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Fun with Designs
Contents
Getting Started ........................... 1
Starting the Program....................... 1
Disk Drive Set Up ......................... 2
Entering the Help Screens ................. 3
First Design .............................. 4
Parent Tips ............................... 6
Operating Instructions .................... 7
Help Screen ............................... 7
Shape Selection ........................... 7
Changing the Size of Shapes ............... 8
Setting your own Levels ................... 8
Colors .................................... 9
For the CGA ............................ 9
For the EGA or MCGA ................... 10
Drawing .................................. 11
Backspace (Changing your mind) ........... 11
The Dot .................................. 11
About the Cursor ......................... 12
Moving the Cursor
Moving by Small Increments
Removing the Cursor
At the Edge of the Design Pad
Aligning the Cursor
A Finished Work of Art ................... 13
Printing ................................. 13
Saving a Design .......................... 14
Using Designs in
Fun with Letters and Words ............ 15
Retrieving a Design ...................... 16
Screen Selection ......................... 17
Exiting the Program
or Starting a New Design .............. 18
Automatic Saving
Summary of Key Usage ..................... 20 A User's Guide to
Fun with Designs
General Guidelines
Getting Started. Fun with Designs is executed by typing
FUNWD while in MS-DOS. You should make backup
copies of all necessary files...
FUNWD.EXE the Fun with Designs program.
ALL.FWD an option file to start with.
FUNWD.LVL the objects used with each level.
If there have been enhancements or changes to the
program or documentation subsequent to the printing of
this manual, we will include them in a file README.FWD
file. This file may or may not be included on your disk.
The program uses the *.FWD files to allow each child to
have his or her own options. When the program is
started, the program uses these file names to display the
names of all children using the program. If the program
is being used by more than one child, you should create
option files for each child. This is done by copying the
ALL.FWD file. For example, if your daughter's names are
Lisa and Amy, you would issue the following DOS
commands:
COPY ALL.FWD LISA.FWD
COPY ALL.FWD AMY.FWD
(It is not necessary to keep the ALL.FWD file after you
have done this.)
Starting the Program. The program is started by typing
FUNWD and pressing enter. If there is more than one
*.FWD file in the current directory, your child will be
presented with a list of all the names. She should press
the space bar until her name is highlighted, and then
press the 'Enter' key. If there is only one *.FWD file, this
step is skipped. In addition, by starting the program with
the name of your child, the name selection screen will be
skipped if there is a *.FWD file matching your child's
name. For example, FUNWD Amy will start the
program and skip the name selection screen.
Disk Drive Setup.
For simplicity, you will probably want to start with all files
on one diskette, or in one directory on a hard disk drive.
If several children are using the program, you may want
to set up separate directories for each child in order to
keep the designs separate. If you should decide to do
this, the important thing to remember is that the program
will save designs in the current directory and that the
FUNWD.LVL file and a Name.FWD file are required in the
current directory. The program does not have to be in
the current directory.
Below is an example of a possible set up for more than
one child. If you are unfamiliar with how to create such a
setup, please refer to your DOS manual and the use of
the CD, MD, COPY, and PATH commands.
In a program directory -
FUNWD.EXE
In each child's directory
FUNWD.LVL
*.P1? (These are designs, e.g. myhouse.p11)
AMY.FWD
Contents of BAT file - where a:\ is the program
directory, and a:\AMY is the child's directory.
PATH=A:\
CD A:\AMY
FUNWD
CD A:\
The Child's Menu. The Child's menu is reached by
pressing the ESC key. This brief menu will let your child
start a new design, continue with the current drawing,
save, retrieve or Quit.
Entering the Help Screen. There are two help screens,
both are informational only. Neither will cause you to
lose your design. But be forewarned: the screen does
clear when entering the parent's help screen. The design
is restored when you have finished with the help screen.
The Mini-help Screen - F1. The simpler of the two
help screens, the Mini-help Screen temporarily
replaces the shapes at the bottom of the screen with
brief informative explanations of keys and functions.
Once another key is pressed, this information will
disappear and the shapes will reappear.
