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p QuestMaker Version 2.4 by Mariette Co-opware (c) Copyright 1992, 1993.
Marietta Co-opware
P.O. Box 864215
Marietta GA 30064
Welcome to an exciting new program where you can play, modify and
make your own Animated Graphical Adventure games.
Questmaker is a program that allows you to create your own
adventure games using the QuestMaker editors in conjunction with a
graphics editor like PC PaintBrush (TM) for the creation of
graphic screens with a .PCX format. QuestMaker requires an EGA
or VGA graphics adapter and monitor. It is recommended that you
have an 8 MHz 80286 processor or better and a hard disk drive.
The information below may not be in the documentation and should
be added as new material.
Installation
------------
To Install QuestMaker...
Type "Install" at the A> prompt (or current drive) to have the program
installed on your "C" drive in a directory named QM24. The Install
program will give you the option to change target drives and directories.
Alternatively, make a directory named QM24 and copy all files from this
diskette to that Directory. Then run the self-extracting program
QMKR24.EXE by typing QMKR24 and pressing the enter key.
Note: Although the newest version of QuestMaker is Version 2.4, the
QM21.PGM file will keep the same name for easy upgrade from version
2.1, 2.2, and 2.3. If you are upgrading from one of these earlier
versions, all you really need to do is replace the four .PGM files, add
the new PLAY.EXE file along with the sample .FLI (flick). Also replace
the QM.EXE file.
To Start QuestMaker
------------------
Type "GO" and press enter for quick start.
See Getting started below for more information.
Besure to print the TUTOR.DOC file to help you explore QuestMakers
functions and features. Also type QMDOC for more details.
***************************
NEW FOR VERSION 2.4
***************************
08/07/93
Added ability to play Autodesk Animation .FLI files at the beginning of
a game and when a game is won. Other animation programs/files may work,
but not tested at this time. Animation files can be 256 color VGA.
You can now give your game player an extra reward when game is won by
adding a 256 color animated graphic flic. You may also want to start
your game with an impressive animation scene. Be sure to mention the
animated reward for the game player so they will look forward to
completing your game. See "NEW.DOC" file for details.
Note: Computer memory requirements for Autodesk Animations should
be mentioned in your game documentation. Also make a note to require
VGA graphics capability for your game when using the 256 color animations.
Removed LZ compression from QM.EXE which may cause intermittent runtime
errors at the start of a game on some 486 computers.
Corrected problem when sorting more that 256 scripts per game file
may loose records. (New SE.PGM file)
Corrected problem where Code 60 would sometimes cause program to get
lost if you did a game quit just after using it. (New QM21.PGM file)
Corrected problem where Code 32 would not add points for a game win
on correct player input. (New QM21.PGM file)
Corrected problem where the keyboard must be hit twice to get the game
restart message after a game is won. (New QM21.PGM file)
Documentation Information:
-------------------------
SoundBlaster has been tested with the QuestMaker DOS user exits for
enhanced game sounds.
Reminder note: when deleting SE.DAT file to start new game development
you must also delete the index file SE.INX.
***************************
NEW FOR VERSION 2.3
***************************
1/03/93
-------
Updated documentation to reflect changes. Also, made documentation
viewable online. Also changed opening screens to reflect version
change. Minor bug fixes.
12/07/92
--------
Fix minor bug where game restore would not always work after game
player had over 16 objects in the inventory list.
***************************
NEW FOR VERSION 2.2.1
***************************
4/26/92
-------
Added ability to TURN OFF graphic screen number and game character
location for game distribution.
Simply make the TXCOLOR.DAT file as below. The first two numbers in
the file are for the game player response color, the second two numbers
are for the graphic screen number and game character location function
colors. If the color is "00" it will be black on black and not show
during game play.
For example if TXCOLOR.DAT file contains 1400. The game player response
color would be bright yellow and the you would not see graphic names or
game character position when pressing F8 since the second color is black.
If no TXCOLOR.DAT file exists the default color is 10 or bright green
for the graphic name and game character position.
If the TXCOLOR.DAT file contains only 2 numbers the next 2 are assumed
to be "00".
**********************
NEW FOR VERSION 2.20
**********************
Changed term Hazard Code to ACTION Code for more appropriate name.
We have looked at requirements for a more detailed object picture
or .PCX overlay. So we added a new OP Code (ACTION Code) 91.
This code shows the graphic specified in the Reserved Field when a
match occurs during game play. The graphic is any .PCX file you
specify (provided it is 640 x 200 compatible format) and is clipped
automatically from the left most corner of the .PCX file to 60 columns
and 14 rows. The clipped graphic is then automatically centered when
displayed. When using ACTION code 91, just enter "name.pcx" in
the reserved field, where "name" is any name you choose for
the .PCX graphic you choose.
Use of the new 91 OP Code can enhance game commands like "LOOK AT RING"
which could then show a close-up of a smaller object that is in the
game that needs closer examination by the game player. Since this new
91 OP Code uses any "NAME.PCX" in the reserved field, you have unlimited
number of extra graphics that can be over-layed (displayed) during a
game. (other examples; Look at map, look at object, look at odometer.)
