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- Game Builder Lite -- An MVP Software Production
- Version 3.0
- Copyright 1991,1993 Ed Simpson
- All Rights Reserved
-
- Now you can create full color animated graphic PC games without programming!
-
- This is a shareware version of Game Builder Lite. If you use the program
- please register with MVP Software. To receive Game Builder Professional, with
- the royalty-free runtime module (so you can sell your game creations), Sound
- Blaster support, and file compression, plus free disks of artwork, sound
- files, and extra fonts, see the appendix at the end of this file. Game Builder
- Professional is just $49.95 plus shipping. For your convenience print the
- order form (ORDER.DOC) or call our toll-free 24-hour order line from the US
- and Canada 800-968-9684. From overseas call 616-245-8376. You may also
- place your order by fax. Simply print and fill out the order form, and fax
- it (with credit card information) to 616-245-3204. COD orders are accepted
- by phone or fax. There will be a $5.00 charge to cover COD costs.
-
- Please see the Appendix at the end of this file for important information.
-
- DISCLAIMER
- ----------
- THIS SOFTWARE IS DISTRIBUTED ON AN "AS IS" BASIS. MVP SOFTWARE AND ED SIMPSON
- MAKE NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THIS SOFTWARE,
- INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR
- PURPOSE AND MERCHANTABILITY. ACCORDINGLY, THE ENTIRE RISK AS TO THE USE,
- RESULTS AND PERFORMANCE OF THE SOFTWARE IS ASSUMED BY THE USER. IN NO EVENT
- WILL MVP SOFTWARE OR ED SIMPSON BE LIABLE FOR ANY DAMAGES, INCLUDING
- CONSEQUENTIAL DAMAGES, EVEN IF MVP SOFTWARE OR ED SIMPSON HAVE BEEN ADVISED OF
- SUCH DAMAGES.
-
- IF ANY OF THE PROVISION, OR PORTIONS THEREOF, OF THIS DISCLAIMER ARE INVALID
- UNDER ANY APPLICABLE STATUTE OR RULE OF LAW, THEY ARE TO THAT EXTENT DEEMED TO
- BE OMITTED. ALL OTHER PROVISIONS, HOWEVER, REMAIN IN EFFECT.
-
-
- INTRODUCTION
- ------------
- Welcome to Game Builder Lite, the program that will help you create full color,
- action graphic games -- without programming. Game Builder Lite can be used to
- create a large variety of adventure, educational, historical, and fun games.
- Game Builder Lite provides you with a set of easy to use tools for making
- simple or complex games. Game Builder Lite provides people who can't or don't
- want to program games with a way to turn their great game ideas into reality.
-
-
- FEATURES
- --------
- 1. Supports CGA, EGA, VGA, and Tandy 16 color mode.
- 2. Easy to use pull down menus with mouse or keyboard support.
- 3. Allows you to create movable characters for use in your games.
- 4. Includes a full featured paint program that you can use to create screens,
- objects, and animations.
- 5. You can create music, sound effects and run outside programs.
- 6. Includes a sample game.
-
- PROGRAM REQUIREMENTS
- --------------------
- 1. IBM-PC AT or compatible.
- 2. A Graphics card that supports CGA, EGA, VGA, or Tandy 16 color mode.
- 3. A minimum of two 360K disk drives.
- 4. 640K of memory.
- 5. A mouse and a hard drive are also highly recommended.
-
- Game Builder Lite may run slowly on some of older computers (4.77 MHz CPU
- speed). For best results, you should use a mouse and computer with at least
- 8Mhz CPU speed.
-
-
- PROGRAM SUPPORT
- ---------------
- Support for Game Builder Lite can be obtained by using your modem to call our
- free Computer Bulletin Board (BBS) line at (614) 988-2307. Just leave a
- message with your questions or comments, along with your name and address.
- The BBS contains many helpful tips and graphic files that can help you produce
- your own games. Or you can write us at MVP Software, 1035 Dallas SE, Grand
- Rapids, MI 49507-1407, or call voice at (616) 245-8376. Finally, you can
- contact us on Compuserve at 70363,15.
-
- Please do NOT call our 800 number for technical support or to answer any
- questions. The operators who answer the phone have no information and cannot
- answer your questions. That is an order line only, so save yourself a call
- and dial 616-245-8376 during regular business hours eastern time.
-
-
- GETTING STARTED
- ---------------
- You should immediately make a back-up copy of the program disks. Consult your
- DOS manual for instructions on making back-up copies. Put the original disk
- in a safe place and use the copies to run the program.
-
-
- INSTALLING GAME BUILDER LITE
- ----------------------------
- If you have downloaded these files from a BBS or communication system, all you
- have to do is unarchive the Game Builder Lite files into a directory of your
- choice, type GB, and you're ready to begin.
-
- If you have received this program on a disk, then place the disk into your
- computer's disk drive (say the A drive), and type A:. Then type INSTALL.
- The installation program will prompt you to enter the letter of the drive to
- which you wish to install the program (normally the C drive if your system
- has a hard drive), and a subdirectory name (normally \GB).
-
- The installation program will do everything else for you. To start Game
- Builder Lite, type GB, and press enter.
-
- The Treasure Hunt sample game can be played from within the Game Builder Lite
- program itself by first selecting "File" from the menu, and then selecting
- "Load Game." Next use the PLAY menu selection.
-
- PROGRAM OVERVIEW
- ----------------
- You can create complete graphic adventure games with Game Builder Lite. The
- games you create are limited only by your imagination. It does take a little
- planning to produce a top flight game. But you can also experiment and
- produce a game by trial and error. Here is a basic outline of how to produce
- a game with Game Builder Lite.
-
- Game Builder Lite makes games using a grid of screens. You decide how many
- background screens there are in your game. For example, the default is a 9x9
- grid, which will result in an 81 screen game. You can also use Game Builder
- Lite to place animations, actions, words, and so forth for each grid location.
- Of course the more screens and actions that you have the larger the disk space
- required to store the game data.
-
- 1. Plan an overall theme and plot for your game. Example: A space game, a
- wild west game, a medieval game, an educational game, and so forth.
- Produce an outline of what you want the game to do.
-
- 2. Use TurboPaint to create background screens in whatever graphic mode your
- computer will support. You can also use TurboPaint to produce the opening
- and closing screens. Other paint programs, such as MVP Paint, that produce
- compatible .PCX graphic files can be used as well. You should also create
- Winning and Losing screens that display at the end of the game.
-
- 3. Use TurboPaint to create characters, objects and animations for your game.
-
- 4. Use Game Builder Lite's SCREEN GRID editor to tell your program which
- screens to display in each grid position.
-
- 5. Use Game Builder Lite's built in SCRIPT editor to produce allowable "word
- scripts" from your game characters and the responses that these scripts
- produce. This must be done for every screen in your game.