The Parent's Help Screen. The Parent's Help Screen
can be accessed any time while drawing by pressing
the ALT and H keys simultaneously. (It cannot be
accessed during Save or Retrieve operations.) The
Parent's Help Screen attempts to give complete
explanations of most features. For additional
operating instructions, the second half of this Guide,
starting on page 7, is devoted to a more complete
description of the program, features, and options.
Both the help screen and operating instructions are
intended for your use rather than your child's.
First Design. Fun with Designs has been created so
that a four or even a three year-old can draw by herself.
However, some parental help is needed for the first
couple of designs. Please, take the time to explore the
features of the program before sitting down with your
child.
Pressing ALT H will bring you to a help screen... and our
key summary is on the last two pages of this Guide. We
also offer the following as a step-by-step guide to give
you a feeling for the program. Remember, some
features are left out of this introduction.
Less may be better. For a very young child, doing her
first design, the number of choices with respect to both
objects and colors may overwhelm her. We have set up
four levels which allow for a gradual increase of the
number of both of these variables. We suggest that you
start with the first level, and progress to higher levels
once she is comfortable with the basic workings of the
program. (See Setting Your Own Levels).
After selecting your child's name from the opening
screen, please do the following:
1. Press 'Enter'. Notice the pencil in the lower right
corner of the screen raise and lower with each press.
When the 'pencil' is lowered go to the next step.
2. Press the arrow keys. The first shape will be placed
on the design pad. Try the 'Home', 'Pg Up', 'End'
and 'Pg Dn' keys to draw diagonally.
3. Press 'Enter' in order to raise the 'pencil'.
4. Press the arrow keys and other directional keys,
noticing the movement of the cursor, without
changing the design.5.Change the shape. Press the space bar until the line
at the bottom is under a different shape. Now, press
'Enter' to place the new shape. Continue drawing by
pressing the arrow keys or the other directional keys.
6. Oops! Want to get rid of those last few shapes?
Press the backspace key several times. (This will
work for the last 20 figures.)
7. Now change the color. Press the 'INS' key. The
current shape appears for all the colors. The line at
the bottom is under the current color. Press the
space bar to change the color. Continue drawing by
pressing the arrow keys.
The letter keys on the bottom two rows of the
keyboard may also be used to aid in selecting
shapes or colors (see Shape Selection), stay with the
simplicity of the space bar for the first designs.
8. Press the 'INS' key again to have all the shapes
displayed again. Press the 'Enter' key until the
'pencil' is raised. Until now, all drawing and
movement has been based on the size of the object.
Press function key 'F10'. Now press the arrow keys.
Notice that the cursor now moves in much smaller
increments. Press function key 'F10' again to return
to normal movements.
9. For practice save the design. Press ESC and then
select SAVE from the Child's Menu. Follow the
prompts. The design will be saved with suffix of .P1?
where ? is '1', '3', '7', or '8' depending on the screen
being used.
10. After returning from the Save routine, Press ESC.
You may decide to continue with the design, start a
new design, or "Quit". Parent Tips
An activity to do together or alone. Fun with Designs
is an ideal parent-child activity. Because it is easy to use,
it is also a perfect activity for your child to do with an
older brother or sister, care giver, or grandparent. Once
your child is familiar with the features of the program, she
may enjoy spending five to ten minutes on her own to
create a masterpiece by herself...a completed work of art
to proudly show you when she has finished.
Build confidence in your child. Praise her often. This
is something we all probably know, but when creating or
reviewing art, we often have our own opinions as to what
is "good." Let your child know how much you appreciate
what she has created.
Encourage creativity. As a society, we seem to have
an overwhelming need to label everything. For the sake
of art, this is generally not helpful. Encourage your child
to draw for the fun of drawing rather than the task of
creating a particular object. When using designs in
conjunction with Fun with Letters and Words, you will
need to "label" your child's design. However, we suggest
labels like 'my design', 'picture', as well as more obvious
labels.
The artist is always right. When you draw with your
child, don't stifle creativity by suggesting colors and
shapes to use. When not in the middle of creating a
design, show her the possibilities by haphazardly playing
with different options. Operating Instructions
Help Screens
The Child's Menu is available by pressing the ESC key.
At any time when you are using Fun with Designs, you
can press the ALT and H keys to call up the Parent's
Help Screen. This screen has been designed to give you
an overview of all the features that Fun with Designs
offers. There is also a mini-help screen available by
pressing the function key 'F1'. This is designed to
identify frequently used keys. Neither will cause you to
lose your design, although the Parent's Help Screen will
clear the screen and restore it when finished. Here is a
more complete description of the program, levels, and
options.
