Copyright: Egor V3.0 Help File. Copyright © 1996 Sausage Software Pty Ltd Australia.
Citation: Egor V3.0 Help File. Copyright © 1996 Sausage Software Pty Ltd Australia. All Rights Reserved.


Add Animation Sequence button

Click on this button to add another complete animation to the list to be processed by Egor 3. This list is displayed in the Animation Sequence list.

Each animation may contain completely independent image sequences, sounds and dynamic parameters, but they will all share the same applet bounding box on your Web page.

Each animation becomes a separate 'sprite' capable of independent activity within the bounding box. Any sprite may also interact with any other (eg when they collide).


Add Frame: Add button

Transmit the files selected in the Egor 3 File Manager into the Frames tab picture list as the frames of an animation.

If this is the first time you have pressed the Add button, Egor will request that you save the current project so it can resolve future references. You should put your Egor project into the same directory as the rest of the HTML for your Web page.

You may select multiple files (using Shift-Click for contiguous lists, and Ctrl-Click for individual file selection) before you left click the Add button, and all of them will be loaded into the picture list in the order they appear in the File Manager Files list.


Add Frame: Close button

This button closes the Egor File Manager immediately, abandoning any selections you may have made in the Files list and returning to the Frames tab.


Add Frame: Directories list

Use this list to navigate to the directory where your image files are located.


Add Frame: Drive list

Use this list to navigate to the drive where your images files are located.


Add Frame: Files display

Use this list to select the actual files you propose to add to your Egor animation.

As you select a file, the Preview window displays it for you. When you are selecting multiple files, the Preview displays the last filename clicked.


Add Frame: Image File filespec

This field displays the last filename clicked. If you know which file you want, you may enter it directly into this field.

To save typing and transcription errors, however, we recommend that you use the Directory and Files lists to specify the file you want.


Add Frame: Help button

The Egor File Manager is a special dialogue which operates in a very similar way to a standard Windows file dialogue. It allows you to find and specify lists of bitmaps to add into an Egor animation sequence.

 Click here for access to the context sensitive help for the Egor File Manager.


Add Frame: Import GIF89a button

If you have an existing GIF89a animation sequence that you wish to incorporate into an Egor animation, left click this button. The GIF89a file will be imported frame by frame into the Picture list on the Egor Frames tab.

This button is provided only to provide some conceptual differentiation between single frame and multiple frame GIF89a import. If you simply click the Add button in the Egor File Manager and your target file happens to be a multi-frame GIF89a animation, it will operate the same way as if you clicked this button.

Likewise, if you use this button to import a GIF89a file which only contains a single frame, it won't complain but you'll only (obviously!) get one frame appearing in the Picture list display.


Add Frame: List Files Of list

This field allows you to specify the type of bitmap file you wish to be visible in the Egor File Manager.

The allowed defaults are GIF and JPEG files. If you want to import single bitmap files of other types, use the Convert Files on the Frames tab.

If you want to import a GIF89a sequence of images, use the Import GF89a button on the Egor File Manager dialogue.


Add Frame: Preview box

The Preview window displays a preview of the last GIF or JPEG file clicked on in the Egor File Manager Files list.

It will not attempt to display any other type of file that you select.


Add URL: Cancel button

Click here to cancel the process of assigning a URL to a sprite collision event.


Add URL: OK button

Click here to accept the URL you specified in the URL field above.


Add URL: URL field

Specify the URL to go to when any two sprites in the Egor 3 animation collide with each other. This dialogue box is invoked when you select Go To URL in the On Collision list on the Effects tab.

Note that the dialogue box will not be presented unless there is an animation in the Animation Sequence list.


Advanced tab: Animation Soundtrack filespec

Choose an .au format sound file and Egor will play it when the currently selected animation starts.

Each sprite in a multi-sprite Egor animation may have its own sound track file independent of any other.


Advanced tab: Collision Sound filespec

Choose an .au format soundfile and Egor will play it when any two sprite collide during a multi-sprite animation sequence.

The collision sound is common for all sprites in a given Egor animation (hence the yellow key line on this control).


Advanced tab: Down button

Move the animation currently selected in the Screen Priority list  one position down the list


Advanced tab: End Image filespec

Specify the filename of an image that will be displayed when the entire animation is finished. This is a property of the project as a whole.


Advanced tab: End URL list

This allows you to specify a URL hypertext jump that will be taken when the entire animation has finished. It is thus a property of the project as a whole, not of any individual sprite.

If you wish to associate a URL with any frame of an individual animation, use the URL tab.


Advanced tab: Fade Delay ms

Specify the time it takes for the selected Transition Effect if any to execute.

(A millisecond is one thousandth of a second)


Advanced tab: Rollover Animation list

Rollover animation means that your Egor sprites will remain quiescent until someone points at them ('rolls over them') with the mouse. The animation which has been rolled over will then start with all the parameters assigned to it inside Egor 3.

