home *** CD-ROM | disk | FTP | other *** search
- QuestMaker Quick Reference Guide
- (C) 1991 Marietta Co-opware Version 2.1
- ╔═════════════════════════════════════╗ ╔═════════════════════════════════════╗
- ║ QuestMaker Game Help 1a ║ ║ QuestMaker Script Editor 1b ║
- ║═════════════════════════════════════║ ║═════════════════════════════════════║
- ║ Function key summary: ║ ║ Function and special key summary: ║
- ║─────────────────────────────────────║ ║─────────────────────────────────────║
- ║ F1 = Game help menu ║ ║ F3 = Sort Script files ║
- ║ F2 = Inventory of items picked up ║ ║ a = Add ║
- ║ F3 = Game SAVE ║ ║ f = Find ║
- ║ F4 = Game RESTART ║ ║ e = Edit ║
- ║ F5 = Game RESTORE ║ ║ n = Next record ║
- ║ F6 = not used ║ ║ h = Help ║
- ║ F7 = not used ║ ║ v = View a graphic file ║
- ║ F8 = Display character position ║ ║ l = List data files ║
- ║ F9 = Game speed control ║ ║ q = Quit editor ║
- ║ F10 = Quit game and return to menu ║ ║ enter = jump to next field ║
- ║ ║ ║ tab = jump to next field ║
- ║ Any Alpha = brings up input field ║ ║ shift tab = jump to previous field ║
- ║ Cursor Keys = move game character ║ ║ del = delete data ║
- ║ Same Cursor Key = stop character ║ ║ ESC = Accept data and file it ║
- ╚═════════════════════════════════════╝ ╚═════════════════════════════════════╝
-
- QuestMaker Quick Reference Guide
- (C) 1991 Marietta Co-opware
- ╔═════════════════════════════════════╗ ╔═════════════════════════════════════╗
- ║ QuestMaker Script Editor 2a ║ ║ QuestMaker Screen Control Editor 2b ║
- ║═════════════════════════════════════║ ║═════════════════════════════════════║
- ║ Summary of Hazard Codes: ║ ║ Function and special key summary: ║
- ║─────────────────────────────────────║ ║─────────────────────────────────────║
- ║ 10 = Get object (add to inventory) ║ ║ F3 = Sort Screen Control data ║
- ║ 15 = Get hidden object ║ ║ ║
- ║ 20 = Use object (check inventory) ║ ║ a = Add a new screen number ║
- ║ 30 = Game end due to match input ║ ║ f = Find a record ║
- ║ 31 = Game end (if object missing) ║ ║ e = Edit a record ║
- ║ 32 = Game win due to match input ║ ║ n = Next record in data base ║
- ║ 40 = Skip to next Match ║ ║ h = Help ║
- ║ 50 = Jump to new screen ║ ║ v = View objects you can use ║
- ║ 60 = Position check for response ║ ║ l = List Control data ║
- ║ 70 = User exit to DOS then response║ ║ q = Quit Screen Control editor ║
- ║ 71 = User exit to DOS no response ║ ║ Tab = next field ║
- ║ 80 = Use a Quantum Point ║ ║ enter = next field ║
- ║ 85 = Use Quantum Point & Inventory ║ ║ Esc = accept data and file it ║
- ║ 90 = Display more text ║ ║ Shift Tab = previous field ║
- ╚═════════════════════════════════════╝ ╚═════════════════════════════════════╝
-
- QuestMaker Quick Reference Guide
- (C) 1991 Marietta Co-opware
- ╔═════════════════════════════════════╗ ╔═════════════════════════════════════╗
- ║ QuestMaker Screen Control Editor 3a ║ ║ QuestMaker Screen Control Editor 3b ║
- ║═════════════════════════════════════║ ║═════════════════════════════════════║
- ║ Summary of Control fields: ║ ║ Summary of Borders: ║
- ║─────────────────────────────────────║ ║─────────────────────────────────────║
- ║ Controls ║ ║ Borders determine where you enter ║
- ║ L R T B = Left Right Top Bottom ║ ║ and leave the screen. ║
- ║ x = no exit to that direction ║ ║ 00 ║
- ║ ║ ║ MAX. Borders ┌─────┬─────┬─────┐ ║
- ║ ║ ║ 00 74 00 24 │ T │ ║
- ║ Barriers R1 C1 R2 C2 R3 C3 R4 C4 ║ ║ L R T B │ │ ║
- ║ Row column numbers ║ ║ ├ ┤ ║
- ║00 00 00 76 24 00 24 76 = No barriers║ ║ │ │ ║
