This is the Dream Stud!o Giga-FAQ (well, eventually) v0.4
By Mark Green
Email address for submissions/comments:
mark [at] antelope [dot] demon [dot] co [dot] uk
The latest version of this FAQ will always be available from
http://www.gamefaqs.com.
-----------
wwwwwwwwwww If the block of characters on the left has a straight
mmmmmmmmmmm right-hand edge, you are using a monospaced font.
iiiiiiiiiii This FAQ looks far better viewed in a monospaced font.
OoOoOoOoOoO Use EDIT, DOS TYPE, the Netscape text viewer, or MORE
12345678901 to view this file.
-----------
----------------------------------------------------------------------
******************************* INDEX ********************************
----------------------------------------------------------------------
INTRODUCTION
QUESTIONS THAT ACTUALLY HAVE BEEN FREQUENTLY ASKED
Q1 Is Dream Studio coming out in America/Europe?
Q2 Where can I get Dream Studio from?
Q3 Can you use Dream Studio if you don't know Japanese?
Q4 Can you use Dream Studio to make a game in English?
Q5 Does Dream Studio work with the Dreamcast CDX?
Q6 Does Dream Studio work with American/European DC Keyboards?
Q7 What Battle system/Magic system does Dream Studio use?
Q8 Can you transfer the games you make to the PC?
Q9 Can somebody who doesn't have Dream Studio play the games I make?
Q10 Can I stop other people loading my games into the editor?
Q11 Can I make a Zelda or Mario game with Dream Studio?
Q12 Have any games actually been made with Dream Studio?
Q13 Is it true that there are bugs in Dream Studio?
Q14 How can I upload/download games from the Internet?
TUTORIAL SECTION
T1 Setting up and getting a game started
T2 Beginning Editing
T3 Editing Different Maps
T4 Moving between maps - your first Event
REFERENCE SECTION
R1 General Notes
R1.1 Editor modes
R1.2 Dialog structure
R1.3 Text entry
R1.4 Safety lines
R1.5 Start Menu
R1.6 Game properties
R1.7 HSV Colour
R1.8 File types
R2 Opening/Setup
R2.1 Create A Game
R2.2 Play A Game
R2.3 Options
R2.4 Internet
R3 World Editor
R3.1 Basic operation
R3.2 Objects
R3.2.1 Creating Objects
R3.2.2 Editing Objects
R3.2.3 Object Properties
R3.2.4 Action Properties
R3.2.5 Ambient behaviour properties
R3.3 Maps
R4 Scenario Editor
R4.1 Book
R4.2 Sheet
R4.2.1 Condition Editor
R4.2.2 Spark control
R4.3 Script
R4.3.1 Script editor basics
R4.3.2 Event list
R4.3.2.1 Messages track events
R4.3.2.1.1 Message
R4.3.2.1.2 Menu
R4.3.2.1.3 String Entry
R4.3.2.1.4 Button
R4.3.2.1.5 Timed Button
R4.3.2.1.6 Probability
R4.3.2.2 Hero track events
R4.3.2.2.1 Serif
R4.3.2.2.2 Action
R4.3.2.2.3 Emotion
R4.3.2.2.4 Move
R4.3.2.2.5 Fly
R4.3.2.2.6 Turn
R4.3.2.2.7 Colour
R4.3.2.2.8 Visibility
R4.3.2.2.9 Model
R4.3.2.2.10 Carrying
R4.3.2.2.11 Switches
R4.3.2.2.12 Map move
R4.3.2.3 Object track events
R4.3.2.4 Camera track event
R4.3.2.5 BGM track events
R4.3.2.5.1 Start new
R4.3.2.5.2 Stop all
R4.3.2.5.3 Adjust
R4.3.2.6 Sound FX track events
R4.3.2.6.1 Effect
R4.3.2.6.2 Stop all
R4.3.2.7 Letterbox track events
R4.3.2.7.1 Blackout
R4.3.2.7.2 Letterbox
R4.3.2.8 Map track events
R4.3.2.8.1 Sky
R4.3.2.8.2 Lighting
R4.3.2.8.3 Spotlights
R4.3.2.8.4 Fog
R4.3.2.8.5 Colour
R4.3.2.8.6 Switches
R4.3.2.9 Special text track events
R4.3.2.9.1 Special text
R4.3.2.9.2 Narrative
R4.3.2.10 Vibration track event
TECHNIQUES SECTION
X1 Multiple sheets firing in one event
X2 Hit Points (or counters in general)
LIBRARY INDEXES
L1 Model Library
L2 SFX Library
L3 Sample game library
L4 Map Library
L5 BGM library
L6 Human action library
CREDITS
----------------------------------------------------------------------
**************************** LEGAL BITS ******************************
----------------------------------------------------------------------
Neither the author of this FAQ, nor any person who distributes it in
any way, shall be responsible or liable for anything that results from
using this FAQ for any purpose, including but not limited to
damage to your Dreamcast, controllers, hands, eyes, or sanity
(which may be oddly likely with this title).