Choose TRUE or FALSE from the dropdown list. If you choose FALSE, rollover will not be enabled. This parameter applies to all the sprites in an Egor 3 animation (it has a yellow keyline so you can remember this).


Advanced tab: Screen Priority list

This list controls which sprite is closer to the 'front' of the screen during animations. Those animation sequences ('sprites') higher up the list are closer to the front, and will pass in front of those lower down the list if collision bounce is not turned on in the On Collision list on the Egor Effects tab.

Controls are provided to move an animation up  and down the priority list.


Advanced tab: Transitions list

Available transitions are Left, Right, Up, Down and Fade. This specifies a frame to frame transition for the whole animation. Each sprite in the animation will have the transition effect applied to it in every frame.

You can specify a fade rate to control how long the selected effect will take to execute.


Advanced tab: Up button

Move the animation currently selected in the Screen Priority list  one position up the list


Upload Files

Click this button when you are ready to upload your Web page (including your Egor 3 project) to your Web server. The Upload Files dialogue will open to assist you with the process.

Don't forget to ensure that all the .class files relating to your project are in the same directory as your HTML files before you do this upload.


Animation Sequence list

This small window lists and selects all currently defined Egor Animation Sequences.

You can scroll up and down the list and select any animation in the list. This animation then becomes the one to which all the animation specific tab controls will refer.

For example, if you select 'Animation 2' from the Sequence list then use the Frames tab to add bitmaps to the sequence, you will be displaying and updating whatever is in 'Animation 2'. Selecting another from the list will mean that you will then be operating on the selected one in preference to any other in the list.


Auto Upload: Add Files button

This button allows you to add files to the File List to be uploaded with the rest of the files in the list.


Auto Upload: Add .html to Filenames checkbox

If you have not specified a .html extension on your HTML files, this option will add it for you before uploading them to the Web host.


Auto Upload: Check Files button

This executes the Egor 3 Check Files function on all HTML files in the File List.


Auto Upload: Close button

Left click here to close the Upload Files dialogue and abandon any ongoing attempt to upload.


Auto Upload: Directory field

If the destination of your HTML files on the Host is other than your normal user directory, specify the target directory here.


Auto Upload: File display

This is the list of files that will be uploaded to your specified Web host when you click the Send Files button.


Auto Upload: Host list

Enter the URL of your Web host here.


Auto Upload: Login As field

Specify your login name for the Web host.


Auto Upload: Lower Case radio button

Turn this button on if you want all filenames converted to lower case (often required by unix based Web hosts).


Auto Upload: Password field

Enter your Web host password here.


Auto Upload: Preserve Case radio button

Turn on this button if you wish to preserve the case of your filenames (eg for a Windows NT Web server)


Auto Upload: Remove Files button

Select files in the file list, then use this button to remove them from the list.


Auto Upload: Send Files button

Everything ready and A-OK? Click here to initiate the ftp transfer of your HTML and class files to your Web host!


Auto Upload: Upper Case radio button

Turn this button on to have Egor 3 convert all your filenames to upper case (eg for MS DOS or Joliet file naming conventions, usually associated with MS DOS and / or Windows Web hosts).


Auto Upload: Win or unix Path Spec checkbox

The unix operating system uses forward slashes '/' as the path separator character, while Microsoft based operating systems use the backslash '\' character.

This option will convert pathnames from Windows to unix conventions for you.


Check Project: Frames per Second list

(New topic text goes here.)


Check Project: Frame Image File filespec

(New topic text goes here.)


Check Project: Fourth button

(New topic text goes here.)


Check Project: Create AVI button

(New topic text goes here.)


Check Project: Frame Preview window

(New topic text goes here.)


Control tab: Delay Between Frames

Enter a value in milliseconds into this field to set the maximum delay allowable between displayed frames under the influence of the Control Panel controls.


Control tab: Provide Behaviour at Edge Control

Check this box to allow the viewer of your Web page to control the behaviour of sprites when they reach the edge of the applet bounding box - using the Egor Control Panel.

They can choose between Bounce Off Edge and Disappear At Edge. This gives visitors to your Web page the same options as you had on the Effects tab using the Behaviour at Edge list.


Control tab: Provide Direction Control

 Click this Egor Control Panel option to allow viewers of your Web page to control the direction of movement of all sprites inside the applet bounding box.


Control tab: Provide Pause Control

Click here to allow viewers of your Web page to pause the animation using the Egor Control Panel.


Control tab: Provide Sound Control

Click this checkbox to provide sound controls on the Egor Control Panel displayed to viewers of your Web page.


Control tab: Provide Speed Control

Click this checkbox to provide speed controls on the Egor Control Panel displayed to viewers of your Web page. This will allow them to control the overall speed of the displayed animation.