-
- 6. Use the special ACTION script editor to produce responses to your game's
- main character. Examples: Pick up or use an item, gain points, or lose the
- game.
-
- 7. Use the built in sound editor to produce music and sound for selected
- areas of your game.
-
- 8. Test your game for playability and bugs.
-
- Making simple games with Game Builder Lite is very easy. Making complex games
- will take a little more time and experimentation.
-
-
- USING GAMEBUILDER LITE
- ----------------------
- After Game Builder Lite is installed you may start the program by typing GB and
- hitting the ENTER or RETURN key. You then get a menu at the top of the screen.
- This menu has the following choices:
-
- DESK -- Provides you with information about Game Builder Lite and also contains
- the Quit option.
-
- CREATE -- used to create objects pictures, animations, or sounds.
-
- DOCUMENTATION -- Lets you read or print the Game Builder Lite documentation.
-
- EDIT -- Select background screens, characters, animations, and actions.
-
- FILE -- Load, Save, or Create a new game.
-
- PLAY -- Plays games already loaded into memory.
-
- PREVIEW -- Allows you to view an object or picture file or play a sound file.
-
- There are two ways to select items from each of these menu selections, and
- most of the options on the submenus that are popped up.
-
- 1. Hold down the ALT key and while also holding down highlighted letter of the
- option that you wish to select. For example ALT C pulls down the CREATE
- menu.
-
- 2. Use a mouse to move the cursor to the menu item that you want and then
- click the right mouse button. To use this option you must first have your
- mouse properly installed for your system.
-
- Once you select a main menu option you'll get a another list of options from
- which to choose. For example: select the FILE option and you'll get a list
- with LOAD, NEW, SAVE. These additional options can be selected by using the
- mouse. Alternately you can use the arrow keys to highlight the chosen option
- and then press the enter key.
-
- The best way to learn about Game Builder Lite is to create a simple 2x2 grid
- game (4 screens) and then experiment with all of the features described in
- this manual. Another way is to follow this tutorial that goes along with the
- TREASURE HUNT game. This game requires that you have EGA graphics. If your
- computer has CGA graphics the game will not play. However, you can still
- load the game into memory and follow the tutorial starting with item 3 on the
- list below.
-
- 1. Load Game Builder Lite and then select the FILE main menu option. Then
- select LOAD and load the PIRATE game.
-
- 2. Play the game to get an idea of what a Game Builder Lite game looks and acts
- like. Then exit the game by hitting the F1 and then F2 keys.
-
- 3. Do the following with the PIRATE game still loaded in memory. First select
- the EDIT menu option. Then select GRID. You will notice that TREASURE
- HUNT is a 5 x 4 grid of screens (20 screens). Then select OK to return to
- the main menu. When you create a game one of the first steps is to select
- the grid size (number of screens). Game Builder Lite supports up to a 20x20
- grid (400 screens). A game of that size would require several megabytes of
- hard disk space.
-
- 4. Next select the EDIT menu option and choose SPECIAL. This will show you
- another menu which lists the names of the Opening, Closing, Win and Lose
- screens along with music files that play for these screens. You can create
- any type of picture for these files to provide information to the user.
- The OPENING and CLOSING screens (if available) will automatically display
- when the game starts and at the end. The Win and Lose screens will display
- in response to the WIN GAME or LOSE GAME action items.
-
- 5. Next, you should view the ITEM and ANIMATION lists from the EDIT menu.
- These are lists that the game uses during creation and playing the game.
- The ANIMATION list contains a list of animation files that you intend to
- use during the game. The ITEM list contains a list of items that you wish
- your game character to use.
-
- 6. Now select the EDIT SCREEN option. This will pop-up another data screen
- that provides information on each of the 20 screens of the TREASURE HUNT
- game. You can use the right, left, up, and down buttons to flip through
- the various screens that make up the grid. Notice the following:
-
- A. Some screens have music files.
-
- B. Some screens have an Object file called shp1.ob. This is the moving
- ship picture that is used for the overhead ocean views.
-
- C. Some screens have walking animation files and no object files. The
- walking animation files are called MK1R.ANM through MK1U.ANM. These are
- the files that show the spaceman walking views in four different
- directions.
-
- D. Some screens also contain a MASK file. This masks (hides) the Moving
- character from view when it behind an object on screen.
-
- E. Go back to Screen #0000 if you are not already there. Select the SET
- EXCLUSION button. You will then be shown a list of exclusion
- x1,y1,x2,y2 values. These are exclusion screen areas into which the
- character cannot go. The ship simply will stop if it tries to move
- into an exclusion area. In this case there are two excluded areas:
- The top and left sides of the screen. Select Next to view the second
- set of exclusion coordinates.
-
- You can choose up to 24 excluded areas per screen. This is done simply
- by specifying the x,y screen coordinates for the opposite corners of an
- exclusion rectangle.
-
- 7. Now exit the EDIT SCREEN GRID area by selecting OK. Then select the SCREEN
- SCRIPT option. This will produce another screen that shows the verb/noun
- words that each screen uses. It also shows any response scripts that these
- words produce and special actions that are initiated by these scripts.
-
- A. Use the right direction button to go to screen # 0001. Notice that the
- first script uses the following verb/noun: look/around. When the user
- types in these verbs he will get the Response that is written in the
- response square. Notice that the position values are -1 and -1. These
- mean that the script is active for all x,y coordinates of the screen.
- If instead there were screen x,y values in the position data area, the
- script would only be active (work) when the game character was at that
- screen position.
-
- B. Next, select the action button. The next screen shows that the USER
- mechanism is selected for this script and that there are now special
- actions listed in the middle section of the screen. Special actions are
- events (from the ACTION list on the right side of the screen) that will
- occur if the word scripts are successful. Select OK to go back to the
- script area.
-
- C. Now select the Next button to view the remaining scripts for this
- screen. The verb/noun is Get Bottle. Note that the position has x, y
- values. Select the Action button and you will be taken to the actions
- for that screen. Note that the USER mechanism is used. But also note
- that there is a list of actions in the middle screen.
-
- D. The Action List says GET ITEM: Bottle and GET POINTS 30. This means
- that when the object is at the screen coordinates listed in the Position
- field and types get capsule -- that capsule will be added to the
- player's inventory and 30 points will be added to the players score.
-
- 8. You can now exit back to the Game Builder Lite menu. This little tour has
- shown you how Game Builder Lite produces screen data, word scripts, and
- actions for each screen of your game. Many screens may have only one or
- two scripts and actions. Other screens will have many scripts, actions and
- results.
-
- 9. When you select the OK button to exit either the SCREEN GRID or SCRIPT area
- any changes are automatically saved to disk.
-
-
- STEP BY STEP METHOD FOR CREATING A GAME
- ---------------------------------------
- Once you have planned an overall theme for your game and drawn the background
- screens and object or animation files, it is time to actually create. Here is
- how.
