can either put the first part
- of the adventure on the first disk along with TELLTALE, and then chain to
- the second disk and so on. OR, you can create a START Title with a page of
- titles and credits on the TELLTALE disk and automatically chain to the
- second disk (via a Page Entry option). This will allow a START page to show
- on the screen while the second disk is loading. At the end of the second
- disk, you could always chain back to the TELL-
-
- 92
-
- TALE disk, to a third title, to complete the adventure. (The commercial
- release of "The Grail" was done this way).
-
- The point to emphasize is that you need to design in your 'chain' breaks
- from the start. Each disk is self-contained, chaining transfers only the
- variables and values from one disk to the other. So, having chained, you
- cannot then return to a previous page without reloading the first disk.
- Decide on a place to break the story so that the first part is complete and
- cannot be returned to, or recreate any necessary previous pages on the
- second disk. Unless you have already added them, remember to keep enough
- space on each disk for any sound effects.
-
- 5.7.1 Demos
-
- To send out a demo, Backup your story in Demo mode, either full length, or
- as a shortened version.
-
- 5.7.2 Quick & Aborted Title Loading
-
- To abort loading a title in Tailspin (not Telltale) or simply to save time
- on loading, you may press the Right mouse button while the title is
- loading. This aborts the pre-loading of drawings and sounds and the title
- will finish loading much more quickly. At this point, no page will show,
- just a blank screen with the control menu. You can either load another
- title, or, if you switch to Development Mode, you can then use Turn to Page
- to load the page you want. This does mean, however, that on machines with
- more than 512K of memory, the transition from one page to the other will
- take a little longer as all drawings and sounds have to be loaded as each
- Go to Page option is executed. On smaller memory machines, where there
- wasn't enough memory to load many of the drawings or sounds anyway, it
- doesn't make that much difference.
-
- 93
-
- 94
-
- Chapter 6
-
- 95
-
- 96
-
- 6. Chapter 6: Other Uses of Talespin
-
- As well as being a games development system, Talespin has many more uses in
- the fields of business, industry and education. It can be used for any
- application requiring inter-linked graphics and text (and sound), but its
- main advantage lies in the fact that Talespin can be used by
- non-programmers. Experts in their own field (along with a graphic artist if
- necessary) can design demonstrations or teaching applications without
- requiring a professional programmer. At the other end of the scale it is
- easy enough for children to use (a 7 year old has created a simple three
- page space story with just a little help), which opens up many
- opportunities in the field of education.
-
- Some possible uses for Talespin could be:
-
- Sales
- Example: To Illustrate the Features of a Car A demonstration such as this
- could be displayed in a showroom for potential customers, either
- Auto-running to advertise the various features, or allowing interested
- customers to choose the items about which they'd like to know more. It
- could be done in the following way:
-
- Create a drawing of the car in skeletal form, and then create further
- drawings of the different pans of the car, the hood, trunk, doors, wheels,
- and so forth. 11 is necessary to have the different drawings fitted
- together rather than one large drawing, so as to be able to add text to
- individual parts of the car. Then add appropriate text to each part with
- perhaps a Go to Page option to a further page for more details, or a Go to
- Page option could be added directly to the part drawing itself without any
- intervening text.
-
- 97
-
- These further pages would consist of that particular car part in greater
- detail and explanatory text; for example, a view of the engine in which
- once again each part could either yield information or lead on to further
- pages. Additionally, if full sized drawings of each part were made, then
- the 'assembled' versions could be built from reduced instances of each of
- the drawings.
-
- In this way the design of a car could be unfolded on the screen, either
- using Demo mode (Auto-run) so that the sequence can run automatically in a
- showroom, or 'locked' mode requiring a user to click on highlighted texts.
-
- Training
- This example could be expanded further to include a teaching element. As in
- adventure titles, the system can ask questions and offer multiple choice
- answers. An answer, when clicked on, would go to another page (by adding a
- Go to Page option to that text), which would illustrate the answer (right
- or wrong), offer explanatory text, and so on. By using variables and
- conditions the user's progress can be charted, and he or she would only be
- given the possibility of advancing to a higher level, once the previous
- level had been satisfactorily completed. This can be assessed by having
- various grades of values attached to the variables used to chart this
- progress (for example a variable ACHIEVEMENT could have the values 1- 5 or
- A to E perhaps, with 5 or E signaling [he completion of this level), the
- values being upgraded by putting in a Set Variable to Value option when the
- right answer to a question has been selected. At the end of this section a
- condition would be added to the text with an op- tion which offers
- advancement, so that it only appears if the value of that variable has
- reached the highest grade.
-
- 98
-
- Servicing
- A similarly structured title could graphically illustrate part numbers,
- allowing servicing personnel to quickly ar- rive at the level of detail
- required. Additionally, any changes can be easily made and distributed on a
- single re-usable floppy disk, obviating the need for expensive print runs.
- The sound facilities of Talespin could be useful in servicing many kinds of
- electronic equipment, which emit different 'beeps' to signal different
- states. Talespin could actually create the sound, far superior to trying to
- describe it in words! Talespin can also handle the language barrier, as a
- simple variable LANGUAGE could be used as a condition to select texts in
- the corresponding language.
-
- Education
- To Teach any Subject
-
- In schools Talespin would be an efficient and fun way of teaching children,
- and not just about computers!
-
- In fact Talespin could be used to design teaching applications in any
- subject, history, geography, maths etc. To take a simple example in
- mathematics, a sequence for teaching the four basic skills would consist of
- four pages, one for adding, one for subtracting, one for multiplying and
- one for dividing. On each page there would be many small drawings or icons,
- each one with a multi-choice question on the drawing text in ascending
- order of difficulty.