Control tab: Speed Increment

Enter a value in milliseconds here to control the sensitivity of the Speed control in the Egor Control Panel. A large value here will increase the speed of the animation for each change in the Speed control proportionally faster than a small value.


Effects tab: Behaviour at Edge list

You may select one of two edge behaviours for any sprite in the Egor 3 animation: Bounce Off Edge, and Disappear Off Edge.

Bounce Off Edge

The sprite will approach the edge at an arbitrary angle, and will bounce off such that the angle of reflection is equal to the angle of incidence - ie just like a bouncing ball.

Disappear Off Edge

The sprite will cross the edge and disappear from view, but will 'warp' to the other side of the applet bounding box and re-appear after a delay controlled by the Delay Before Restarting field.


Effects tab: Delay Before Restarting field

If the Disappear Off Edge option is selected in the Behaviour At Edge list, then this field controls how long the sprite will take to reappear after disappearing off the edge of the applet bounding box.


Effects tab: Horizontal Direction list

This list controls the initial horizontal direction of any movement of the affected sprite inside the applet bounding box. Options are:

Don't Move Sideways

No horizontal movement at all.

Left to Right

Move from left boundary (or the position set by the Start Position Left field on the Properties tab) to the right, initially. If the Behaviour At Edge property is set to Disappear At Edge, the sprite's horizontal motion will always be left to right. For a sprite whose Behaviour At Edge is set to Bounce Off Edge, the concept of 'left to right' makes no difference after the first bounce has taken place.

Right to Left

Move from left boundary (or the position set by the Start Position Left field on the Properties tab) to the left, initially. If the Behaviour At Edge property is set to Disappear At Edge, the sprite will immediately disappear off the left edge, re-appear on the right, and subsequent horizontal motion will always be right to left. For a sprite whose Behaviour At Edge is set to Bounce Off Edge, the concept of 'right to left' makes no difference after the first bounce has taken place.


Effects tab: Horizontal Speed field

If horizontal motion is enabled (see the Horizontal Direction list), this field controls the speed at which the sprite moves horizontally.


Effects tab: On Collision list

This list specifies the following behaviors relating to a collision between any two sprites in your Egor 3 animation:

Overlap

The colliding sprites will simply overlap. There will be no visible interaction between them.

Bounce

When any two sprites in the animation collide, they will bounce off each other. Their existing trajectories will be altered by the collision event. You may associate a sound file with the this event.

Go To URL

When any two sprites in the animation collide, a HTML jump to the specified URL will take place. When you select this option (and there is at least one animation in the Egor list), the Add URL dialogue will open so you may specify the URL to jump to on collision.


Effects tab: Repeat Animation N Times field

This field controls only the animation selected in the Animation Sequence list, and allows you to control how many times its individual sprite will run in the final Egor 3 project independently of any other sprites. Enter a number of repeats.


Effects tab: Stop Animation after x seconds

This field controls only the animation selected in the Animation Sequence list, and allows you to control how long its individual sprite will run in the final Egor 3 project independently of any other sprites. Enter a number of seconds.


Effects tab: Stop Sound after x ms field

This field controls the sound for the whole animation. Enter a number of milliseconds for the total duration of the sound.


Effects tab: Time Between Frames ms field

This controls the time in milliseconds between the display of individual frames in the overall animation. This means it effectively controls the speed of display of the whole animation.


Effects tab: Vertical Speed field

If vertical motion is enabled (see the Vertical Direction list), this field controls the speed at which the sprite moves vertically.


Effects tab: Vertical Direction list

This list controls the initial vertical direction of any movement of the affected sprite inside the applet bounding box. Options are:

Don't Move Up and Down

No vertical movement at all.

Top to Bottom

Move from top boundary (or the position set by the Start Position Top field on the Properties tab) to the bottom, initially. If the Behaviour At Edge property is set to Disappear At Edge, the sprite's vertical motion will always be top to bottom. For a sprite whose Behaviour At Edge is set to Bounce Off Edge, the concept of 'top to bottom' makes no difference after the first vertical bounce has taken place.

Bottom to Top

Move from top boundary (or the position set by the Start Position Top field on the Properties tab) upwards, initially. If the Behaviour At Edge property is set to Disappear At Edge, the sprite will immediately disappear off the top edge, re-appear on the bottom, and subsequent vertical motion will always be bottom to top. For a sprite whose Behaviour At Edge is set to Bounce Off Edge, the concept of 'bottom to top' makes no difference after the first vertical bounce has taken place.


Frames tab: Animation Preview window

This window displays the currently selected animation sequence in frame order.

It has simple video-style controls. Click on the Single Arrow (START) button to start the preview, and click on the double vertical bars (STOP) to stop it. The one in the middle with the arrow and the single vertical bar advances the animation by one frame.

This preview window does not of course preview any of the Egor dynamics. It is limited to the displayed size, and it displays successive frames at the same size. It does, however, allow you to work with your frame order for any selected animation.