-
- 1. Make sure that all of your pictures, music, and object files are on the
- same disk and directory.
-
- 2. Start Game Builder Lite and select the FILE menu and NEW option.
-
- 3. Choose the EDIT menu and select GRID SIZE. Then enter the size of the grid
- for your game. Remember that the number of screens that you can have will
- be limited by your disk space. It is always best to create a grid slightly
- larger than the one you think you will need. Sometimes during the design
- of a game you will decide that you need an extra 3 or 4 screens.
-
- 4. Select SCREEN GRID from the EDIT menu. Enter the screen file name that you
- wish to appear at each grid location. You'll also need to enter any music,
- object, and walking files that you want for every screen. Finally enter
- any exclusion areas that are needed. The SCREEN GRID data will be saved
- whenever you select the OK button.
-
- 5. Select the SPECIAL option from the EDIT menu. Then enter the names of any
- opening, win, lose, and closing picture files that you want for your
- program.
-
- 6. At this point, it is a good idea to save the game data that you have so
- far. Do this by selecting the SAVE option from the FILE menu. This will
- allow you to name the program and save it. Be sure to save the program on
- the same drive and directory that contains your picture, music, animation,
- and object files.
-
- IMPORTANT -- always keep a Backup copy. Then if some problems occur when
- you make additional changes you can always go back to the original copy.
-
- 7. Next, you should create the object and animation lists that your game will
- use. This is done by choosing ITEM, ANIMATIONS, or PROGRAMS from the EDIT
- menu option. Simply type each file name into the appropriate list.
-
- The ITEM list does not contain actual files. They simply refer to objects
- that you have drawn on the background screens or created as a one screen
- animation.
-
- 8. Next, you'll want to use the SCRIPT EDIT option from the EDIT menu. This
- is the most time consuming part of creating a program. This is where you
- create the scripts (words) and actions or events that are associated with
- each screen. At first just create a few scripts and then save the game.
-
- 9. Now you should thoroughly test the game. Make sure the script editor's
- actions give the results that you want. You can quickly make minor changes
- and then run the program to test the results.
-
-
- CREATE MAIN MENU OPTION
- -----------------------
- The Create option is usually where you begin your game design. First you'll
- want to create some background screens using the PICTURE option. Do this by
- choosing the CREATE option from the main menu and then select the PICTURE
- option. This will cause the draw and paint program (TurboPaint) to load.
- TurboPaint can also be loaded by itself by typing TP.
-
- Choosing the SOUNDS option will load the sound editor (SoundsGood). This is
- used to create music or sound files that can then be played during the game.
- This section will describe how to use these three features.
-
- To use the CREATE options simply press ALT C or select the CREATE option with
- a mouse click. To use any of the three CREATE options simply click on them
- with the mouse or use the proper ALT key combinations.
-
- This section describes how to use the three CREATE menu options: OBJECT,
- PICTURE, or SOUND.
-
-
- USING TURBOPAINT
- ----------------
- TurboPaint is used to create picture, object, and animation files. Whenever
- you select CREATE PICTURE or OBJECT TurboPaint is loaded into memory. Any
- game that is in the computer's memory will be lost, so save the files that you
- want to keep.
-
- TurboPaint is is a full-fledged paint program. The menu bar at the top of
- TurboPaint's screen gives the following options: DESK, FILE, SET, VIDEO, and
- EXTRA. These options can be chosen using the Alt-key combination or by
- clicking on them with a mouse. Read the TP.DOC file for more information.
-
- Each of these menus produces a further list of actions. These additional
- actions can be selected by first highlighting them using the mouse or arrow
- keys. You can then hit the Enter key or click the left mouse button. Most of
- these features can also be selected with the Alt key combinations.
-
- The TurboPaint screen also shows a Toolbox menu that has the painting tools
- and colors that you can use. These tools and colors are selected by using the
- mouse and clicking the left mouse button.
-
- DESK -- is used to Quit TurboPaint, Erase Pictures, and move the Toolbox.
-
- FILE -- is used to Load and Save pictures, delete files, Load and Save
- Animation files, save Mask files, and for printing pictures.
-
- SET -- is used to change colors, text, line fill styles, and other screen
- variables.
-
- VIDEO -- this is used to select the video mode in which you wish to draw.
- Some video modes are not available for every computer.
-
- EXTRA -- is used for: block changes, font changes, load and save objects,
- Magnify, undo, and create animations.
-
- TurboPaint includes many features that are only available on expensive
- painting programs. One of the best ways to learn TurboPaint is to experiment
- with it. Simply select a tool and color and then move the cursor into the
- drawing area and begin to draw. For additional documentation on Turbo Paint
- print the TP.DOC file.
-
-
- CREATE OBJECT
- -------------
- CREATE OBJECT is used to draw object files. These object files can then be
- displayed over top of the background screens that your games uses. The object
- files are controlled by the arrow keys for movement during game playing.
-
- Object files normally are small detailed drawings of: people, vehicles, and so
- forth. But you can create anything you wish. Remember object files only show
- one view of the object. If you want to show several views (such as walking
- people) then create a walking animation file.
-
- Object files must be created against a black background. Black is the mask
- color that does not show up when the game is played. Therefore, you should be
- very careful about using black as a color in your object. Black color in an
- object will appear transparent.
-
- To create an object file, simply select CREATE OBJECT. TurboPaint will then
- load. If TurboPaint's background is not black, select Erase Picture from the
- Desk menu option or change the color to black and FILL in the screen. You can
- now begin using the Toolbox tools to draw the object you need. Once the
- object is drawn, you need to save it as an object file. Here's how.
-
- First, select the scissors tool from the Toolbox. Then move the cursor back
- into the drawing area. Notice that the cursor has changed into two lines.
- Position the corner of these lines near the object that you have drawn. Press
- the mouse button and begin to move the mouse. A box will begin to grow on
- your screen. Use this box to surround your object. Then release the mouse
- button.
-
- This procedure has cut out a block section of your screen that includes your
- object. Save the object file by selecting the EXTRA menu option and using
- SAVE OBJECT. You will be prompted for a file name. TurboPaint automatically
- gives this file a 2 letter extension of .OB.
-
- The object files can then be placed into your game by entering its name into
- the SCREEN EDIT data. Remember you can change objects from one screen to the
- next if you want to. Also the object file must be on the same disk and
- directory together with all other game files. It is best to keep the objects
- at no more than 4 to 5 inches in size.
-
-
- CREATE A PICTURE, ANIMATION OR MASK FILE
- ----------------------------------------
- TurboPaint allows you to create the appropriate background screens for your
- game. For example: If you are creating a space adventure you will need
- background screens that looked like outer space. You can create the
- background screens that are needed for your game and then list them in the
- proper location on the grid.