-
- 99
-
- Initially, only one text would be available. The next text would only
- appear once the first question had been successfully answered. This could
- be achieved using a variable (say QUESTION) and values (LEVEL 1,2, 3 and so
- on) and text conditions in the same way that the variable CONVERSATION was
- used as an example in the earlier chapters to create two way dialogues.
- [i.e. by putting a text condition on the first text so that it only appears
- if variable QUESTION is value LEVEL 1 (having set QUESTION to LEVEL 1 as a
- Page Entry option), and then setting variable QUESTION to LEVEL 2 on the
- text with the correct answer, and so on with all the drawing texts until
- the final question was answered successfully).]
-
- A wrong answer could have a Go to Page option, going to an 'Adding Error'
- page with an ERROR icon which, when clicked on, would inform the pupil of
- this fact and then return him or her (via another Go to Page option) to the
- original ADDING page.
-
- Having completed a page of adding, a Go to Page option on the final
- successful answer would send the pupil to the second page called
- SUBTRACTING. At the same time a Set Variable to Value option could record
- the pupil's progress. A variable ADDING LEARNT, initially set to NOT
- ACHIEVED could at this point be set to ACHIEVED; additional variables for
- each of the four pages would be set in the same way once the pupil had
- completed each page.
-
- 100
-
- A final 'score' of the pages successfully completed in a certain time could
- be presented in the following way: add an extra drawing on each page to
- indicate the time, maybe a clock, which will be clicked on when the lesson
- is over. Add a Go to option to this 'clock' to go to a final page which
- would present the 'results'. This could be done in several ways with texts
- (stating Adding Learned, Multiplying Learned, etc.) or drawings
- (symbolizing these skills, or as a bar chart), the appearance of the text
- or drawing being conditional on the different variables ADDING LEARNED,
- DIVIDING LEARNED, etc. having been set to value ACHIEVED during the lesson.
- The amount learnt can be broken down into smaller levels using different
- values (QUARTER LEARNED, HALF LEARNED, THREE QUARTERS LEARNED, etc.).
-
- To Teach Computers
- This is just a simple example to give you an idea of how Talespin could be
- useful to teach any subject, although its most obvious use is in teaching
- computer technology itself.
-
- In teaching computer or information technology, although not all pupils
- will actually learn how to program, most will learn about the technological
- age we live in, the part that computers play in it, and will have the
- opportunity to use a computer. Talespin offers a wide range of
- possibilities for teaching the logic and design of computers in a
- non-technological way which will be fun for those not interested in
- learning a programming language. Designing a Talespin system only involves
- clicking the mouse on windows and texts (the only typing necessary is to
- name pages, drawings, variables etc) and is easy to pick up. A beginner can
- make a couple of simple shape drawings and create a page fairly rapidly,
- producing a quick, visible result, which always aids motivation! The logic
- of adding texts and options is easy to understand, as are the concepts of
- variables and values when they are put into context.
-
- 101
-
- Once the pupil has grasped the basic logic of a simple sequence of pages,
- he or she can start designing his or her own project. The student will
- discover through experience the logical way in which computers work (for
- example, it is necessary to set a conversation type of variable to LEVEL 0
- at the entry to a page, (in case it had reached LEVEL 3 on a previous
- page), as the system won't automatically 'remember' this fact). This
- 'project' can expand to a highly sophisticated system, useful in his own
- right, as well as an easy, efficient and fun way of finding out how
- computers work!
-
- Conclusion
- These are only a few general ideas for other uses of Tailspin. This system
- has many other, more specialized uses, which will become apparent as its
- availability spreads to experts in different fields of knowledge.
-
- 102
-
- Chapter 7
-
- 103
-
- 104
-
- 7. Chapter 7: Reference Section
-
- In this chapter the items on the Control Menu, the Development Menu, and
- the Drawing Menu (in that order) are listed, with a brief description, as
- they appear on each menu. For alphabetical location of these items, see the
- index.
-
- 7.1 Control Menu
-
- This is a list of all the possible operations in 'User' mode (as opposed to
- Development mode). If Talespin has been loaded, all the operations are
- available. If Telltale has been loaded, the following three operations do
- not appear on the Menu - Create New Title, Switch to Development Mode and
- Autorun. If the title is 'locked', Switch to Development Mode and Autorun
- are not available.
-
- Choose & Load Title
- This will select and load (or re-load) a Title from the current drive or
- folder. You may have a choice of one only or of several.
-
- Note that any title called START.TAL will be automatically loaded when
- either Talespin or Telltale is first run.
-
- Create New Title [not in Telltale]
- Requests the new title name and takes you directly to Development mode -
- see Chapters 3 & 4.
-
- Set Placemarker at this Page
- Placemarkers enable you to save your place at any point in any title, for
- instance, while playing an adventure such as 'The Grail'.
-
- If you click on this item you will be asked for a file name under which to
- save your current position to disk. Type in a name and press return. This
- will set your place at this page. [Clicking outside the window will cancel
- this operation.]
-
- 105
-
- Find Placemarker
- This will list all placemarkers on the current drive\folder. Clicking on
- one of them will return you to the place in the game at which the
- placemarker was saved. You will receive a warning message should the
- placemarker not 'belong' to the currently loaded title. In other words, it
- was saved from another title.
-
- Erase Placemarker from this Disk
- Use this to clear out any placemarkers that you no longer require. Click on
- the name of the file to remove.
-
- Select Drive\Folder
- This operation is especially applicable if you have a second disk drive
- (DF1) hard disk (DH0), or a Ram disk. Here it allows you to select a
- different drive or folder for loading a title or finding and setting
- placemarkers.