Frames tab: Convert Image button

If you have TIF, BMP or almost any other image file format that you would like to import to make an Egor 3 animation, this button will open the Image Conversion dialogue.

This will allow you to convert from virtually any 'foreign' bitmap format into Egor's native GIF or JPEG formats.


Output button: Export to HTML button

Clicking here tells Egor 3 to compile your project to HTML and place it on the Windows 95 clipboard.

You may then switch to your HTML or text editor and paste the output into a new or existing HTML document.


Output button: Export to GIF89a button

Left click this button if you wish to create a GIF89a animation instead of exporting your project in HTML form.

A dialogue will open which assists you in setting up your GIF89a animation.


Frames tab: Frame Loading Order checkbox

Tick this checkbox to alert Egor 3 that you want to load the frames of a given animation in a particular order.

The order is specified by the numbers just below the individual frame previews in the Picture List window. If you experiment a little, you will find that you can drag the 'frame numbers' anywhere along the length of the animation sequence.

Setting them to the order in which you want the frames of animation loaded at the Browser allows you to establish a vestigial form of your animation which will start quickly using a small number of frames, and which is then able to accept new frames in the order you have specified and incorporate them into the displayed animation.

Thus, the apparent performance of your Egor 3 animation is improved by loading down a 'simplified' animation list, getting it going quickly, then adding frames to the running animation until it is completely loaded.

If the Frame Loading Order checkbox is not checked, the animation will be downloaded in consecutive frames as displayed in the Picture List window, starting with frame 1.


Frames tab: Picture List window

This is your main visual reference during assembly and tuning of an Egor 3 animation. This window holds all the frames of the animation (aka 'sprite') currently selected in the Animation Sequences window.

Use the Add button on the Toolbar to add frames to your animation. This will allow you to load JPEG and GIF bitmaps and GIF89a bitmaps and image sequences into your animation.

If you have images in other bitmap formats, Egor 3 will probably be able to import them using the Image Conversion button on this tab. Select your target bitmap, and the image conversion routines will convert it (if they can) into either a GIF or JPEG image. You may then proceed as would be normal for GIF or JPEG images.

The Picture List has a scroll bar to be used when an animation's picture list gets bigger than seven frames. Immediately below the scroll bar is the frame numbering list. This is initialized to a linear list from frame 1 to however many you have in this animation. The order of the numbers may change, however, depending on whether you elect to use the Frame Loading Order option.

You may move entries in the list simply by dragging them from their current location in the list to their new one. A scrolling region off each end of the Picture List window allows you to quickly navigate to any other position in even a very long list. The list will scroll in the selected direction for as long as the mouse cursor is over this region at each end of the Picture List window.

To delete entries from the list, simply drag them to Egor's guillotine, and drop them there. They will be removed from the current animation.

Finally, as a simple preview of image order, use the Animation Preview window located below the Picture List window.


Image Processing: Close button

Finished with image conversion? Click here to return to the Frames tab.


Image Processing: GIF Image Preview window

**** PROBABLY NOT ACCESSED????


Image Processing: JPEG Compressed Image Preview window

**** PROBABLY NOT ACCESSED????


Image Processing: JPEG Compression Factor 100% radio button

The JPEG compression factors control how much compression is applied to the original image when you create a JPEG image. In general, the greater the compression, the more 'lossy' the compression process will be. This means that the compressed image will contain less and less of the original image as the compression increases, and the uncompressed picture quality will suffer progressively.

In general, you should choose a low compression for images whose quality you wish to protect, and a high one for those that don't matter so much. The preview display on this dialogue demonstrates the image quality loss as you increase the JPEG compression.

100% is the lowest JPEG compression factor. It will hardly alter your image quality. Use it when you want the best quality of reproduction.


Image Processing: JPEG Compression Factor 80% radio button

The JPEG compression factors control how much compression is applied to the original image when you create a JPEG image. In general, the greater the compression, the more 'lossy' the compression process will be. This means that the compressed image will contain less and less of the original image as the compression increases, and the uncompressed picture quality will suffer progressively.

In general, you should choose a low compression for images whose quality you wish to protect, and a high one for those that don't matter so much. The preview display on this dialogue demonstrates the image quality loss as you increase the JPEG compression.

80% represents a fairly low JPEG compression. It will hardly alter your image quality. It is probably the best compromise available between image quality and file size. Preview your actual image at higher compressions to see whether the quality holds up.


Image Processing: JPEG Compression Factor 70% radio button

The JPEG compression factors control how much compression is applied to the original image when you create a JPEG image. In general, the greater the compression, the more 'lossy' the compression process will be. This means that the compressed image will contain less and less of the original image as the compression increases, and the uncompressed picture quality will suffer progressively.

In general, you should choose a low compression for images whose quality you wish to protect, and a high one for those that don't matter so much. The preview display on this dialogue demonstrates the image quality loss as you increase the JPEG compression.