-
- TurboPaint can be used to create pictures in several common graphic formats
- including the very popular PCX or GIF formats. However, Game Builder Lite uses
- only PCX files. Therefore you must be certain that TurboPaint remains in the
- PCX picture mode. You can insure this by selecting FILE and PIC TYPE. The
- click the PCX button on the picture selection screen that appears.
-
-
- BACKGROUND PICTURE
- ------------------
- Here's how you create background screens.
-
- 1. Select CREATE PICTURE and TurboPaint will load.
-
- 2. Use the Toolbox tools to draw the background screen that your game needs.
- Example: The first picture might be the outside of a house. The second
- picture may be one of the rooms in the house.
-
- 3. Save the picture when it is finished, by selecting FILE and SAVE PIC. It is
- not necessary to add the PCX extension; TurboPaint does this automatically.
-
- 4. To use the background screen in your game select the EDIT SCREEN GRID
- option from Game Builder Lite. Then select the grid location where you
- wish the picture to appear. Type the name of the file into the picture
- data line.
-
- It is usually most convenient to use file names such as PICXXXX where XXXX is
- the grid screen location where you wish the file to appear. Game Builder Lite
- will then automatically put these picture names into the SCREEN GRID data
- area. The picture files should be saved to the disk that you want to use for
- creating your game.
-
-
- CREATING ANIMATIONS
- -------------------
- There are two kinds of animation files used in Game Builder Lite.
-
- 1. WALKING animations -- these usually give the appearance of a person or
- animal character in several walking views for each of 4 directions: UP,
- LEFT, RIGHT, or DOWN. This requires the creation of 4 different animation
- files: one for each direction. You will usually need 2 to 6 different
- motion pictures for each animation file. These animation files are played
- when one of the arrow keys are pressed.
-
- 2. STATIC animation files -- These are movement scenes that you locate in one
- area of the background screen. They are not affected by the arrow keys and
- just stay in one location. Example: An explosion on the screen or a person
- talking. You can also create one screen animations that can be PASTED or
- SHOWN on the screen as part of an ACTION list in the SCRIPT editor.
-
- To create either type of animation file first select CREATE PICTURE. Then use
- TurboPaint to draw various views of the object that you wish to animate.
- IMPORTANT: You cannot use black as a color for any of these animations --
- black is the mask color that is used over the background screens.
-
- For example: You may want three views of a man walking to the left. Each view
- would show the man in a different phase of the walking motion. The easiest
- way to do this is to draw the first movement view. Then use the scissors tool
- to make a block cutout of this view. Then use the Paste option to paste this
- block onto another portion of the screen. You can then easily make the
- necessary changes to this second picture and end up with two different
- movement views on the same screen. The second view would show different arm
- and leg positions compared to the first view. See the included Walking man
- picture for an example of this technique.
-
- Once you have all the movement pictures drawn you are ready to save them in
- the proper sequence in an animation file. Here's how. First cut out a block
- that contains the first movement phase using TurboPaint's scissors option.
- Then select ANIMATION from the EXTRA menu option.
-
- The animation screen will then appear. This screen gives you the following
- options: Next, Previous, Insert, Delete, OK, Use, Center, or Animate. First
- choose INSERT -- this will add the current graphic block into your animation
- file. You should then choose OK -- this will return you to the TurboPaint
- screen. You can then cut out the second view of your animation as a block,
- and then again choose Animate from the EXTRA menu option. Then select INSERT
- from the Animation menu. This will add the second block into your animation
- file.
-
- Now you can select the Animate option and the picture should cycle through the
- two views in your animation file. If you wish to have more than two views
- simply continue to draw the desired views, cut out blocks and add these blocks
- to the animation file as previously described. Once you are finished viewing
- the animation select OK to return to TurboPaint.
-
- If you wish to save the animation select the FILE menu option and choose SAVE
- ANIMATION. You will then be given the option of choosing the file name. Then
- you will be asked for the x,y screen location. For WALKING animation files
- choose the default values of x=0 and y=0. You are also given the option to
- change the animation speed values if desired. For walking animations do not
- put anything in this value. Animation files are saved with a three letter
- extension of .ANM.
-
-
- STATIC ANIMATIONS
- -----------------
- Creating static animation files is done in the same manner as for the Walking
- files. The only exception is that you should specify the x,y screen location
- values at which you want the animation to appear.
-
- The easiest way to make a static animation is as follows. First load the
- background screen into TurboPaint. Next activate the Mouse X/Y option under
- the EXTRA menu option. Then use the clip feature to cut out a small box that
- includes the area that you wish to animate. Be sure to write down the
- starting and ending x,y coordinate values. Insert this in an animation
- sequence as described above.
-
- Next make some small changes in the area that you are animation. Cut out
- another block that includes this area. You should start and end at the same
- x,y coordinates as for the first block otherwise each sequence of the
- animation will be slightly offset from the other. Insert this block as the
- next sequence in the animation file.
-
- Continue the above steps for as many blocks as you need to complete the
- animation sequence. For most simple animations such as a man talking you will
- only need 2 or 3 blocks. Once you have inserted all the blocks that you need
- save the animation file using the starting x,y coordinates that you used when
- cutting out the blocks.
-
-
- MASK FILES
- ----------
- Mask files are used to create screen areas that cause the WALKING files to
- disappear when they enter the MASK area. This can result in a "three
- dimensional" look to your programs. This will allow you to have characters to
- appear to walk behind screen elements such as large rocks, buildings or trees.
-
- Mask files are easy to create. You simple draw in the area that you want to
- be masked. Then make sure that this masked area is colored black. The rest
- of the mask file screen must be colored in with any other color than black.
-
- The easiest way to create a mask file is as follows: Suppose that the first
- picture in your game has a large rock and that you want your character to
- disappear when he walks into that rock. To create a mask file for this screen
- simply load the screen into TurboPaint with the FILE LOAD option. Then color
- the rock Black. Then make sure that the rest of the screen is colored in with
- some other color. The easiest way to color in large sections of the screen is
- to use the FILL tool from the ToolBox.
-
- When you have the correct colors simple save the file as a mask file by
- selecting FILE and SAVE MASK. Then you can name this as the mask file for
- that background screen in the SCREEN EDIT option of Game Builder Lite.
-
- You can quickly and easily use TurboPaint to create a few objects and
- animations. Experiment a little to get the feel of using these tools and
- soon you'll be creating an elaborate character object for your background
- screens.
-
-
- USING SOUNDSGOOD (To create sound or music files)
- --------------------------------------------------
- The sound editor can be used to make a wide variety of music or other sounds.
- To use this feature you must first select the Create option from the Main Menu
- area. Then select the sound option from the Create menu. This will load
- "SoundsGood," the sound editor program. Caution: When SoundsGood is loaded
- any game program will be removed from memory. Therefore, you should save any
- game files that you wish to keep. SoundsGood files have the extension .SND.
-
- The SoundsGood program has its own main menu of choices. These choices can be
- activated by mouse or keyboard. SoundsGood divides the screen into 3 separate
- areas.