- ║ ║ ║ 00 │ L R │ 74║
- ║ R1 C1 = Top left side ║ ║ ├ ┤ ║
- ║ R2 C2 = Top right side ║ ║ L = Left │ │ ║
- ║ R3 C3 = Bottom left side ║ ║ R = Right │ B │ ║
- ║ R4 C4 = Bottom right side ║ ║ T = Top └─────┴─────┴─────┘ ║
- ║ ║ ║ B = Bottom 24 ║
- ╚═════════════════════════════════════╝ ╚═════════════════════════════════════╝
-
- QuestMaker Quick Reference Guide
- (C) 1991 Marietta Co-opware
- ╔═════════════════════════════════════╗ ╔═════════════════════════════════════╗
- ║ QuestMaker Screen Control Editor 4a ║ ║ QuestMaker Screen Control Editor 4b ║
- ║═════════════════════════════════════║ ║═════════════════════════════════════║
- ║ Summary of controls continued: ║ ║ Summary of controls continued: ║
- ║─────────────────────────────────────║ ║─────────────────────────────────────║
- ║ ║ ║ ║
- ║ Reserved = 1 (do not display game ║ ║ Walk Behind LC RC ║
- ║ when entering screen) for special ║ ║ LC = Left Column ║
- ║ effects. ║ ║ RC = Right Column ║
- ║ DOS = 1 PIC = 2 Selects command ║ ║ ║
- ║ type for D/P command. ║ ║ Walk Behind is for all columns in ║
- ║ Object (A - Z and a - z) ║ ║ the defined area. ║
- ║ select "View" to see objects ║ ║ ║
- ║ ║ ║ Quantum Pt Loc is an area defined ║
- ║ Location (R and C) for object ║ ║ by Row and Column which ║
- ║ R = 0 to 24 ║ ║ gives a QUANTUM point when the ║
- ║ C = 0 to 79 ║ ║ game character walks over the ║
- ║ Objects are now placed in row column║ ║ area specified by R and C. ║
- ║ locations. ║ ║ ║
- ╚═════════════════════════════════════╝ ╚═════════════════════════════════════╝
-
- QuestMaker Quick Reference Guide
- (C) 1991 Marietta Co-opware
- ╔═════════════════════════════════════╗ ╔═════════════════════════════════════╗
- ║ QuestMaker Screen Control Editor 5a ║ ║ QuestMaker Screen Control Editor 5b ║
- ║═════════════════════════════════════║ ║═════════════════════════════════════║
- ║ Summary of controls continued: ║ ║ Summary of controls continued: ║
- ║─────────────────────────────────────║ ║─────────────────────────────────────║
- ║ ║ ║ ║
- ║ ZAP LOC R and C is an area defined ║ ║ COLOR CHG is the color magenta (5) ║
- ║ by Row and Column numbers that ║ ║ changed to the color indicated in ║
- ║ causes the game to end when the ║ ║ field 1 to the color indicted in ║
- ║ game character comes in contact ║ ║ field 2 then back again during ║
- ║ with that location. The graphic ║ ║ Quantum pick-up for special effects.║
- ║ GEND.PCX is then displayed. ║ ║ ║
- ║ ║ ║ SPARE is used only on Screen G22 ║
- ║ ENTRY POSITION is the position ║ ║ to specify the replacement ║
- ║ specified by Row and Column number ║ ║ word for "QUANTUMS". If ║
- ║ that the game character enters the ║ ║ blank on that screen the word ║
- ║ the screen from the Left, Right ║ ║ QUANTUM will be used. ║
- ║ Top or Bottom. ║ ║ Otherwise it is not used. ║ ║
- ║ ║ ║ ║
- ╚═════════════════════════════════════╝ ╚═════════════════════════════════════╝
-
-
- How QuestMaker works
- --------------------
-
- QuestMaker uses 2 database files for input that gives control to game
- player input and screen control information. This simplifies game
- creation by allowing the game developer to concentrate on the game
- content and artistic scenes in each game. The three major steps
- to creating a QuestMaker game are;
-
- 1. Create a background scene using a Paint program
- You create a graphic scenes using a .PCX compatible Paint program
- that presents the scene you want. You name your scene according
- to the Graphic Scenes Table below.