-
- Switch to Development Mode
- Once a title is loaded, provided it is not 'locked' ('read only'), you may
- go into Development mode to investigate, make changes or browse through the
- drawings and sounds when the title is used as a Library file. You will see
- a different Control Menu. For details of the menu in Development mode see
- below.
-
- Autorun
- This mode allows a story to be played automatically, making random
- selections. It can be used either to view the 'Demo' mode or for testing.
- It is not available with Telltale, or if the title is 'locked'. To stop
- Autorun, hold the right hand button down until the Control Menu appears.
- For full details see Chapter 4.
-
- Help
- This will give you Help messages relating to the Control Menu containing
- most of this information. It is mainly intended to assist users of
- Telltale. Click outside the window to cancel.
-
- End Session
- Click here if you wish to stop playing or developing. Click on the
- highlighted Confirm End Session message to return to the Desktop screen. If
- you have clicked on End Session in error, just click outside the window to
- cancel the operation.
-
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-
- 7.2 The Development Mode Menu
-
- In Development Mode, you may make changes to existing titles and expand new
- titles. At the top of the menu is the name of the title and the current
- page. Although file names are limited in length to only eight characters,
- all other names in Talespin may be up to 64 characters long.
-
- Drawing Definition
- There are several ways of defining drawings in your Title:
-
- 1. Create New Drawing and use the Talespin drawing facilities. See below
- under the separate section 'Drawing Menu' for details of these.
-
- 2. Modify Drawing to make changes to an existing drawing.
-
- 3. Copy Drawing from this Title. You may give it a new name and make
- changes to it, leaving the original drawing unchanged. This is useful
- for drawings that are similar.
-
- 4. Copy Drawing from Another Title (such as 'The Wolf', 'The Grail',
- 'Start' or 'Alphabet'). If the title is on another disk, insert that
- disk first before you select this operation. You will be asked to select
- a title and drawing in turn. When you have selected the drawing to be
- copied, you will be asked to replace your original disk in the drive. If
- the drawing is on a disk in a different drive, switch the drive using
- Select Drive\Folder from the Drawing Definition Menu before clicking on
- Copy Drawing from Another Title. You may then modify the drawing in the
- usual way. Note that the system will save the drawing under the same
- name as it had on the other title. You are only asked for a new name if
- the existing one is in use.
-
- 5. Import Picture - Refer to the next entry.
-
- 107
-
- 6. Import Picture. Providing you have an already created an uncompressed
- low-resolution file, you may import it using the 'import' operation. It
- works in much the same way as the 'Copy from other Title' operation,
- only you don't get asked for a title name. Note that the number of bytes
- used will be reduced considerably when it is imported into your Talespin
- title, as Talespin 'compacts' all drawings. This file will still however
- remain on the disk, so you will probably find it useful to delete it
- when you have ended a session and returned to the desktop.
-
- A note about Palettes: you may well find that the palettes of the
- drawings being copied or imported will not be compatible with the rest
- of the page upon which they are to be used, so you will have to adjust
- the colors using Swap Selected Color (see below). The first and last
- palette entries are always reserved in Talespin for black and white
- respectively. If Talespin finds that these palette entries are not as
- expected, it will set them to black and white respectively, and inform
- you of this fact, giving you the opportunity to abort the import.
-
- 7. Rename drawing. This allows you to change the name of a drawing
- throughout a title. Used, for example, when you created a drawing LITTLE
- GIRL only to find out later it was really MATURE WOMAN. Note that you
- cannot rename a drawing to a name that has been deleted (see next
- entry).
-
- 8. Delete drawing. Removes a drawing permanently from a title. However, as
- references to that drawing may still exist on various pages, the deleted
- drawing will nevertheless remain as a directory entry until the title is
- Backed up (see below under Backup). For this reason the system will not
- allow you to rename a drawing to the name of a deleted drawing (use a
- different name). [You may re-create a deleted drawing, and, if required,
- rename it to something else in order to 'liberate' the desired name.]
-
- 108
-
- 9. Select Drive\folder. Used to select a different drive or folder from
- the current one; in this case, for copying drawings from different
- places.
-
- Page Definition
- Pages are the basic units of Tailspin. Note that if a page called START
- exists on a title, then this page will be displayed immediately whenever
- the title is loaded. The operations possible on whole pages are:
-
- 1. Create New Page. This creates a blank page with no drawings and
- returns you to the Development menu ready to add in drawings etc.
-
- 2. Copy Page. This allows the duplicating of whole pages in the current
- title. You are asked for the new page name. Note that a copied page
- will retain the text conditions and operations of the original page.
-
- 3. Rename Page. This allows you to subsequently change the name of a page.
- Note that if you delete a page the system will not allow you to rename a
- page to the deleted name as it is still on the Directory (see also
- Backup below). You can recreate another page with the same name. With
- most pages, you can just use another name; but with a START page which
- is automatically loaded, this may not be possible. The solution is to
- create a new START page, rename it to something else and then delete it,
- so that the name START is now available. You can then rename your
- chosen page to START.
-
- 4. Delete Page. Completely removes a page from the title.
-
- Sound Definition
- This menu is used to load sounds into your title. Tailspin itself has no
- facilities for recording sounds since special hardware is required for this
- (e.g A.M.S. from MicroDeal). The operations in this menu are:
-
- 109
-
- 1. Copy Sound from Another Title (e.g. The Grail or The Wolf). If the title
- is on another disk, insert that disk first before you select this
- operation. You will be asked to select a tide and sound in turn. When
- you have selected the sound to be copied, you will be asked to reinsert
- your original disk. If the sound is on a disk in a different drive,
- switch the drive using Select Drive\Folder from the Sound Definition
- Menu before clicking on Copy Sound from Another Title. Note that the
- system will save the sound under the same name as it had on the other
- title. You are only asked for a new name if the existing one is in use.