-
- 1. The top left area gives you a list of premade sounds that you can use.
- 2. The bottom left area represents musical notes.
- 3. The right side of the screen displays the notes and music that you have
- selected for a sound list. The top of the screen displays a menu of
- choices for SoundsGood.
-
-
- SOUNDSGOOD -- MAIN MENU
- -----------------------
- Here are descriptions of the main menu choices for SoundsGood.
-
-
- BLOCK
- -----
- This allows you to make block changes to the sound list. Before you can make
- these changes you must mark a block of the sound list. There are two ways to
- mark a block of sound list items.
-
- 1. Place the mouse cursor on the first sound list item to be marked. Then
- hold down the left mouse button and move the mouse's cursor to the last
- item that you want in the block, Release the left mouse button. All of
- the block items will be highlighted in yellow.
-
- 2. Use the mouse or arrow keys to put the cursor on the first item to be
- marked. Select the Block menu option and then choose Begin. Next, use the
- arrow keys to move to the last item in the block and then select End from
- the Block menu.
-
- Once a block is marked, you can then proceed to make changes to the entire
- block (such as delete, copy, cut, paste, speed, and transpose). All of these
- actions are available from the Block menu.
-
-
- COMMANDS
- --------
- The Commands menu allows you to add sounds and tones to the Sounds list box.
- Simply choose the Commands menu and then select the sound you want by hitting
- the enter key or the left mouse button when the cursor is on that sounds name.
- The sound should then appear in the Sound List.
-
- The sounds in the Commands menu are the same sounds that are listed in the top
- left area of the display. The sounds in this screen area can be selected by
- using the mouse or enter key. This gives you two ways to put these sounds
- into the Sounds List area.
-
-
- FILE
- ----
- The File options allow you to load, merge, save or create new sound files.
- Simply select the option that you need and an appropriate menu will appear on
- your screen.
-
- SOUND
- -----
- The Sound menu options are
-
- 1. Play the sound list that is currently in memory.
- 2. Stop the sound list that is being played.
-
-
- NOTES
- -----
- The bottom left section of the screen is the Notes selection area. You can
- select these notes to be added to the Sound List. The notes can be selected
- by using the left mouse button or by hitting the letter that represents the
- note (Example C# is played when you hit the E key).
-
- The note will play for as long as you hold down the mouse button or keyboard
- key. Thus you can play songs or create new sounds using these notes. Each
- time that you play a note it will be added to the sound list.
-
-
- EDITING THE SOUND LIST
- ----------------------
- Sometimes it is difficult to get the right time interval for the notes by just
- playing them from the keyboard. The time intervals can easily be changed by
- editing the sound list. Here's how.
-
- Use the arrow keys to highlight the notes that you wish to change (on the
- Sounds List). When the proper note is highlighted hit the ENTER key. You may
- then use the arrow keys to move to the section that you wish to change. When
- you are finished hit the ENTER key again and you will be removed from the
- Sounds List edit mode.
-
- Once you have created a sound or song that you like, be sure to save it by
- using the FILE and SAVE option. Sounds Good will automatically give the sound
- file a 3 letter extension of .SND. You can then use these sounds in your
- games by typing the sound file names in the SCREEN GRID or SCRIPT EDIT data
- areas.
-
-
- EDIT MAIN MENU ITEM
- -------------------
- The EDIT main menu option is where you begin to put together the pictures and
- character files into a game. The EDIT option also allows you to attach
- various commands and actions with each screen or object. This section details
- the options available from the EDIT menu.
-
-
- GRID
- ----
- The GRID editor allows you to select the number of screens that you want in
- your game. The default value is a 9x9 grid or 81 screens. To choose another
- grid size simply select the GRID option and change the values to suit the game
- you are designing. For example, for a 25 screen game, use a 5x5 grid. This
- will result in a grid of 5 screen rows and 5 screen columns. The maximum grid
- values are 20x20 or 400 screens.
-
- The screens are numbered in this manner for a 5 x 5 grid screen:
-
- Columns
-
- Rows 0000 0001 0002 0003 0004
- 0100 0101 0102 0103 0104
- 0200 0201 0202 0203 0204
- 0300 0301 0302 0303 0304
- 0400 0401 0402 0403 0404
-
- Each screen can be referred to by it's row and column number. Example: the
- top left screen is 0000 and the bottom right screen in the above grid is 0404.
- The game always begins at location 0000. The animation character or object
- will move from screen to screen when the arrow keys are pressed. From screen
- location 0000 it can move to screen 0001 or screen 0100. But you can also use
- a GOTO command to jump from one screen to another unconnected grid location.
- Example from 0000 to 0403.
-
- You'll want to place a background screen at each one of the grid locations in
- your game using the SCREEN option from the EDIT menu. These screens can have
- whatever name you want. One of the easiest ways to keep track of all these
- screens and the location they go in is by incorporating the grid number into
- the name. Example: PIC0000.PCX through PIC0404.PCX. The SCREEN GRID option
- automatically assigns these names to the background screens when you first
- create a game.
-
- Considerations: Keep in mind that the more screens you have in your game, will
- also require more disk space and more computer memory. I suggest that you
- start out with a small number of screens and then increase the size of your
- game as you gain more experience with Game Builder Lite.
-
- Your game's movable object or animation character will move from one grid
- location to another (screen) by using the arrow keys on you keyboard. For
- example in your object character is a man at grid location 0000 you can move
- it to grid location 0100 by using the down arrow key. The object will then
- move down the screen until it arrives at the next screen. This allows you to
- move from one location to another to complete your adventure, presentation,
- or other game.
-
- IMPORTANT: Do not change the GRID size once you have started a game. This
- can cause errors in the .GAM file and give unpredictable results.
-
- IMPORTANT: Background screens are limited to 64K size. Screens that are
- larger than this will cause the game to hang-up.
-
-
- EDIT SCREEN GRID
- ----------------
- The SCREEN editor allows you to:
-
- 1. Tell which background picture to put in each grid location.
-
- 2. Tell which objects, and walking animations to place on each screen.
-
- 3. Tell which areas to mask from view (allows your object to appear to move
- behind other objects).
-
- 4. Set exclusion areas of the screen into which your object cannot move.
-
- 5. Play music files when a screen is entered.
-
- The SCREEN GRID menu gives you several different options for moving through
- the screen grid. The top of this screen shows you the grid location that you
- are currently editing in the row,column number format. For example, the first
- location is 0000. You can quickly move to any grid location by selecting the
- Up, Down, Left, or Right boxes with a mouse or keyboard.
-
- Once the top on the screen lists the grid location that you wish to work on
- you can begin to enter data for that grid spot. The first choice is to enter
- the name of the screen that you wish to appear at that grid location.