70% is an intermediate level of JPEG compression. It will alter your image quality a bit.


Image Processing: JPEG Compression Factor 60% radio button

The JPEG compression factors control how much compression is applied to the original image when you create a JPEG image. In general, the greater the compression, the more 'lossy' the compression process will be. This means that the compressed image will contain less and less of the original image as the compression increases, and the uncompressed picture quality will suffer progressively.

In general, you should choose a low compression for images whose quality you wish to protect, and a high one for those that don't matter so much. The preview display on this dialogue demonstrates the image quality loss as you increase the JPEG compression.

60% is an intermaediate but heavy level of JPEG compression. It will alter your image quality somewhat.


Image Processing: JPEG Compression Factor 50% radio button

The JPEG compression factors control how much compression is applied to the original image when you create a JPEG image. In general, the greater the compression, the more 'lossy' the compression process will be. This means that the compressed image will contain less and less of the original image as the compression increases, and the uncompressed picture quality will suffer progressively.

In general, you should choose a low compression for images whose quality you wish to protect, and a high one for those that don't matter so much. The preview display on this dialogue demonstrates the image quality loss as you increase the JPEG compression.

50% is the highest JPEG compression. It will significantly alter your image quality. Use it only when you can afford the loss in quality of reproduction.


Image Processing: Open File button

Click here to select a 'foreign' image file for conversion to GIF or JPEG format. You will note that the resulting file selector dialogue box allows a very wide range of file types.

In general, you should probably leave the Files of Type entry on ALL FILES *.* and try selecting your target file for conversion. If Egor doesn't recognize it, you will be informed!!

To see a list of those file formats definitely supported, click on the Files of Type list.

Once the file opening process is complete, you will see three images displayed in the Image Conversion dialogue: the Original on the left, the GIF version in the middle, and the JPEG version (at whatever compression level is in force) on the right.


Image Processing: Original Image Preview window

**** PROBABLY NOT ACCESSED????


Image Processing: Save GIF button

Click here to save the GIF version of the file you have just converted and viewed in the Image Conversion dialogue.

A file dialogue will open which invites you to choose a suitable location and filename for the new GIF file. May we suggest that you place it in your HTML default directory immediately?


Image Processing: Save JPEG button

Click here to save the JPEG version of the file you have just converted and viewed in the Image Conversion dialogue. The version that will be saved is the one displayed, which includes any compression factor you may have selected with the checkboxes.

A file dialogue will open which invites you to choose a suitable location and filename for the new JPEG file. May we suggest that you place it in your HTML default directory immediately?


Export GIF89a Animation: Close button

Click here when you have finished working with GIF89a animations, and you will be returned to the Frames tab. Any unsaved conversions will be abandoned.


Export GIF89a Animation: Disposal list

This option controls whether each frame remains on screen until the next is loaded, or whether each frame is systematically replaced with the current background color before the next is loaded.

This may be important if you are creating an Egor 3 animation where the palettes in each frame are not previously matched to a single common palette (see Use Common Palette).


Export GIF89a Animation: Frame Delay field

Enter a value in milliseconds for the delay between successive frames of the new GIF89a animation.

You may specify the delay for the first frame only and leave this field blank for subsequent frames. Egor will then take it as the default for all subsequent frames. Or you may enter an explicit delay parameter for any frame or range of frames.


Export GIF89a Animation: Create GIF89a

Click here to create the GIF89a file from your currently selected Egor animation.

You will be prompted for a directory and filename. If you intend to use this GIF89a on your Web page, why not put it into your default HTML directory?


Export GIF89a Animation: Use Local Palette?

The GIF89a standard allows for an individual palette per frame, and for a default global palette which is used for all frames.

If this option is turned Off, the global palette is used. If it is On, a new palette is used for each frame derived from the GIF89a palette in each individual frame.

If you have not matched the palettes for every frame in your Egor 3 animation, you will get bizarre palette shifts between frames with this option turned Off. If you then turn this option On, this problem will be fixed. So in general, you will need to turn this option On for successful rendering of material which has not been palette matched.


Export GIF89a Animation: Preview button

Click this button to start your browser and specify ANY GIF89a file to be passed to it for previewing.

You can use this to check the GIF89a you have just created, or to simply view any GIF89a file. It operates just like the Preview button on the Egor 3 toolbar.


Import GIF89a Animation: Preview window

This window provides an individual frame preview for each frame in the animation being used to create a GIF89a animation.

Use the arrow buttons to navigate up and down the animation sequence one frame at a time.


Export GIF89a Animation: Repeat field

Specify here the number of times you want the GIF89a animation to repeat. Enter 1 if you only want it to play once. If you don't enter a repeat count, Egor will refuse to continue until you do.