-
- 2. Import Sound File. If you have some IFF sound sample files you can
- incorporate these samples into your title. If the file is on another
- disk, insert the new disk (or switch the drive if the disk is on another
- drive) before selecting Import Sound File. You will be asked to
- re-insert the current disk if it is necessary. Talespin will save the
- sound under the same name as the base name of the file, querying you
- only if this name is already in use.
-
- 3. Play Sound. This allows you to hear any of the sounds present on the
- current tide without going to the trouble of putting a Play Sound option
- on a page first. It asks you for the speed (in Kilohertz) at which to
- replay the sound. For correct reproduction, this should be the same
- frequency as that at which the sound was originally sampled. Other
- frequencies may be used to create special effects.
-
- 4. Rename Sound. This allows you to change the name of a sound throughout a
- title.
-
- 110
-
- 5. Delete Sound Removes a sound permanently from a title. However, as
- references to that sound may still exist on various pages, the deleted
- sound will nevertheless remain as a directory entry until the title is
- Backed up (see below under Backup): for this reason the system will not
- allow you to rename a sound to the name of a deleted sound. [You may
- however re-import or copy a deleted sound, and rename it to something
- else in order to 'liberate' the desired name.]
-
- 6. Select Drive\folder. Used to select a different drive or folder from the
- current one; in this case, for copying sounds from different places.
-
- Variable Definition
- This menu is used to define variables and their values. They are used to
- control whether or not drawings and text appear on a page.
-
- The possible operations on this menu are as follows:
-
- 1. Create New Variable. You will be asked for a name for the variable (up
- to 64 characters long) and then the system will ask you for any possible
- values that this variable may have. Note that in Talespin variable
- values are words, such as HOT and COLD, not numbers; they therefore must
- be explicitly defined. Click outside the window when all the values you
- currently require have been entered, which will return you to the
- Variable Definition menu. [Right clicking takes you back to the
- Development menu.] Note that when a variable is created, along with its
- possible values, the variable will remain 'undefined' (not set to any
- particular value) until it is explicitly set to a value using either
- List/set Variables or a Set Variable to Value option.
-
- 2. Rename Variable. Use this to change the name of a variable throughout
- the title. Note that you cannot rename a variable to a name that has
- been deleted (see entry below).
-
- 111
-
-
- 3. Delete Variable. Use this to remove a variable from the title. However,
- as references to that variable may still exist on various pages, the
- deleted variable will nevertheless remain as a directory entry until the
- title is Backed up (see below under Backup). For this reason, the system
- will not allow you to rename a variable to the name of a deleted
- variable. You may however recreate a deleted variable, and then rename
- it to something else in order to 'liberate' the desired name.
-
- 4. Add New Value. Used to add extra values to a variable, after that
- variable was initially created. The system will ask you to select the
- relevant variable and then to enter the new value. You are offered the
- opportunity of adding as many new values as you wish, until you click
- outside the window to return to the Variable Definition menu.
-
- 5. Rename Value. Use this to rename a value throughout the title. You will
- be asked to first select the variable to which the value belongs and
- then the value itself. See under 'Delete Variable' above for remarks
- about re-using deleted names.
-
- 6. Delete Value. This removes a value permanently from the title. See
- 'Delete Variable' above for remarks about re-using deleted names.
-
- Turn to Other Page
- This is a way of manually moving from one page to another. If you have
- altered anything on the first page, the system will query whether you want
- to discard the changes made to that page: click OUTSIDE the window to save
- the page with the changes; clicking ON the window throws the changes away.
-
- 112
-
- Add Drawing to this Page
- Select the drawing to be added. Once the drawing has appeared on the page,
- you may immediately move it by passing the mouse over the drawing, holding
- the mouse button down and moving the mouse to where you want the drawing to
- go. An outline will follow the mouse and when you release the button, the
- drawing will be recreated in that position. [This is because the Add
- Drawing operation puts you straight into 'Move Selected Drawing' Cursor
- mode.] You may add up to 64 drawings to a page, including the same drawing
- several times over if you wish. Note that the palette of the first drawing
- added to a page is adopted by the page.
-
- Modify Page Palette
- There are three ways of modifying the colors on a page:
-
- 1. Copy Whole Palette from Other Page or Other Drawing. Note that any
- palette entries which are BLACK (color 000) on the other page or drawing
- will not be copied across, leaving the corresponding palette entry on
- the current page untouched. This allows you to combine partial palettes
- from different drawings onto the one page, by setting the unused parts
- of each drawing's palette to BLACK.
-
- 2. Make Selected Color More Red, Less Red, More Green, Less Green, More
- Blue, Less Blue. Select the color on the palette you wish to change and
- then make it less blue, more red etc one step at a time. Note that the
- color on the page will change at the same time as on the palette so you
- can immediately judge the effect. There are 15 shades of each of red,
- green and blue as well as a zero level for each, which, combined, form
- the color palette of the Amiga. These levels are shown as the 'RGB'
- (Red, Green, Blue) value; this helps in accurate color selection.
-
- 3. Set Background Color. This allows the background to be set to a color
- other than black; this color will show through any first-palette-entry
- BLACK (i.e. transparent) parts of any drawings on the page. Click on the
- desired color before selecting Set Background Color.
-
- 113
-
- Page Entry Options
- These are used to set up conditions or create effects immediately when a
- page is loaded, using 'options'.
-
- An option is an action used to set a variable to a value, go to another
- page, play a sound or 'chain ' to a different title and page (for stories
- spread across more than one disk/title): an option can be executed on a
- text or drawing as well as at the entry to a page. [You may have up to a
- maximum of 128 options on a page.]