-
- 1. PICTURE file -- This is the name of the background screen that you want to
- appear at the grid location listed in row & column. The default names are
- PICXXXX.pcx where XXXX stands for the screen row and column numbers.
- Example: PIC0000.PCX is the top left position in the grid. Screens are
- limited to 64,000 bytes in size.
-
- 2. MUSIC file -- This is a sound file that you have created with the CREATE
- SOUNDS option. If you put the name of a sound file in this spot it will
- play as soon as you enter this screen.
-
- 3. OBJECT file -- This is the name of an Object file that you created using
- the CREATE OBJECT option. Its movement is controlled by the arrow keys
- during game play. You cannot have a Walking animation file and Object file
- listed for the same screen.
-
- 4. WALK LEFT, RIGHT, UP, DOWN -- These are the names of animation files that
- you have created using the CREATE PICTURE option. Usually they are files
- that show several motion views of a person or object moving in the
- direction left, right, up or down. In other words when you press the left
- arrow key the WALKING LEFT animation file will play if you have a animation
- file listed for that screen position.
-
- 5. BUTTONS -- the boxes at the bottom of the screen are OK and SET EXCLUSIONS.
- Selecting the OK box leaves the SCREEN EDIT data and exits back to the
- Game Builder Lite main menu. Selecting the SET EXCLUSION box calls up
- another data entry menu for setting restricted movement areas for the
- screen you are located at. When you select the OK button and exit the
- SCREEN GRID, all data is automatically saved.
-
- 6. SET EXCLUSIONS --This option can be used to make restricted areas that the
- object or animation character cannot move into. This is useful for
- preventing the object from leaving a screen or walking onto a particular
- area of the screen. You can set up to 25 excluded areas for each screen.
-
- To set an excluded area simply enter the x,y screen locations for the corners
- of a box that surrounds the excluded area. The exclusion box that you create
- must be at least 5 pixels (screen locations) wide. Also you only need to
- enter the two opposite corners of the exclusion box. These coordinates are
- x1,y1, and x2,y2 values.
-
- For example, if you are using CGA or EGA 320 x 200 graphics mode, then you
- could have x values of 1 to 319 and y vales from 1 to 199. If you wish to
- exclude the entire right side of the screen use values for x1,y1= 310,1 and
- x2, y2 = 316,198. The exclusion boxes that you create must be at least 5
- pixels wide.
-
- A 640 x 480 VGA graphics mode could have x values of 1 to 639 and y values of
- 1 to 439.
-
- You can prevent the character or object from leaving a particular side of the
- current screen. Do this by creating an long narrow exclusion box that covers
- the width of that side. Most games will have many screens in which you'll
- want to prevent the character from moving out a particular screen side (right,
- left, top, or bottom). Here are some typical exclusion values that will
- prevent movement out of 320x200 screen modes.
-
- LEFT -- 1,1,7,196
- RIGHT -- 310,1,318,196
- TOP -- 1,1,318,24
- BOTTOM -- 1,190,318,198
-
- You cannot use 0 as a value for one of these x,y coordinates.
-
- If your character leaves a screen through a side that does not have another
- screen then it simply stays on the same screen. So you may want to enter
- exclusion areas to prevent this. This holds true for all the screens at the
- edges of the grid. If you have screens that do not have any moving character
- on them you should still to put exclusion limits on all 4 sides. Otherwise an
- "invisible" (non-existent) character could still be moved off the edge of
- the screen and give unpredictable results.
-
- Once you have entered the data for one particular screen use the up, down,
- left, or right buttons to move to another location. Doing this will allow you
- to fill in the data for each grid location. When you are finished entering
- SCREEN EDIT data select OK to return to Game Builder Lite's Main Menu.
-
-
- SCRIPT EDITOR
- -------------
- The script editor can be used by selecting SCRIPT from the EDIT menu. The
- script editor allows you to define the words that each screen understands.
- You can also define a wide range of actions that can be associated with each
- screen. Here is how to use the script editor.
-
- 1. First, be certain that you are located on the screen that you want to
- define. Do this by checking the grid row and column number at the top of
- the screen. Use the up, down, left, and right buttons to travel to the
- screen you want.
-
- 2. Once you are at the proper screen you can begin to enter verb/noun
- combinations. These are words (one verb and one noun) to which the
- computer can respond. You can use any words you wish.
-
- Example #1 -- verb: look noun: around
-
- Response -- this is the response that is given when the user types the right
- verb/noun combinations. Example: user types: "look around". Response =
- "You see a mountain to the west."
-
- This gives you complete freedom to choose verbs, nouns, and responses for
- every screen. You can have up to 20 different scripts for every screen. You
- can use * as a wildcard noun word that will accept anything that the user
- types. You can also connect several NOUN words together like this:
- around!planet!space. The ! serves as a connecting device. This would result
- in a verb that could generate a successful result with all three of these
- words.
-
- 3. Position. These are x, y, screen locations that you can associate with
- verbs/nouns, responses, and actions. If you put x, and y screen position
- numbers in the position value the scripts will only respond when your
- character is at that position.
-
- Example: You use x = 150, y = 100, for the look/around script in Example #1.
- You would only get the script response when your movable object was at the
- x = 150, y = 100 location (about the middle of the screen).
-
- If you put in values of x = -1, y = -1 then the script would respond at all
- screen locations. This is the setting that you will need for most scripts.
-
- 4. Success sounds are sound files that will play whenever the script is
- successful.
-
- 5. There is a list of Verbs that will respond to the BUTTONS at the top of the
- game screen, these include: LOOK, OPEN, CLOSE, TALK, GET, GIVE, PUSH, and
- USE. However, the buttons will respond only to the first occurrence of that
- word in the script. If there are additional scripts (for the same screen)
- for that word then the user must type it in from the keyboard to generate
- a response. Some experimentation will teach you how this works.
-
- 6. At the bottom of the script editor screen there are 6 command buttons.
-
- Add -- use this button to add another script to the current screen. You
- can have up to 24 separate scripts for each screen.
-
- Delete -- Use this button to delete the current script.
-
- Next and Previous buttons are used to cycle back and forth through your
- list of scripts.
-
- OK button is used whenever you are finished creating screen scripts.
-
- Action -- This button displays an entire list of actions that can be
- associated with each script. It is described in the next section.
-
-
- ACTION
- ------
- Pressing the action button displays a screen which shows: Mechanisms, Actions,
- and Action Results.
-
- MECHANISMS -- the 4 choices are USER, POSITION, TIMER and SCREEN. Select the
- choice that best describes the manner in which you wish the scripts and
- actions to be initiated.
-
- USER -- this mechanism means that the user must type a verb/noun phrase to
- activate the response script and action script. This will be the mechanism
- that you use the most.
-
- POSITION -- the response and actions are automatically activated when the user
- moves the character to the screen Position that is indicated in the x, y,
- position values. This is useful if your character moves through a door and
- you want to transfer to the next room screen.