Export GIF89a Animation: Frame Filename

At the left of the GIF89a dialogue, you will see a small preview window which allows you to preview the frames in the currently defined animation before making them into a GIF89a.

The preview window has a left and a right arrow, which lead to the previous and next elements in the current animation.

As each frame in the animation is displayed using the arrow buttons, this field also displays its filename


Licence Form: Cancel button

Abandon any interaction with the Licensing screen (and by implication, with Egor 3). You normally click this button when you disagree with the provisions of the Licensing Agreement displayed for your perusal near the beginning of Egor 3.


Licence Form: OK button

Clicking here says you accept the terms of the Sausage Software licence over Egor 3. Only appears on unlicensed copies. The whole Licence Form dialogue disappears after you register Egor 3.


Check Project button

This Egor Toolbar button runs a program which resolves all text, bitmap and class file references in a HTML file (especially the Web [page you are about to upload to your server).

It requires them to be in the same directory as the Web page file you are dealing with. Clicking the button opens a file dialogue which asks where your HTML page(s) containing your Egor 3 project and other Web stuff are located. You nominate the HTML file, and Egor performs the checking function. It will produce informative error messages telling you which file is missing, and asking what you want done about it.

After Check Project has run with no errors, your Web page(s) are ready for upload to your Service Provider.


Options tab: Choose Browser before Preview checkbox

When this option is checked, Egor will ask you to identify the executable of the browser you want to use for the next Preview of your work.

This is useful when you wish to ensure that your project is compatible with more than one browser. If you have Netscape and Explorer installed, you can easily preview your project in each browser.


Options tab: Class Files Directory filespec

This option sets the 'code base' for your Egor 3 applets. You can use it to specify a directory (eg C:\applets) which contains all your Egor 3 class files.

You must still ensure that the appropriate class files are in your HTML directory before you upload your Web page to the server, so this option is more about developing Web pages using Egor effects than actually implementing them.

The rule we keep hammering remains true: your Java class files MUST be in your HTML directory before you upload to the server.


Options tab: Default Browser filespec

Specify the path and executable filename of your favourite browser here. Egor will use it for previews by default unless the Choose Browser option is checked.


Options tab: Default Directory filespec

Specify the path and directory name for your HTML working directory. Then Egor will open and save projects defaulting to this directory, and will make all path references to other assets (eg bitmaps) relative to this directory.


Preview tab: OLE Preview window

Your Egor 3 animation will be previewed in this window.


Preview tab: Preview button

Invoke Egor's preview technology for a duplicate of what will happen when someone accesses your Egor animation with their Web browser.


Preview tab: Stop button

Stop the preview following display of the next frame.


Properties tab: Background Colour selector

This colour chip allows selection of a background colour for the whole applet bounding box.

If you select a Background Image that is of similar dimensions to the applet bounding box, the background image will override any background colour selection.


Properties tab: Background Image filespec

You can specify a background image for your whole animation.

If the applet bounding box is smaller than your nominated background image, the image will simply be cropped. If it is larger, the image will appear with blank space (usually in the background colour) around it.


Properties tab: Height field

Specify the height (in pixels) of the proposed applet bounding box. This will be the height in pixels of the final Egor 3 animation on your Web page.


Properties tab: Soundtrack filespec

This entry specifies an overall sound file to be the soundtrack for the animation as a whole. It should be a .au format sound file.


Properties tab: Start Position Left field

Specify the offset from the left boundary of the applet bounding box, in pixels.

The animation will start with the nominated sprite originating this distance from the left hand side of the bounding box.


Properties tab: Start Position Top field

Specify the offset from the top boundary of the applet bounding box, in pixels.

The animation will start with the nominated sprite originating this distance from the top side of the bounding box.


Properties tab: Startup Image filespec

Specify a startup image for the whole animation. It should be a GIF or a JPEG, and similar consideration should be given to its size as for the background image.


Properties tab: URL list

Specify the URL that will the target of a hyperlink jump that will happen when the user clicks on the Java applet on your Web page. This field remembers previous entries so can eventually select from a list for easy maintenance of your Web site.


Properties tab: Width field

Specify the width (in pixels) of the proposed applet bounding box. This will be the width in pixels of the final Egor 3 animation on your Web page.


Registration Form: OK button

The OK button basically says you aren't ready to register Egor 3 yet, but that you will be in the future. For the moment, you just wish to run Egor 3 from the working demonstration version.


Registration Form: Cancel button

Cancel both the attempt at registration and any use of Egor 3 for this session.


Registration Form: Help button

This button will display the full registration instructions, and will contain an Egor 3 order form. **** CHECK


Remove Animation Sequence button

Click on this button to remove a complete animation from the Animation Sequence list.

You may remove any numbered animation independently from the list, but you cannot remove all the animations from the list (one must always be left). As you remove animations from the list, the list elements automatically re-number so as to be contiguous starting from animation 1.