-
- The possible operations here are:
-
- 1. Add/Replace Page Entry Option. Used to set one or more options to be
- executed on entry to a page, i.e. each time that page is loaded. It
- 'replaces' rather than 'adds' when it doesn't make sense to have two
- separate options. For instance, you can't go to more than one page, or
- set a particular variable to more than one value. Likewise, you can only
- have one of Chain or Go to Page, not both; thus adding in a Chain will
- replace any previous Go to Page (or Chain). For Sounds, the order (if
- there is more than one) is all-important; the system therefore asks you
- where to 'insert' any additional sound: there is no replacing.
-
- 2. Remove Page Entry Option. This removes an option from the entry to a
- page. If you wish to replace a variable in a Set Variable to Value
- option with a different variable or to replace a sound on a Sound
- option, it is necessary to remove the previous variable or sound, and
- add in the new one separately..
-
- 3. List Page Entry Options. This lists out the page entry options present
- on this page.
-
- 114
-
- Restart Page
- Used to execute Page-Entry options without having to leave the page and
- come back to it; useful for testing the page. As with all options in
- Development mode, the system will list the options and query execution.
- This operation also mimics the normal loading of a page (in Development
- mode). It checks that all the drawings on a page that should be visible are
- displayed. If drawings are displayed which should not be displayed you can
- remove them from the page. The system also checks at this point for
- sufficient memory available to hold all the sounds on the page. This is
- necessary in order to be able to play them immediately if required.
-
- List Drawing Conditions
- This lists all the drawings on the page, whether currently visible or not,
- together with any conditions governing their appearance. If you want to
- alter something on a drawing that only appears under certain circumstances,
- this facility is useful for finding out how to make it appear (which
- variables to alter to which value (using List/Set Variable, see below)).
-
- A condition is a test of the kind 'If variable is/is not value' or a
- probability factor, used to control the appearance of a drawing, sound or
- text.
-
- List Drawing Options This lists all drawings on the page together with any
- options that will be executed if the drawing is clicked on.
-
- 7.2.1 Cursor Mode
-
- The entries under Cursor Mode are all used to determine what happens when
- you next click on a drawing (in other words, nothing happens until you do
- subsequently click on a drawing); they determine the effect that the cursor
- has.
-
- Normal
- This mode is used for testing pages. It operates in the same way as in
- 'user' mode (i.e. after leaving Development Mode) except that the system
- queries any options, enabling you to test a page without having to execute
- every option.
-
- 115
-
- Move Selected Drawing
- Click on the drawing to be moved. Holding down the button, move it to the
- desired position and then release the button. An outline follows the mouse
- movement and the whole picture is recreated in the new position once the
- button is released.
-
- Swap Selected Color
- Use this operation to swap colors around on a drawing as necessary; perhaps
- to make several instances of the same drawing appear different. Point the
- cursor at the color on a drawing that you wish to change; then click on the
- color on the palette that you want to change it to. All the areas on that
- one drawing having the first color will now change to the second color.
- Should things get too confused, you can always click on 'Reset to Original
- State'. Click outside the window to cancel the operation.
-
- Replace/Remove Drawing
- Removing a drawing removes it from this page only: it still remains in the
- title file for use with other pages. [Use Delete Drawing in the Drawing
- Definition Menu to remove a drawing permanently .] Replacing a drawing has
- the advantage that the new drawing retains the associated texts and options
- of the previous drawing, whereas these would be lost if the first drawing
- were removed. To cancel the operation, click outside the window.
-
- Shrink/Reverse Drawing
- On clicking on a drawing, you will see a chart of possible reductions
- measured in percentages for Height and Width independently . Move the
- cursor over the desired percentage for height and click - do the same for
- the width (unless you want a distorted reduction). To make a drawing face
- the other way, i.e. left instead of right, select 'Reverse'. Then click on
- Execute Selection; clicking outside the window (as everywhere else in
- Talespin) cancels the operation.
-
- 116
-
- Change Drawing Order
- This changes the order of the drawings, that is, which drawing is in front
- of which. This order is determined initially by the order in which the
- drawings are added to the page, later drawings appearing in front of
- previous ones. Click on a drawing and its current position will be
- indicated on a chart with the drawings at the front of the page appearing
- higher up the chart. Click on the drawing in front of which you wish the
- selected drawing to now appear; or outside the window to cancel the
- operation.
-
- Drawing Conditions/Options
- This allows for the placing of conditions and options directly on drawings,
- i.e. with no text intervening.
-
- A condition is a test of a variable, value, or a probability factor used to
- control the appearance of a drawing, sound or text [You may have up to a
- maximum of 128 drawing conditions on a page.]
-
- An option is an action used to set a variable to a value, go to another
- page, play a sound or 'chain' to a different title and page (for stories
- spread across more than one disk/title): an option can be executed on a
- text and at the entry to a page as well as on a drawing. [You may have up
- to a maximum of 128 options on a page.]
-
- The possible operations are as follows:
-
- 1. Add Drawing Condition. You will be asked the type of condition to add,
- but note that on adding any additional conditions, it is necessary to
- 'integrate' the new condition in with the existing ones. First you will
- be asked the position at which to insert the new condition, and then how
- to combine it logically with the one before it. ' AND ' means both
- conditions must be met, while 'OR' means either will suffice for the
- drawing to appear. Where there are many conditions, with mixed ANDs and
- ORs, the ANDs bind tighter, i.e. take precedence.
-
- 2. Remove Drawing Condition. This removes a condition from a drawing. To
- alter a condition, you need to remove it first and then add a new one
- (using Add Drawing Condition).
-
- 117
-
- 3. List Drawing Conditions. This lists any conditions present on this
- drawing.