From the Parent's Help Screen you may also press 'K' to
get a Summary of Key Usage. This summary is repeated
at the end of this manual.
Shape selection for drawing. The lower part of the
screen initially displays shapes which may be selected in
drawing on the upper part of the screen. The horizontal
line on the lower part indicates which shape is in use.
The shapes being used, and the order with which they
appear may be changed (See Setting Your Own Levels).
The current shape may be changed by either:
1. Pressing the space bar - the horizontal line on
the lower screen moves to the next shape, one
by one. At the end of a row, the first shape in
the other row becomes the current shape.
2. Pressing any letter key on the bottom two rows
of the keyboard. Each letter corresponds to a
shape. For example, by pressing the 'C' key
(third from the left, lower row), the horizontal line
moves to the shape third from the left on the
lower row.
The intention here is not that you or your child,
should memorize or even match the letters and
shapes. Rather than worry about the exact
key/shape match, we find it easiest to use the
letter keys to get an approximate position and
then use the space bar or another letter key to
get the exact shape desired.
Changing the size of shapes. The function key 'F2'
may be used to alternate between two sizes of shapes.
When you begin drawing, the large sizes are shown.
Setting Your Own Levels. The number, order, and
choice of objects may be modified by the parent or
teacher. There are four levels. The level which a child is
using is saved each time in her individual file
(Name.FWD). The level definition applies to all children
and is kept in the file FUNWD.LVL.
To select a level, select 'L' from the parent's Help
Screen.
If you want to define your own levels, press 5. This will
give you a screen giving instructions on how to define
and set levels.
A level is defined by placing the sequence number (1 -
19) next to each object which is to be included in that
level. This sequence number corresponds to the position
desired for that object on the lower part of the screen.
The number of colors to make available should also be
entered.
Although you can not select more than 19 shapes for any
one level, changing levels and their definitions while
drawing is permissible. Therefore, it is possible to
include shapes in a design that were not available when
beginning the design.
Colors. The function keys 'F3' and 'F4' are used to
change colors in various ways, depending on the screen
options. When selecting colors only the shapes on the
bottom of the screen change. When a shape is placed
on the design, it is represented in the color shown at the
bottom of the screen.
CGA Colors (Colored Graphics Adaptor) - Screen 1
Palette selection. The CGA board accommodates
three colors for drawing at a time. There are two
sets, or palettes, with three colors each. One set is
green, red, and yellow; the other, cyan, magenta,
and white.
You may alternate between the two palettes by
pressing 'F4'. This will change all colors in your
design pad to the new palette. If you find you prefer
the palette you had, press 'F4' again and the colors
will change back to what they were originally. If you
eventually save the design, palette information is
saved as well.
Background selection. By pressing 'F3', you can
change the background color. There are 10
possibilities per palette.
For each palette, there are six colors which are either
one of the drawing colors or a light version of one of
them. If you change the palette, and one of these is
the background color, the background color will
automatically change.
When you save a design, the background color is
saved.
Drawing Color. By pressing the INS key, all available
colors, including the tile colors, are displayed for the
current object. As with selecting shapes, press the
space bar to move to the desired color.
Color 0 (CGA) - The last color displayed is the
background color and may be used for drawing.
This creates the effect of 'erasing' so that the
background shows through for subsequent shapes
selected. The shapes on the lower part of the screen
will be a white or yellow outline with the background
color in the middle. When actually using this color
on the design pad, the outline does not appear.
Selecting Colors with an EGA or MCGA Board.
Screens 7, 8, or 13.
Background Color. The background is always black.
Drawing Color. By pressing the INS key, all available
colors are displayed for the current object. As with
selecting shapes, press the space bar to move to the
desired color.
Extra Colors - By pressing 'F4', 16 additional pattern
colors, or tiles, are available to you. Pressing 'F4'
again will return the solid colors. Both sets of colors
can be used on the same design. ('Tile' colors are
colors composed of a mixture of the 16 'real' colors,
which can add variety to your child's designs.)
Color 0 - Works like Color 0 for the CGA (see
above).