-
- SCREEN -- the response and actions are activated as soon as the user enters
- the screen.
-
- TIMER -- This is to activate a timer as soon as the user enters a screen.
- This is usefully for creating time activated events.
-
-
- SPECIAL ACTIONS
- ---------------
- These are a list of actions that can take place as part of the response to a
- script. Here is a list of these actions.
-
- WIN GAME -- causes the game to end and displays the win game screen.
-
- LOSE GAME -- causes the game to end and displays the lose game screen.
-
- GET POINTS -- adds points to the player's score.
-
- LOSE POINTS -- subtracts points from the player's score.
-
- GET ITEM -- This puts the item that you specify on the player's inventory
- list. Note: The item must be on the ITEM list.
-
- USE/LOSE ITEM -- This removes the item from the player's inventory list.
- IF ITEM -- This determines if a player has an item and then can perform
- another action.
-
- IF NOT ITEM -- This is used if a player doesn't have a particular item.
-
- END IF -- This ends the IF statement and proceeds to the next action if the
- conditions are fulfilled. Every IF statement must end with an END statement.
-
- REMOVE IMAGE -- This will remove a one screen animation file (that you created
- with CREATE OBJECT) that you put on the screen with SHOW IMAGE. This allows
- you to have one disappearing object per screen.
-
- SHOW IMAGE -- This will show a one screen animation file for the time duration
- that you set when you created the file.
-
- IF TIMER -- the compares the value of a timer to the amount of time you
- select.
-
- IF RANDOM -- this compares values to a random number between 1 and 10. This
- is useful for creating random events.
-
- RESET TIMER -- this resets the timer to zero.
-
- BEGIN ANIMATION -- this plays an animation file that you have created with
- CREATE PICTURE option. The file is played at the location and speed you
- specified when it was saved.
-
- END ANIMATION -- this stops the active animation file from playing.
-
- IF ANIMATION -- this checks to see if an animation is running.
-
- GOTO SCREEN -- this immediately displays the game character on the screen that
- you specify. This allows you to jump from one screen to another.
-
- CANCEL MOVEMENT -- this stops the current movement of the object or walking
- animation file.
-
- DISABLE SCRIPT -- this prevents the script from being used again. If disable
- script is the last statement of your list then the script will only play once.
- This is useful to prevent a player from scoring an unlimited amount of points
- by continually doing the same action. This should only be used at the end of
- a script.
-
- RUN PROGRAM -- this runs another program from outside of Game Builder Lite.
- This program must be a stand alone .exe or .com file and must be in the same
- graphic mode as your program. After the outside program runs you are returned
- to Game Builder Lite.
-
- These functions let you add a wide range of responses, positions, verbs/nouns,
- and actions to each screen. The responses and actions can be triggered by
- position, a timer, screen, or the user.
-
- Example:
-
- Type this into the script editor.
-
- verb: look
- noun: around
- position: x = -1 y = -1 response: you see a blue crystal
-
- Next, select the Action button, and do the following:
-
- 1. Select USER button
-
- 2. ACTIVATE THE ACTIONS LIST by highlighting it with the left and right
- arrow keys.
-
- 3. Use the up & down arrow keys to highlight Get Points.
-
- 4. Hit the ENTER key and you'll be asked for the number of points to add.
- Select 30 and hit the ENTER key.
-
- 5. The phrase: Get POINTS = 30 should appear in the list of ACTIONS.
-
- The above sequence will result in the following actions during game.
- Whenever the player enters that screen and types "look around" the response
- script will display "You see a blue crystal". At the same time 30 points will
- be added to the player's score.
-
- To limit the point scoring to just a one time event, simply add this step:
-
- 6. Go back to the list of actions and highlight the Disable Script action.
- Hit Enter and this will be added to the response list below the Get
- Points = 30.
-
- Here are three more examples of response list actions:
-
- I. LOSE POINTS = -50
- LOSE GAME
-
- II. IF ITEM = SHOVEL
- GET ITEM = 'CRYSTAL'
- GET POINTS = 30
- ENDIF
-
- III. IF TIMER > 4
- BEGIN ANIMATION: EXP1
- ENDIF
-
- By smart use of the verb/noun combinations, position values, response scripts,
- mechanisms, and special actions you can create a wide range of actions and
- reactions for each screen of your game. But remember that each script takes
- up disk space. If you are trying to get your game onto a 360k disk you may
- need to consider cutting back on the number of scripts.
-
- The easiest way to understand how all of this works is to play the included
- sample game. Later you can load the game into memory and study the various
- scripts and actions. After that make a small experimental game and test
- various scripts and actions.
-
-
- ANIMATION LIST
- --------------
- The ANIMATION option creates a list of animation files that you can then use
- in your program. You must have already created the animation files using the
- CREATE PICTURE option. To create an animation file list, first select the
- ANIMATION option from the EDIT option. This will then pop-up a list that you
- can enter the file names into by first hitting the enter key and then typing
- in the file name. You can have up to 20 animation files per game.
-
- ITEM LIST
- ---------
- The ITEM list is very similar to the ANIMATION list. This list can contain up
- to 40 items that can be used during the game. The ITEM list will be used by
- the SCRIPT EDITOR to tell the game how to use, get, or interact with each
- item. Enter item names into the list using the same method that is used for
- animation files.
-
- ITEMS are usually things that you have drawn in the background screens. They
- do not exist as separate picture items except in this ITEM list. You can even
- have items that don't appear on any screens. For Game Builder Lite to
- recognize the ITEMS they must be on the ITEM list and referred to in the
- SCRIPT EDITOR.
-
-
- SPECIAL OPTION
- --------------
- The SPECIAL option enables you to specify the name of the screens to be used
- during opening, closing, losing or winning the game. You can also play a
- music file with each of these screens. These screens can be drawn with
- TurboPaint using CREATE/PICTURE option.
-
- The opening screen may contain some graphics and copyright information (if
- needed). The opening screen also usually gives a brief description of the
- game.
-
- The Lose screen is for ending the game when the player fails to complete the
- mission. The Win screen is displayed if the player completes the game's
- mission. The Close screen is so you can display an extra message about other
- games that you may have for sale or whatever message you wish.
-
- To use the SPECIAL option, simply select it by clicking the mouse. You may
- then begin to enter the names of the picture files that you wish for each
- screen.
-
-
- PROGRAM
- -------
- This is a list of outside programs that you may want for some special effects
- during your game. These programs must be a valid EXE or COM file. Any
- outside programs that you run must be in the same graphic mode as your game.
- Programs that you put on this list can then be called, adding the RUN PROGRAM
- action to one of your scripts.
-
-
- ARGUMENTS
- ---------
- This is a list of command line arguments that you may need for the outside
- programs listed in the PROGRAM LIST.