-
- 4. Add/Replace Drawing Option. Use this to add an option to a drawing. It
- also can be used to replace a value on a Set Variable to Value option
- (for the same variable), or to replace a Go to Page or Chain option. For
- sounds, the order of execution is significant; for any additional
- sounds, the system asks you where to 'insert' the new sound.
-
- 5. Remove Drawing Option. This removes an option from a drawing. If you
- wish to replace a variable in a Set Variable to Value option with a
- different variable or to replace a sound on a Sound option, it is
- necessary, to remove the previous variable or sound, and add in the new
- one separately.
-
- 6. List Drawing Options. This lists out the options added to this drawing.
-
- Text Operations
- This handles all aspects of adding, editing and removing Text on drawings,
- along with any conditions and options on those texts. Note that the total
- of all text on a page may not exceed 6K (6144) characters, spread among a
- maximum of 64 individual text entries.
-
- A condition is a test of the kind 'If variable is/is not value' or a
- probability factor, used to control the appearance of a drawing, sound or
- text [You may have up to a maximum of 128 text conditions on a page.]
-
- The Text Operations are as follows:
-
- 1. Add Text Entry. Use this to enter new text and then press Return. A
- drawing may have several text entries, each created by separate uses of
- this operation - each one is an indivisible whole, and any options or
- conditions added to it, will apply to the whole of that one text entry:
- for individually selectable options, use separate text entries.
-
- 118
-
- 2. Edit Text Entry. Use this to edit a text entry or to check all of the
- text entered on a drawing without altering anything. You will be asked
- to select the text to edit. Note that at all times text is automatically
- 'wrapped', fitting as many words onto each line as possible.
-
- 3. Remove Text Entry. This removes a text entry from the drawing. You will
- be asked to select the text to remove.
-
- 4. Add Text Condition. You will be asked to select a text, and then the
- type of condition to be added. Note that on adding any additional
- conditions, it is necessary to 'integrate' the new condition in with the
- existing ones; so first you will be asked the position at which to
- insert the new condition, and then how to combine it logically with the
- one before it 'AND' means both conditions must be met, while 'OR' means
- either will suffice for the drawing to appear. Where there are many
- conditions, with mixed ANDs and Ors, the ANDs bind tighter, i.e. take
- precedence.
-
- 5. Remove Text Condition. This removes a condition from a text To alter a
- text condition, you need to remove the previous condition and then to
- add a new one (using Add Text Condition).
-
- 6. List Text Conditions. This lists all the text present on the selected
- drawing (abbreviated) along with any conditions.
-
- 7. Add/Replace Text Option. Use this to add an option to a text. It works
- also to replace a value on a Set Variable to Value option (for the same
- variable), or to replace a Go to Page or Chain option. [These types of
- options are replaced as any one variable can only be set to one value at
- a time, and only one Go to Page or Chain option can be executed at any
- one time. Many different sounds may be played or different variables set
- however.] For sounds, the order of execution is significant; for any
- additional sounds, the system asks you where to ' insert' the new sound.
-
- 119
-
- 8. Remove Text Option. This removes an option from a text. If you wish to
- replace a variable in a Set Variable to Value option or to replace a
- sound on a Sound option, it is necessary to remove the previous variable
- or sound, and add in the new one separately.
-
- 9. List Text Options. This lists out all the text present on the selected
- drawing (abbreviated) along with any options.
-
- List/Set Variables
- Used to manually change variable values (i.e. without executing an option).
- For example, to affect the outcome of a drawing condition, in order to
- render visible a previously invisible drawing. Use the List Drawing
- Conditions operation (above) to find out which variable values have what
- effect. Select the variable; and then the required value. Note that these
- manually set values are not in any way 'saved' by the system, and unless
- specific options exist explicitly setting variables to particular values,
- the variable values will be found to be 'undefined' next time the title is
- loaded.
-
- Locate Item
- Used to find references to any page, drawing, sound, variable or value, as
- well as any deleted items, throughout the title: lists pages on which item
- was found. Note that just because a variable, drawing, etc. has been
- created, it may not have been used on any page as yet; in which case it
- will not show up using this operation.
-
- Statistics
- Gives details of the file space usage of the current title, including
- remaining directory space, unused blocks on the file, and deletions. Also
- gives the sizes of individual drawings, pages and sounds (when you click on
- that item).
-
- 120
-
- Backup
- Copies the title to a new file, clearing out unused blocks and
- no-longer-referred-to deletions and expanding the directory size if
- necessary. Also allows the new file to be 'locked' (making it 'read-only',
- i.e. Development mode is no longer available) or 'demo' (auto-runs on
- loading, for demonstrations). Both source and destination files must be
- on-line simultaneously. Disk-swapping is not possible.
-
- Quit Development Mode
- Returns you to user mode. Right-click for the main system menu.
-
- 7.3 Drawing Menu
-
- This menu is brought down by selecting Create New Drawing or Modify Drawing
- from the Development Menu or by clicking on the window which gives you the
- option of modifying a copied or imported drawing.
-
- Pencil
- Draws dots and lines a single pixel (dot) wide; used for detailed work and
- outlining shapes.
-
- Spray & Minispray
- These two facilities give a sprayed effect - for example, for shading in
- trees or a person's hair. The longer you hold down the mouse button the
- more the area defined by the brush gets filled in; moving the cursor at
- different speeds gives different densities of spray.
-
- Line
- This facility is for drawing straight lines. Here the center of the cursor
- is used to give the start and end points and assists in accuracy. Press
- the left button to indicate the start of the line and move the mouse to
- where you wish the line to end. You will see a line being drawn. Release
- the button when the line is the desired length and angle; this 'fixes' it.