The Egor Tabs

Nearly all the operations you perform to create and package an Egor animation take place in the eight tabs in the Egor sub screen. Choose one to view all the context sensitive help entries for the tab. (You can also see these entries by pressing F1 while you are in any particular field).


Toolbar: Add button

Left click this button to add images to the selected Egor 3 animation. The Egor File Manager dialogue will open to help you identify and load images.


Toolbar: Output button

Left click here when your project is just about ready to 'ship' to your Web server.

A dialogue is presented with two options:

Compile to HTML Text

Egor 3 will compile the project and place the resulting HTML code on the Windows clipboard. From here, you may paste into any text or HTML editor (we recommend Hot Dog, of course!!) to construct your Web page.

Export to GIF89a

Egor 3 can prepare an animation in this popular Web format. Note however that it is only the selected sprite (ie one animation out of a possible multiple sprite animation) that gets exported to the GIF89a file. The only way to see your Egor 3 project in all its splendor is as a Java animation via your browser.


Toolbar: Help button

There is extensive context sensitive help throughout Egor 3, and there is also a tutorial help file. This panel gives access to the tutorial, and to the context sensitive entries independent of the on screen controls and fields they support.

 Click here to access the tutorial.

 Click here to access the context sensitive help.


Toolbar: New button

Clear all current Egor 3 assignments, and commence a new, clean project in the Egor 3 workspace. You will still have to save this new project before you can add images and perform other Egor 3 tasks.


Toolbar: Open button

Open a previously saved Egor project and load it into the Egor 3 workspace. The file may be an Egor 3 (.eg3) file, or an Egor 2 (.egr) file.

Note that, since there is no 'save as Egor 2' option, this means that opening an Egor 2 project in Egor 3 means you are effectively moving that project irretrievably into Egor 3.


Toolbar: Preview button

Selection of this option initiates your preferred browser and loads the Egor 3 applet and animation project into it for preview purposes. You specify the default browser in the Options tab.


Toolbar: Quit button

Left click here to leave Egor 3.


Toolbar: Save button

Save your current project as an Egor 3 animation project (filename *.eg3) on the nominated drive. The project may later be recalled using the Open button.


Unregistered Form: OK button

Click here if you do not want to register Egor 3 yet, but you do want to use it.

Egor 3 is fully functional up until the expiry date of the downloaded copy, and you may register it at any time after you download it and start using it.

Send your payment to Sausage Software, and we will send you a PGP Key allowing you to convert your temporary download version into a fully registered software package belonging to YOU.


Unregistered Form: Help button

Click on this button to see the Egor 3 Order Form!


Unregistered Form: Quit button

Click here if you wish to quit Egor entirely without using it.


Unregistered Form: Register Egor button

Use this button to register Egor once you have sent off your registration payment and received your PGP Key back from Sausage Software. Just cut the PGP Key from the email you received from Sausage using (Ctrl C), then click this button and use (Ctrl V) to paste it into the Egor 3 registration window.


URL tab: Frame URL list

Either enter a new URL for the selected frame, or choose one from the list of those already assigned to other frames.


URL tab: Frame filespec

This field displays the filename of the currently selected frame. You may not update it directly.

To choose a frame to which you will assign a URL, use the Picture list window on the Frames tab to select one image, then select the URL tab to enter the relevant URL.


The Frames tab

This tab is where you set up animations, choosing images and their sequence, and editing the sequence. It contains the access to all the image conversion functions, and special functions like the Frame Order feature.

Controls affecting all Animation Sequences in common have yellow underlines on the screen. Their Help links below have a yellow button [image]. Those specific to the animation selected in the Animation Sequence list have a green button

Frame Sequence display	Image Conversion
Frame Loading Order	Animation Preview window and controls


The URL tab

This tab enables the assignment of a Web URL to any individual frame of any Egor animation Sequence. Select the frame in the Frames tab, then select this (the URL) tab and either enter a URL or select it from the previously assigned ones in the drop down list.

Controls affecting all Animation Sequences in common have yellow underlines on the screen. Their Help links below have a yellow button [image]. Those specific to the animation selected in the Animation Sequence list have a green button

Frame Filename	Frame URL


The Options tab

This tab controls Egor defaults such as directories and Web browsers. You should set up these options early in your relationship with Egor 3!!

Controls affecting all Animation Sequences in common have yellow underlines on the screen. Their Help links below have a yellow button [image].

Choose Browser before each Preview	Default Directory
Don't Show Tutorial at Startup	Default Browser
.class Files Directory


The Preview tab

This tab provides a preview of the entire Egor 3 project (but without any of the HTML code surrounding it on your Web page). You must have the Java Development Kit installed before this function will work. The context sensitive help for the controls is listed under the buttons below.

Controls affecting all Animation Sequences in common have yellow underlines on the screen. Their Help links below have a yellow button [image].