Drawing. By pressing the 'Enter' key, the pencil in the
lower right of the screen is either raised or lowered.
When lowered the arrow keys will place the current
shape on the design pad. When raised the arrow keys
will cause the cursor to move. If not drawing, the 'Enter'
key will place the current shape on the design pad. (See
Shape Selection).
In addition to using the four arrow keys to draw, the
'Home', 'PG UP', 'PG DN' and 'End' keys may also be
used to move diagonally. If these keys are not
positioned appropriately around the arrow keys on your
keyboard, we suggest ignoring this feature.
Backspace - Changing your mind. The screen before
each of the last 20 placement of shapes is stored in
memory. By pressing the backspace, you can undo the
effect of drawing one by one.
Also keep in mind that the Color '0' can be used to blank
out a portion of the screen, and then that portion can be
redrawn. Color '0' however is generally inferior to the
backspace since it will eliminate all colors, not just the
last shape in a particular location.
The Dot. One of the shapes available is a dot which
allows for drawing. In general, we have found that, for
younger children, drawing with the dot is not as much
fun as drawing with the geometrical shapes.
After using the dot, it is highly likely that your child will
want to return the cursor to normal positioning. This may
be done by pressing the 'F5' key (see below). In
addition, if your child uses the dot, she will want to
become familiar with using the Function key 'F10' to
move the cursor keys by small increments.
About the Cursor. The cursor is the flashing rectangle
or dot on the upper part of the screen. The cursor is in
the form of the current shape and color, thereby,
showing exactly how the design will look when the shape
is placed. There is also a small dot in the upper left of
the cursor (for cases where the cursor might not be
detectable).
Moving the Cursor. The cursor is moved without
drawing, as with drawing, by pressing the arrow keys
(or other directional keys) when the 'pencil' in the
lower right hand corner is raised. The 'Enter' key
raises and lowers the 'pencil'.
Moving by small increments. Pressing function key
'F10', when not drawing, will cause the function key
to move by small increments. Otherwise, the cursor
always moves by the length of the currently selected
shape.
Removing the Cursor. The function key 'F9' will
eliminate the blinking cursor or make it return.
At times, your child may prefer drawing with no
cursor blinking. Also, after she has completed a
work of art, she will not want the cursor blinking on
and off.
At the edge of the Design Pad. As you move the
cursor, it will not move to a position where the
current shape will not fit. If you change shapes, the
cursor will not move. If you attempt to place a shape
in a position where it will not fit, a soft beep will
sound.
Aligning the Cursor on a Boundary. Lisa discovered,
when switching from large to smaller shapes, she
sometimes found herself out of alignment when she
wanted to resume with larger shapes. We have
added a special feature - the 'F5' key realigns the
cursor on the largest boundary. The largest
boundary is defined relative to the upper left hand
corner and is based on the size of the large shapes.
Of course, if your child starts with the dot, switches
to large objects, and then presses the 'F5' key, the
alignment may not be what she wants. However, in
general, we have found this very helpful, especially
after the Dot shape has been used.
A Finished Work of Art. As noted above, when the
design is completed you may turn the blinking cursor off
with the toggle cursor switch, function key 'F9'. You may
also temporarily erase all shapes from the bottom half of
the screen by pressing the Alt and 'C' keys
simultaneously. As soon as you press any other key, the
shapes will come back.
Printing a Design. By pressing the ALT and F9 key
simultaneously, the present design will be printed. The
print is not a true print in that it prints only where color
boundaries are found. Your printer must be set up to
receive codes supported by the IBM Graphics Printer.
This is a new feature, so please check the README.FWD
file for any later developments. Until you verify that this
print is successful on your printer, please save your
design before attempting a print.
Saving a Design. From either the Child's menu, or by
pressing pressing the Alt and the 'S' keys, you will enter
a series of steps which will let you save your design.
The SAVE selection from the Child's menu will not ask if
you want to save only part of the screen. During the
"saving" you may abort the process at several points, but
you may not exit the program (see section on Exiting the
Program). We recommend that a parent or older child
participate in this activity.