Of course, you do need to create a graphic for each one used by the
91 OP CODE.
We have also added the ability to execute a "intro.com" file just after
the first introduction graphic is displayed. QuestMaker looks for
an INTRO.COM file and tries to execute if possible. Use of our new SFX
sound library is a good way to add some sound to your opening graphical
scene. Just copy one of the .COM sound files to a file named "INTRO.COM"
and it will play during your first graphic intro scene. It is always
good to have a few sounds or music notes when you first introduce your
game. The Sound Effects Library is offered to those who register.
2/20/92
-------
Added ability to select the game response text color.
Some people want to choose the game player text color, so we added
some code that first looks to see if a file named "TXCOLOR.DAT" is
in the same directory path. If it exists, the text color will be
the number specified in this file. Use a text editor to create this
file. Examples: If the TXCOLOR.DAT file contains the number:
9 bright blue is displayed as text color
10 bright green is displayed as text color
11 bright cyan is displayed as text color
12 bright red is displayed as text color
13 bright magenta is displayed as text color
14 bright yellow is displayed as text color
15 bright white is displayed as text color
If no TXCOLOR.DAT file exists the default color is 15 or bright white.
Fixed bug where all of the objects are displayed on the screen if
the game creator selects a object to be placed in a scene but fails
to specify the location of object in the screen control data.
Fixed minor bug where game player types quit then press the "N" key.
A two second delay was removed.
LATEST FIXES VERSION 2.1.1
Fixed minor bug with Screen Controls when using Reserved field = 1
and Jump hazard code 50 in script data.
Fixed bug where game character was going to wrong position when
moving to a new screen during a move up.
Added box around script dialog.
Corrected minor documentation errors.
NEW FOR VERSION 2.1.0
-------------------
QuestMaker Version 2.1 contains major changes and improvements.
These changes are a result of feedback from developers like you.
* New game character with improved animation, and color control.
* New screen mode 640 x 200 16 color for smaller graphic files and
faster screen routines.
* QuestMaker Runtime Program is now included free with Version 2.1
Allows for unlimited royalty free game distribution for
registered users.
* You no longer need to press space bar for game player input.
* Esc Key can now be used for Game Quit during game play.
* Tab Key now brings up Inventory List (like other game programs).
* Larger text font for easy to read game player scripts.
* Unlimited number of text scripts presented for each game player
response. This makes use of a new Op-Code (ACTION Code) 90.
* Entry Positions L R T B for more control over where the game
character enters a screen. This allows for faster game
development because you no longer have to match graphics screens
to each other.
* ZAP Function added so game character dies when it comes in
contact. This gives your game more challenge. This function
makes a sound then shows the game character down and finally
jumps to game end.
* Added second level of scoring with Quantum Points function. The
word "Quantums" can be changed by the game developer to be any
name. Examples; Bucks, Stones, Strength, Lives, or Skill.
Quantums can be used during the game to exchange for objects,
information, or more points. It all depends on how you want to
develop your game.
* ZIP Function added so game player scores a Quantum Point when
game character comes in contact with a specified area. This
arcade like function makes a sound and color change if desired.
* Common graphic screen - ability to use same graphic over and
over. This comes in handy when you are making a game where you
may want to make a scene that is used many times (like an empty
room) but you do not want to waste a screen number (A real space
saver).
* Game objects are now placed by Row and Column numbers instead of
X and Y coordinates for more accurate positioning.
* Improved game player usability. Added Esc function to game save
and game restore.
* Online Tutorial - sample game is now an online tutorial showing
an example of each ACTION or Operation code. This makes it
easier to understand how QuestMaker works. Simplified graphics
show the use of boundaries, barriers, and walk behind areas.
* Improved Game developer feedback for errors with more online
help.
Getting Started
---------------
To start QuestMaker, change your directory to QM24, if that is
what you named it, then type GO and press enter. The QuestMaker
Main Menu will then be displayed. You may also type "GO" to start.
We suggest you play the sample game before attempting to create or
modify the existing game.
Also, print out the file named TUTOR.DOC to guide you thru the
sample game.
Print Documentation
-------------------
To print the QuestMaker Documentation enter "QMDOC".
You can then view or print the documentation.
Registered users may distribute the games made with QuestMaker
royalty 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.
If you purchased QuestMaker from Marietta Co-opware, you are
already a registered user. Be sure to include your registration
ID in a file named QMR if you are distributing your games.
How to register
---------------
To register your program, print the file REG.DOC and fill out the
information. Registration gives you a program update and a license
to distribute the QM runtime files.
Shareware Distributors and BBS's
--------------------------------
Shareware Distributors and BBS's may distribute QuestMaker Version 2.4
as a shareware offering so long as no changes are made to program
or program files and no fee is charged beyond the normal shareware
fees for diskettes and download time charges. QuestMaker 2.4 may not
be distributed with any other offering or games made with Questmaker.
* (TM) is a Trademark of ZSOFT Inc.