- For a horizontal or vertical line, make sure the line is absolutely
- straight with no 'kinks' in it before releasing the button. The Undo
- facility will erase the whole of any line just created.
-
- 121
-
- Fill
- This fills an area of the screen with the currently selected color. Move
- the Fill cursor until the tip is inside the area to be filled and click:
- the Fill color will spread to all adjacent dots of the same color as that
- clicked on. Note that if you are filling a line drawing and there is a gap
- in the line drawing, the Fill color will ' leak' and the whole page will
- begin to fill with color. DON'T PANIC! Right click to abort the Fill and
- then use UNDO. Using the pencil, look for the gap and close it; then try
- again.
-
- Block
- Use this to draw right angled shapes, squares, rectangles etc. Also use it
- to erase mistakes by selecting Black from the palette first.
-
- Blob
- Use it to draw thick outlines, to draw circles and rounded shapes, to do
- original lettering or to erase small areas.
-
- Lens
- This is very useful for intricate work. Click on Lens On/Off to activate
- it. The Lens will stay on the screen until you click on Lens On/Off again
- to cancel it. It is like a magnifying glass and helps you identify which
- individual dots (or pixels) need changing or erasing. It magnifies the
- boxed area around the cursor wherever you move it. If you approach the Lens
- box with the cursor (should you wish to work in that area) it will
- automatically jump to another part of the screen.
-
- Modify Palette
- There are two ways of modifying colors on a drawing:
-
- 1. Copy Whole Palette from the Current Page, Other Page or Other Drawing.
- Note that any palette entries which are BLACK (color 000) on the page or
- drawing will not be copied across, leaving the corresponding palette
- entry on the current drawing untouched. This allows you to combine
- part-palettes from different drawings, by setting the unused parts of
- each drawing's palette to BLACK.
-
- 122
-
- 2. Make Selected Color: More red, less red, more green, less green, more
- blue, less blue. Select the color on the palette you wish to change and
- then make it less blue, more red etc one step at a time. The color on
- the drawing will change at the same time as the palette so you can
- immediately judge the effect. There are 15 shades each of red, green and
- blue as well as a zero level for each, which, combined, form the color
- palette of the Amiga. These levels are shown as the 'RGB' (Red, Green,
- Blue) value; this helps in accurate color selection.
-
- Undo
- Clicking on this 'undoes' the last action performed (including clicking on
- Undo). An action is here defined as whatever happened between the last
- press and release of the mouse button. If you are doing a series of dots,
- only the last dot is removed.
-
- Save Drawing
- Click on this to save the drawing to disk and return to the Drawing
- Definition Menu, ready for you to create another drawing. Note that
- changing a drawing will affect ALL the pages on which it is used; but that
- changing the palette of the drawing will have no effect at all, as it is
- the palette of the page that governs the colors used for that drawing on
- any particular page.
-
- Quit
- The system queries 'OK to end without saving drawing?' if you have made any
- changes. Click outside this window, i.e. cancel the window, if you do NOT
- wish to abandon your drawing; you should then click on Save Drawing. If you
- do wish to quit without saving anything, click on the text and you will
- then be returned to the Drawing Definition Menu.
-
- 123
-
- Index
-
- End Session 18
- Erase Placemarker 17
- Find Placemarker 17
- Help 18
- Select Drive/Folder 17
-
- Add Drawing 113 Set Placemarker 17
- Add Drawing Condition 117 Switch to
- Add Drawing Option 118 Development Mode 18
- Add New Value 112 Copy Drawing 32
- Add Page Entry 40 from another Title 107
- Add Page Entry Option 114 from this Title 107
- Add Text 118 Copy Page 109
- Add Text Condition 39,119 Copy Palette
- Add Text Option 119 from Current Page 122
- Adding Options 31 from other Drawing 122
- Adding Text 30 from other Page 122
- Autorun 15,106 Copy Sound
- from another Title 110
- Copy Whole Palette 113
- Copyright 3
- B Create New Drawing 107
- Create New Page 109
- Create New Title 15, 21,105
-
- Backup 77,121 Create new Variable 111
- Backup Copies 4 Cursor Mode 33,115
- Blob 25,122
- Block 25,122
-
-
-
- Debugging Tips 75
- Delete Drawing 108
- Chain 31, 63 Delete Sound 111
- Chain Options 70 Delete Value 112
- Change Drawing Order 34,117 Delete Variable 112
- Choose and Load Title 105 Demo 79
- Condition 117 Demos 77
- Conditions 59 - 60 Development Menu 16
- Control Menu 15 - 16,105 Development Mode Menu 107
- Autorun 18 Add Drawing
- Choose and load title 16 Condition 117
- Create new title 16 Add drawing to page 113
-
- 127
-
-
- Add Text Entry 118-119 Modify Drawing 107
- Add Variable 112 Modify Page Palette 113
- Add/Replace Move Selected
- Page Entry Option 114 Drawing 116
- Add/Replace Normal 115
- Text Option 119 Page Definition 109
- Add/Replace Page Entry Options 114
- Drawing Option 118 Play Sound 110
- Backup 121 Quit Development
- Change Drawing Mode 121
- Order 117 Remove
- Copy Drawing 107 Drawing Condition 117
- Copy Page 109 Remove
- Copy Sound from Drawing Option 118