Your design pad is safe. When saving a design after
entering ALT and the 'S' key, you will have the option of
saving the entire design, or a rectangular portion of it by
using the arrow keys. If you have selected SAVE from
the Child's menu, then this step is skipped. If you decide
you want the entire screen, you will want to press 'F2', as
indicated at the prompt. You may decide to do this
before selecting the upper left portion of the rectangle, or
before selecting the lower right portion of the rectangle.
However, in both cases, if you press 'F2' you will save
the entire screen.
If you prefer to save only a portion of the screen, the
cursor keys are used as they are when drawing.
Movement will be in increments of 5 horizontal and 4
vertical pixels. After you set the upper left boundary,
cursor movement is restricted so that you may only move
down or to the right. After you set the lower right
boundary, the program will draw lines on the screen for
you to indicate if that is what you want to save. These
lines are temporary and will not be saved.
During this process, pressing the ESC key will allow you
to resume drawing with nothing saved.
Naming your design. Once the size of the design is
agreed upon, you will be asked for a name of 8 or fewer
characters. At this time a partial directory will show the
first 16 names of designs made in the current screen
mode in the current directory. This is meant as a slight
aid in naming your design, but if there are more than 16
designs in the directory you will be able to rely on the
program checking for duplicate names. The program
also looks for invalid characters in the name. You must
press 'Enter' after you have entered the name.
No extension (suffix) for the name should be given. The
program will add the extension 'P1?' where '?' will be
either '1', '3', '7', or '8', depending on the Screen with
which you are drawing. Names with the same first part
but different extensions are not considered duplicates
since both can exist on the disk together.
Using designs in Fun with Letters and Words.
Designs made with Fun with Designs may be used in our
companion program, Fun with Letters and Words. In
other words, your child may wish to use her own design
as an illustration of a new word. To use designs with the
CGA version, you must draw with Screen 1. To use
designs with the MCGA version, you must draw with
Screen 13. To use designs with the EGA version of Fun
with Letters and Words, you must draw with Screen 7.
Fun with Letters and Words will look for files with the
proper suffix (P11 (CGA), P13 (MCGA), or P17 (EGA)).
The word - or design name - must be entered as one of
the custom words in Fun with Letters and Words. You
may reuse a word used elsewhere in Fun with Letters
and Words. For these custom words to match with a
design give the design the same name. Blanks, "'", '-',
and '.' may be used in the custom word but are dropped
in the design name. If more than eight valid characters
are used, the design name should be truncated.
Matches occur without respect to upper or lower case.
You may use DOS to rename files to the proper names
(remember - do not change the suffix!).Examples: Custom Entry Design Name
my picture mypictur
Amy's picture amyspict
tunnel tunnel
Akron Oh. akronoh
Accessing designs in Fun with Letters and Words. As
with Fun with Designs, Fun with Letters and Words will
look only in the current directory for files and designs.
Therefore, the accessory files 'Name.LWL' and
'Name.LWP' must be in the current directory along with
your designs. The path command should be used to
access the Fun with Letters and Words program similar
to accessing Fun with Designs (see Disk Drive Setup).
Retrieving a Design from disk. From the Child's Menu
or by pressing the 'Alt' key and the 'R' key, you will
access instructions which will let you retrieve a design
previously saved to disk. During "retrieving", you may
abort the process at several points, but you may not exit
the program (see Exiting the Program). We recommend
that a parent or older child participate in this activity.
When retrieving a design, you will be shown a directory
containing all designs saved while drawing with your
current screen mode. A box is drawn around the first
name. Use PgUp and PgDn keys to see other pages in
the directory, if there are any.
To select a design, press the space bar to move the box
to the desired name and then press the Enter key. 'Esc'
will let you resume drawing leaving the screen as it was.
Please, don't try and fool the program. Do not retrieve
designs made in different screens. This is not a concern
unless you use DOS to rename files since this program
will never by itself load a design from a wrong screen.
Different screens save data in different ways, and the
program anticipates the maximum size of a design.
Changing suffixes in design names can fool the program
to attempt to retrieve a design from a wrong screen. In
general, this will cause unpredictable results, and
certainly may cause you to reboot.
Combining designs. If the retrieved design takes up the
entire design pad, the program will inform you and ask if
this is what you wanted. However, if the retrieved design
takes up only part of the design pad, you will be allowed
to position it on the screen by using the cursor
movement keys. Cursor movement is restricted to those
areas where the new design will successfully fit.