OLE Preview window	Stop button
Preview button


The Effects tab

This tab controls most of the dynamics of an Egor animation, such as speed, various interaction behaviours, and overall duration.

Controls affecting all Animation Sequences in common have yellow underlines on the screen. Their Help links below have a yellow button [image]. Those specific to the animation selected in the Animation Sequence list have a green button

Time Between Frames	Stop Animation After
Delay Before restarting	Behaviour At Edge
Stop Sound After	Horizontal  Direction and [image] Speed
On Collision	Vertical  Direction and [image] Speed
Repeat Animation


The Properties tab

This tab controls most of the presentation properties, or how the overall animation will look on the Web page. It includes parameters for overall size and common properties such as background and startup images, background colour and sound.

Controls affecting all Animation Sequences in common have yellow underlines on the screen. Their Help links below have a yellow button [image]. Those specific to the animation selected in the Animation Sequence list have a green button

Start Position Left	URL
Start Position Top	Background Image
Width	Soundtrack
Height	Startup Image
Background Colour


The Control tab

This tab provides all the support required for the Egor Control Panel. Viewers of your Web page may use it to control some of the dynamics of your Egor animation independently of any assignments you may have made. Siwtch the various controls on with the appropriate checkbox, and Egor will construct the corresponding Control Panel.

Controls affecting all Animation Sequences in common have yellow underlines on the screen. Their Help links below have a yellow button [image].

Provide Speed Control	Provide Pause Control
Provide Direction Control	Max. Delay Between Frames
Provide Behaviour At Edge Control	Speed Increment
Provide Sound Control


The Advanced tab

This tab controls the (mostly global) behaviours of the Egor animation, including screen priority, transitions, interaction between sprites and end conditions. It also has the Upload button which helps you transfer your HTML pages (complete with Egor effects!) up to your Web server.

Controls affecting all Animation Sequences in common have yellow underlines on the screen. Their Help links below have a yellow button [image]. Those specific to the animation selected in the Animation Sequence list have a green button

Screen Priority	Animation Soundtrack
Up and [image] Down buttons	Collision Sound
Rollover Animation	End Image
Transitions	End URL
Fade Delay	Upload Files button


View this Help

Provides access to all the context sensitive help entries for the Egor File Manager.


The Egor File Manager

In the access panel below, controls and fields specific to the animation selected in the Animation Sequence list have a green button [image]. All the elements of the Egor File manager are specific to a particular animation, as it is the primary method by which the image sequence is specified.

Filename display	List Files Of field
Directories list	Add button
Files list	Import GIF89a button
Preview window	Close button
Drives list	Help button


The Add URL dialogue

This dialogue allows you to specify a URL hypertext jump to be taken in the event of a collision between any two sprites in your Egor 3 animation.

Controls affecting all Animation Sequences in common (which these are) have yellow underlines on the screen. Their Help links below have a yellow button [image].

URL field	Cancel button
OK button


The Upload Files dialogue

This dialogue is designed to help you upload your completed Web page (including your Egor 3 project) to your Web server. You need to specify various communications parameters, and which files you wish to upload. The buttons below access the individual context sensitive help items for all the elements of this dialogue.

Host	Preserve Case
Directory	Upper Case
Login As	Lower Case
Password	Change \ To / In Paths
File list	Add .HTML Extension to Files
Add File	Check Files
Remove File	Send Files button
	Close button


The Image Conversion dialogue

This dialogue is designed to help you convert 'foreign' bitmap files into GIF or JPEG format for use in Egor 3 animations.

The buttons below access the individual context sensitive help items for all the elements of this dialogue.

JPEG Compression Factors:   100%	Open File
80%	Save GIF
70%	Save JPEG
60%	Close
50%	Make Transparent


Make Transparent checkbox

Any transparent GIF file that you load will display its transparency color in the color chip at the bottom of the screen.

If you want to make another color the transparency color, click the Make Transparent checkbox and then the eyedropper icon. The cursor will change to an eyedropper that you may use to select another color.

Point to the desired color in the compressed GIF image preview with the eyedropper and left click the mouse. You have selected a new transparency color for the GIF file.


The GIF89a Export dialogue

Clicking the Export to GIF89a button in the Toolbar Output button dialogue brings up the GIF89a Export dialogue, which helps you configure various aspects of the GIF89a animation file you are going to create.

In the access panel below, controls and fields specific to the animation selected in the Animation Sequence list have a green button [image]. All the elements of GIF89a export are specific to a particular animation, as a GIF89a export from Egor 3 may only contain one of the sprites or animations in a project at a time.

Frame Filename	Create GIF89a
Disposal Method	View GIF89a
Delay Time (ms)	Frame Image Preview
Repeat Animation N Times	Close
Use Local Palette


Don't Show Tutorial at Start

Click this checkbox to stop Egor 3 displaying the tutorial option on the startup screen every time you start it up.