-
-
- FILE MAIN MENU OPTIONS: LOAD, NEW, and SAVE
- -------------------------------------------
- The FILE option is for Loading, Saving, or creating New games. LOAD is used
- to load an existing game into memory. SAVE should always be used to preserve
- any games that you are working on before you exit Game Builder. NEW is used to
- clear the computer's memory so that you can begin work on another program.
-
- Each of these options will present you with another screen that will allow you
- to select the drive and file name that you wish to use.
-
- PLAY MENU OPTIONS: PLAY GAME IN MEMORY
- --------------------------------------
- If you already have a game in memory you can quickly play it by selecting this
- option. The PLAY option is useful when you are designing a game and want to
- test the changes that you make.
-
-
- PREVIEW MENU OPTIONS
- --------------------
- The preview option is just a quick way to look at picture, object, and
- animation files or listen to sound files. This is a quick way of reviewing
- each file so that you can select the proper file to be used in the proper
- screen grid locations.
-
-
- OBJECT
- ------
- The OBJECT preview option simply presents you with a list of object files that
- you can select for viewing. These object files have the extension of .OB.
- They are created with CREATE OBJECT.
-
-
- PICTURE
- -------
- This option is used to view the background .PCX files that you have created
- with CREATE PICTURE.
-
-
- SOUND
- -----
- This is used to preview sound files that were created with CREATE SOUND.
-
-
- MOVING
- ------
- Moving is used to preview the walking and single screen animation files that
- you have created with CREATE PICTURE and the ANIMATION option.
-
-
- GAMEBUILDING TIPS
- -----------------
- Think ahead when you design the background screens. Draw them so that it will
- be easy for the character to blend in and move around the screen without
- running into too many objects.
-
- Be original. Don't design the same old adventure games that everyone else is
- already doing. Use great graphic background screens.
-
- Don't use too many MASK files; they will slow down the overall operation of
- the game. However, do make liberal use of appropriate sound files to enhance
- the user's enjoyment.
-
- GAME IDEAS
- ----------
- HISTORICAL ADVENTURES -- These are games in which your moving character is a
- famous person. The background screens are appropriate pictures for the right
- time and place in which the character lived.
-
- MAZE -- You can create a wide variety of mazes with Game Builder Lite.
-
- MAPS -- You can create a position activated map that jumps to a picture of the
- main areas on the map; such as cities, rivers, etc. You can even create maps
- of real cities which has pictures of real streets and buildings.
-
- EDUCATIONAL GAMES -- Identify plants, animals, etc.
-
- ADVENTURE and MYSTERY games -- solve puzzles and problems.
-
- BOARD GAMES -- each screen of the game is a location on the board.
-
- BIBLE GAMES -- Animated stories and Bible presentations.
-
- CARTOONS -- Make your own disk-based cartoons.
-
- PRESENTATIONS -- You can use Game Builder to make self running or interactive
- presentations for your product or service.
-
- BOOKS -- Use Game Builder to created interactive text and graphic books.
-
- OTHER IDEAS -- Training Program presentations, Rescue games, Explorer games,
- Sound and Music games, Puzzle games, Travel games, Treasure Hunts, Quiz and
- Riddle games.
-
-
- COMMON PROBLEMS
- ---------------
- 1. The script that I created does not give the desired response.
-
- Be certain that you have used the correct position values (either -1,-1 or the
- desired values).
-
- 2. My object moves through the exclusion areas that I have for a screen.
-
- Make sure that the exclusion rectangle that you have chosen is at least 6
- pixels (x,y values) wide.
-
- 3. My walking animation files show the wrong movement when I press the right
- arrow key.
-
- Check the SCREEN GRID data files and be certain that you placed the correct
- file in the WALK RIGHT file area.
-
-
- OTHER COMMON PROBLEMS
- ---------------------
- Leaving out file extension when using the animation (.anm) or sound files
- (.SND) will prevent your game from operating properly.
-
- Background screens greater than 64,000 bytes cause the program to hang.
-
- Setting the wrong exclusion areas can cause the game to freeze up. For
- example if you use a GOTO to go to another screen and the character is placed
- in an area where it can't move the game will freeze.
-
- When editing a game if you make several changes you should save the game and
- then exit Game Builder before attempting to PLAY the game.
-
- REMEMBER this is a SHAREWARE program. If you continue to use it you should
- register. Print the ORDER.DOC file for more information.
-
- Appendix -- Game Builder Professional
-
- If you like Game Builder Lite, you'll want the ability to distribute or sell
- your games. This is impossible with Game Builder Lite because although you
- can play your games within the Game Builder Lite environment, you cannot play
- them as stand-along games, and so you cannot sell them to others.
-
- In addition, professional games include support for digitized sound and
- background music on sound cards such as the Sound Blaster, Sound Blaster Pro,
- Adlib Gold, Thunder Card, and ProAudio Spectrum. You'll want the ability to
- add this to your games as well.
-
- A third feature that most professional games have is that graphics and sound
- files are combined into a few large "resource" files, often with compression
- added to conserve disk space.
-
- And finally, it would be handy to have a library of graphics, fonts, music and
- digitized sound clips that you can use in or adapt for your games.
-
- If you're serious about developing top-notch games, I've got good news for
- you. Game Builder Professional includes all four of these things. Game
- Builder has everything in Game Builder Lite, plus it adds a run-time module
- so you can distribute or sell your game creations. And you can do so
- royalty-free -- you keep all the profits! Maybe you'll be the author of the
- next shareware mega-hit, or maybe you'll even get published by a commercial
- game company!
-
- Game Builder Professional also includes the ability to create resource files
- with built-in data compression, and it includes support for all major sound
- cards so your game can have digitized sound effects and background music.
-
- In addition, you receive three FREE bonuses with Game Builder Professional.
- You receive a disk full of pcx files that you can use in your games, royalty-
- free. These pictures were created especially for use with Game Builder
- Professional games. You also receive a lot of extra fonts so you can vary
- the look of the text in your games. In addition, you receive a disk of music
- clips and digitized sound effects, over 100 in all! You can add these to your
- games to give them that professional touch.
-
- Best of all, you never have to pay one cent in royalties for games you create
- with Game Builder Professional. This includes the artwork, fonts, music and
- sound effects, too. All of them are free to you as bonuses for purchasing
- Game Builder Professional.
-
- This special HD three-disk set is available direct to you from MVP Software
- for only $49.95, plus $3 shipping from the US, $4 shipping from Canada, or
- $5 shipping from anywhere else. You'll also receive a printed manual with
- lots of details on using Game Builder Professional and creating high-quality
- games.
-
- To order, call our 24-hour toll-free order line from the US or Canada:
- 800-968-9684. From anywhere else, or for information or technical support,
- call 616-245-8376 during regular business hours EST. Or mail the order form
- (print the file ORDER.DOC), along with your check, money order, or credit card
- information to: MVP Software, 1035 Dallas SE, Grand Rapids, MI 49507-1407.
- US funds only please.
-
-