If in doubt, don't worry. Before the program retrieves the
design, it will save your current design. Only after you
confirm that what you retrieved is what you wanted, will
the contents of your design pad be replaced permanently
by what you retrieved. If you are combining designs, the
program allows you to reposition the new design or get
another one.
Screen Options. The phrase "Screen Options" refers to
the various ways in which graphic images are put on the
screen -in general, the number of colors that are
available, and the precision with which shapes can be
drawn, change with different screen options.
For the current release of Fun with Designs, we have
provided four screen options.
Screen Selection and Clearing the Design Pad. Screens
are selected for design by pressing the ALT key and the
screen number, either '1', '3', '7', or '8'. '3' is being used
for screen 13. This will clear the screen and give you a
new design pad. The current design is not saved when
you do this.
The following screens are presently available:
ALT 1 - To get Screen 1.
Works with CGA or EGA graphics board.
Pixels (pixels refer to distinct points on the
screen) used for drawing - 320 * 156
ALT 7 - To get Screen 7.
Works with EGA graphics board.
Pixels used for drawing - 320 * 156
ALT 8 - To get Screen 8.
Works with EGA graphics board.
Pixels used for drawing - 640 * 156
ALT 3 - To get Screen 13.
Works with MCGA graphics board.
Pixels used for drawing - 320 * 156
For the tiled colors, screen 8 will have a different
appearance than screen 7 due to the density of the
pixels.
Exiting the Program. After pressing the ESC key, one
of the choices will be to quit. By pressing ENTER when
Quit is highlighted, your child will exit the program.
Options, screen and level are saved so that you will not
have to reset them each time.
For consistency with other Wescott programs, ALT Q
and ALT E may also be used to leave the program.
You may exit the program, and lose the current design
pad, only while drawing. You may not exit the program
from the Help Screen or while Saving or Retrieving.
Automatic Saving. From the Parent's Help Screen, Press
'Q' and you will be given the option to set the automatic
saving option. If you choose to use this option,
whenever the program is exited, the current screen will
be saved under the name 'RESCUE.P1?' where '?'
represents the current screen option. The purpose of
this is to save the design in the case of inadvertent
exiting, but it should not be used as a means of saving.
RESCUE.P1? will be reused every time the program is
exited.
In the case of an unanticipated error occurring during
program execution, the program attempts to save the
program under the 'RESCUE.P1?' name. This may or
not be successful.
In any case, if you want to save the contents of
RESCUE.P1?, rename the file using DOS before re-
executing Fun with Designs.
Summary of Key Usage.
ESC - Brings up small the Child's Menu, giving choices
to start a NEW design, Continue, Save, Retrieve, or
to QUIT the program.
ENTER key - Alternates between drawing and moving
(lifts and drops pencil).
BACKSPACE - Restores screen for as many as 20 times.
Space bar - Changes shape or color for drawing.
Arrow keys, Home, PgUp, PgDn, End - Places shape or
moves cursor in a direction from cursor.
Help -
ALT H - Parental Help Screen.
F1 - Mini help screen on bottom.
Saving and Retrieving - Use the Child's Menu - or -
ALT S - To save a design.
ALT R - To retrieve a design.
Clearing the Design Pad -
ALT 1 - Screen 1 for Computers with CGA boards.
ALT 3 - Screen 13 for Computers with MCGA boards.
ALT 7 - Screen 7 for Computers with EGA boards.
ALT 8 - Screen 8 " " " " " "
ALT C - Temporarily removes shapes from bottom.
Exiting the Program -
ESC - Giving Child's Menu - select Quit.
ALT Q or ALT E - Direct exit.
Function Keys
F1 - Small Help at bottom of page.
F2 - Changes size of objects.
F3 - For CGA - Rotates through background colors.
F4 - For CGA - Changes palette.
For EGA and MCGA - Makes other set of colors
available.
F5 - Resets cursor on major boundary.
F9 - Toggles showing of cursor.
F10 - Toggles cursor movement from one to size of
object.
ALT F9 - Print of design using IBM Graphics Printer
Codes.
Bottom two rows - Directly select objects or colors.
A - Large Rectangle (depends on level being used)
. . .
Z - Circle (depends on level being used)
. . .