-
- 2. Create game character controls for each game scene
- You define the areas the game character can walk and where
- you enter and leave a scene. Also, you define object locations
- and if sound is played. This is done using the Screen Control
- Editor.
-
- 3. Create the game player dialog for each game scene
- You define game player response according to the matched input
- and operation codes or hazard codes you set per player input.
- You use the Script Editor for this task.
-
- HINTS
- -----
- Print the TUTOR.DOC File for sample game to learn more about QuestMaker.
- Use Print Screen Function to assist in entering new Screen Control Data.
- Copy like data first, then go back and edit bounderies and border areas.
- Remember you can always determin game character position by pressing F8.
-
- Graphic Screens (Graphic Scenes Table)
- ---------------------------------------
-
- QuestMaker graphics are named and numbered as follows:
- Each screen graphic is named "Gxy.PCX" where "xy" is the screen number.
- QM version 2.1 uses the following 64 valid screen numbers.
-
- 00 10 20 30 40 50 60 70
- 01 11 21 31 41 51 61 71
- 02 12 22 32 42 52 62 72
- 03 13 23 33 43 53 63 73
- 04 14 24 34 44 54 64 74
- 05 15 25 35 45 55 65 75
- 06 16 26 36 46 56 66 76
- 07 17 27 37 47 57 67 77
-
- QuestMaker automatic start-up screen number is G22.
- That means the first graphic shown will be G22.PCX.
-
- HAZARD CODES (operational codes)
-
- 10 GET (object if exists)
- Game Character Position is checked.
- Object in Reserve field is added to inventory.
- 15 GET (hidden object)
- Game Character Position is checked.
- Object in Reserve field is added to inventory.
- 20 USE it (if you have it)
- Inventory is checked.
- 30 GAME END
- Game ends on Verb & Subject Match
- 31 GAME END (if Object not in Inventory list)
- Game ends if object in Reserved field is not in Inventory
- 40 SKIP (to next match if object in Inventory list)
- Reserved field is compared to object list
- 50 JUMP (to new screen number)
- Game Character Position is checked.
- New screen number is place in reserve field as Gxx,rr,cc
- 60 POSITION (check game character position first)
- The position is checked per Position field
- 70 User Exit (Display Response Script)
- A DOS Call is made. Good for adding sound first.
- 71 User Exit (Do not Display Response Script)
- A DOS Call is made. Good for special effects or text.
- 80 Use Quantum Point
- If no Quantum Points available player is notified.
- Otherwise point is used and script data displayed
- 85 Use Quantum Point and add object to Inventory List
- If no Quantum Points available player is notified.
- If object already in Inventory, player notified.
- The position is checked per Position field
- If ok the point is used and script data displayed
- 90 More text is displayed if match occurs for same Verb & Noun
- This can be used for creating longer dialogs.
- If a match occurs the Operation Code is examined for
- new action.
-
-
-
- D/P COMMAND in the Screen Control Editor
-
- The D/P Command field allows you to enter a DOS COMMAND to be
- executed after the new screen is displayed. It is most often
- used to play music.
- The DOS COMMAND is executed just as if it was entered from the
- command line.
- Caution should be used when using this function. You should
- not attempt to change screen modes within your external program
- or write to the screen where the screen scrolls. After the DOS
- command executes the game is continued.