- another Title 110 Remove Page
- Copy whole palette 113 Entry Option 114
- Create New Drawing 107 Remove Text
- Create New Page 109 Condition 119
- Create New Variable 111 Remove Text Entry 119
- Delete Drawing 108 Remove Text Option 120
- Delete Page 109 Rename Drawing 108
- Delete Sound 111 Rename Page 109
- Delete Value 112 Rename Sound 110
- Delete Variable 112 Rename Value 112
- Drawing Rename Variable 111
- Conditions/Options 117 Replace/Remove
- Drawing Definition 107 Drawing 116
- Edit Text Entry 119 Restart Page 115
- Import 107-108 Select Drive/Folder 111
- Import Sound Set Background
- from A.M.A.S. 110 Color 113
- List Drawing Shrink/Reverse
- Conditions 115,118 Drawing 116
- List Drawing Options 115 Sound Definition 109
- List Page Entry Statistics 120
- Option 114 Swap Selected Color 116
- List Text Conditions 119 Text Operation 118
- List Text Options 120 Turn to other page 112
- List/Set Text Variable Definition 111
- Variables 120 Directory Size 80
- Locate Item 120 Enlarging 80
- Make selected color 113 Disk Contents 5
-
- 128
-
- Drawing 22, 24
- Drawing Condition
- Add 117-118
- List 118
- Remove 117 -118
- Replace 118 Edit Text Entry 119
- Drawing Conditions End Session 106
- 34, 60, 117 Equipment Requirements 4
- Drawing Definition 23, 32 Erase Placemarker 14
- Drawing Definition 107 -108 Erase Placemarker from
- Copy Drawing Disk 106
- from another Title 107
- Copy Drawing
- from this Title 107
- Create New Drawing 107
- Delete Drawing 108
- Import Picture 107-108
- Modify Drawing 107 Fill 25,122
- Rename Drawing 108 Find Placemarker 14,106
- Select Drive Folder 109
- Drawing Menu 23,121
- Blob 122
- Block 122
- Fill 122
- Lens 122 Go to page 63
- Line 121 Goto Page 31
- Minispray 121 Grail, The 4
- Modify Palette 122
- Pencil 121
- Quit 123
- Save Drawing 123
- Spray 121
- Drawing Options 34,117 Help 106
- Drawing Order 117
- Drawing Sound Options 64
-
- Import Picture 107 - 108
- Import Sound File 110
-
- 129
-
- Make Selected Color 123
- Move Selected Drawing
- J 33, 116
-
- Joining Pages 36 N
-
- L New Page 32
- Normal 115
-
- Lens 25, 122
- Library Files 6, 42 O
- ALPHABET.TAL 6
- THEWOLF.TAL 6
- Using 44 Option 114
- Line 25,121 Options 62
- List Drawing Condition 118 Chain 63
- List Drawing Conditions 115 Drawings 63
- List Drawing Options 115, 118 Go to page
- 63
- List Page Entry Options 114 Play Sound 63
- List Text Conditions 119 Set Variable 63
- List Text Options 120 Text Window 63
- List/Set Variables 15
- Locate Item 120
- Locked 79 P
-
- M Page
- Building 28
- Page Definition 22
- Make Selected Color 113 Page Definition 109
- Memory Limitations 65 Copy Page 109
- Minispray 24,121 Create New Page 109
- Modify Drawing 107 Delete Page 109
- Modify Page Palette 52,113 Rename Page 109
- Copy Whole Palette 113 Page Entry Options 63, 114
- Make Selected Color 113 Add Page Entry
- Set Background Color 113 Option 114
- Modify Palette 26 List Page Entry
- Copy Palette 122 Options 114
-
- 130
-
-
- Remove Page Reverse Drawing 28, 34, 116
- Entry Options 114 RGB 26
- Replace Page
- Entry Option 114
- Page Entry Sound Options 64 S
- Palette 23
- Modify 122
- Pencil 24 121 Save Drawing 27, 123
- Placemarker 14 Select Drive/Folder 106,109,111
- Play Sound 63,110 Set Background Color 113
- Set Placemarker 14, 105
- Q Set Variable 31, 63
- Shrink Drawing 28, 34,116
- Sound 72 -74
- Quit 27 Options 74
- Quit Development Mode 121 Play 31
- Replaying 74
- Sampling 74
- R Sound Definition 109,111
- Copy Sound from
- another Title 110
-
- Remove Drawing 34,116 Delete Sound 111
- Remove Drawing Import A.M.A.S.
- Condition 117 Sound File 110
- Remove Drawing Option 118 Play Sound 110
- Remove Page Rename Sound 110
- Entry Option 114 Select Drive/Folder 111
- Remove Text Condition 119 Sound Options 64
- Remove Text Entry 119 Spray 24,121
- Remove Text Option 120 Statistics 49, 77, 120
- Rename Drawing 108 Swap Selected Color 33,116
- Rename Page 109 Switch to
- Rename Sound 110 Development Mode 106
- Rename Value 112
- Rename Variable 111
- Replace Drawing 34,116 T
- Replace Drawing Option 118
- Replace Option 119
- Replace Page Entry Option 114 Talespin 5
- Restart Page 40,115 Features of, 3
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- 131
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- Telltale 5,12 Delete Variable 112
- Testing 36, 75 Rename Value 112
- Text Conditions 61 Rename Variable 111
- Text Operations 35, 118 -119 Variables 56 - 59
- Add 118-119 Adding 37
- Add Text Condition 119 List 120
- Conditions 118 Set 120
- Edit Text Entry 119
- List Text Conditions 119
- List Text Options 120
- List Variable 120
- Locate Item 120
- Remove Text
- Condition 119
- Remove Text Entry 119
- Remove Text Option 120
- Replace 119
- Set Variables 120
- Text Sound Options 64
- Text windows 13, 55
- Turn to Other Page 112
- Turn to page 15
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- U
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- Undo 24, 27,123
- Unlocked 79
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- V
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- Values 56
- Variable
- Creating 38
- Variable Definition 111-112
- Add New Value 112
- Create New Variable 111
- Delete Value 112
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- 132
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