-
- The D/P Command field can also be used to display a clipped
- graphic window. (See DOS=1 PIC=2 field)
- Clipped graphics are most often used to provide additional pictures
- or text that can provide the game player with more information
- when entering a new scene. The graphic must be a High Resolution
- 640 x 200 16 color EGA mode .PCX graphic file. Clipping
- is done automatically from the left most corner of the .PCX file
- to 60 columns and 14 rows. The clipped is automatically centered
- when it is displayed.
-
-
- Row Column numbers
- -----------------
-
- QuestMaker Row and Column numbers are now based on the 640 x 200
- EGA graphics mode with 8 pixels per Row and Column number.
- 640/8 = 80 and 200/8 = 25. When you start counting with 0, it
- means you have 0 - 79 columns and 0 - 24 rows. The game character
- position is calculate from the top left corner of the character.
- Since the game character usually will have legs, the bottom
- row calculated from the position of head would be less than 24.
- In the case of Hero Harry the bottom row is 22.
-
- Pressing the F8 key will give you current Row and Column number
- where the game charater is positioned. Use this number for
- your game developement when setting barriers and object locations.
-
-
- Setting the maximum score and game character color
- --------------------------------------------------
-
- To change to maximum score which is pre-set to 250, simply
- use a text editor and create a file named "MSCORE.NUM" and
- enter a number from 1 to 9999 followed by a comma and the color
- number you would like the game character clothes to be.
- The color defaults to bright white or number 15 if no file MSCORE.NUM
- is found. For example the contents of MSCORE.NUM with "0100,14"
- would put the maximum score at 100 and the game characters color
- to bright yellow. "0120,15" would put MAX score to 120 and game
- character clothes at bright white.
-
- QM game Distribution
- --------------------
-
-
- For those who want to distribute the games they make with Questmaker
- for a fee or as shareware, you must be a registered user.
- The QM Runtime program is now included with the QuestMaker
- program. To distribute games you create with QuestMaker, simply
- delete the following files from your game file list.
-
- These files CAN NOT be distributed with the game you create.
-
- QMENU.PGM ---- Development Menu and program information
- SCE.PGM ---- Screen Control Editor program file
- SE.PGM ---- Script Editor program file
- QM21.PCX ---- QuestMaker Copyright and Logo Screen
- QM21.REF ---- QuestMaker Quick Reference Guide
- VIT.EXE ---- View program for Quick Reference
- QM21.DOC ---- QuestMaker Documentation
- Helv15.FMF ---- Font used in QM21 Editor
- GRAY.PCX ---- A graphic background used SCE Editor
- Form.BIN ---- Binary file used in Editors
-
- Your game can be started from batch file containing "QM QM21".
- The first screen to be displayed will be INTRO1.PCX if present.
- The next screen to be displayed will be INTRO2.PCX if present.
- QuestMaker will start the game with the G22.PCX graphic and
- screen control information from the SCE.DAT and SCE.INX files.
-
- Registered users may distribute the games made with QuestMaker
- royality free. You must be a registered user in order to freely
- distribute the QuestMaker Runtime program files. The registration
- fee is very small considering you may profit from distributing our
- program files. Second, your registration gets you the latest
- Version that may contain fixes you need. Your Registration number
- should be included in a file named QMR.
-
-
-
- Additional QuestMaker Offerings
- -------------------------------
-
- QM Version 2.1 Developers Kit (special offer)
-
- Includes:
-
- QPaint program to create compatible QuestMaker graphic
- background scenes. A simple but fast Paint program.
- QM Graphics Library of over 100 scenes and clip art.
- -- Save time by modifing our library of background
- scenes and clip art.
- QM Game Character Editor and Object Editor
- -- Create your own game characters and game objects
- with this bit map editor tool.
- QM Graphics conversion tools with screen capture utility
- -- Having trouble with your graphics create program?
- Use our screen capture utility to make sure you are
- creating compatible QM graphics.
- QM latest updates - with new functions, and fixes
- Tips on how to successfully market your game using the
- Shareware concept.
-
- For more information on the QuestMaker Game developers kit
-
- Write to:
- Mariette Co-opware
- P. O. Box 864125
- Marietta GA 30064
-
-
- ***** PRESS ESC to QUIT *****