This FAQ may be freely distributed provided that it is kept unmodified
and in its entirity. This FAQ may not be sold, or included as part
of a publication that is sold, without the author's express
permission.
Dream Studio is (c) and (tm) Sega Enterprises, 2000. Zelda and
Mario are trademarks of Nintendo. Final Fantasy is a trademark of
Square/Sony. ShenMue and very possibly QTE are trademarks of
Sega Enterprises. The use of any trademarks within this FAQ is not
intended to represent a challenge to their validity.
----------------------------------------------------------------------
***************************** INTRODUCTION ***************************
----------------------------------------------------------------------
Dream Studio is an 3D adventure creation tool for the Dreamcast. It
allows the creation of fully 3D interactive adventure-style games.
Although it does not have hard-wired systems for magic or combat,
these can be added using the condition and scripting language included
within it.
Dream Studio is an intensely complex piece of software, and this
FAQ attempts to unravel it. This first version of the FAQ is
extremely incomplete, but I have posted it so people can get an
initial flavor of what's being found out. It will be updated as I
find out more.
The FAQ is divided into sections:
TUTORIAL SECTION - A walkthrough-style introduction to Dream Studio.
REFERENCE SECTION - A reference to each part of the tool.
LIBRARY INDICES - List of all items available in the libraries on
the GDROM.
----------------------------------------------------------------------
******** QUESTIONS THAT ACTUALLY HAVE BEEN FREQUENTLY ASKED **********
----------------------------------------------------------------------
$ Q1 IS DREAM STUDIO COMING OUT IN AMERICA/EUROPE?
Sega has made no statement on this as yet.
$ Q2 WHERE CAN I GET DREAM STUDIO FROM?
Relatively few importers have carried Dream Studio because of its
vertical market interest and heavy Japanese content. Two importers
I know have actively listed it: In the USA, NCSX (
http://www.ncsx.com/)
and in the UK, Another World (
http://www.anotherworld.co.uk/).
$ Q3 CAN YOU USE DREAM STUDIO IF YOU DON'T KNOW JAPANESE?
When this FAQ is finished, I hope so. :)
$ Q4 CAN YOU USE DREAM STUDIO TO MAKE A GAME IN ENGLISH?
Yes. The "Romaji" alphabet is the Japanese name for the English
alphabet, so you can use this for all your dialogs and messages.
The only pieces of text you cannot change are the options on the
pause menu, and the error that appears if a string entry prompt
is used and the user types a value that isn't recognised. You
may find some dialog boxes are a little small for English messages,
though, because Japanese is more compact than English in general
(because of Kanji).
$ Q5 DOES DREAM STUDIO WORK WITH THE DREAMCAST CDX?
Yes.
$ Q6 DOES DREAM STUDIO WORK WITH AMERICAN/EUROPEAN DC KEYBOARDS?
Yes, although the shift and caps lock keys may produce Japanese
characters as well as English capitals.
$ Q7 WHAT BATTLE SYSTEM/MAGIC SYSTEM DOES DREAM STUDIO USE?
It doesn't have one wired in. You can make one yourself by using
the Sheet system although it can be quite a lot of work. Many
Japanese authors are writing battles using the QTE system from
ShenMue; it is also possible to do FF7 menu-driven battles although
it will take a lot of memory.
$ Q8 CAN YOU TRANSFER THE GAMES YOU MAKE TO THE PC?
If you have an HKEMS memory card you can transfer files to the PC and
upload and download them, but you can't play Dream Studio games on the
PC.
$ Q9 CAN SOMEBODY WHO DOESN'T HAVE DREAM STUDIO PLAY THE GAMES I MAKE?
No. There is, AFAIK, no runtime version of Dream Studio. All your
players must have full copies of Dream Studio. Although it's
possible that Sega could stick a runtime version on a magazine
coverdisc...
$ Q10 CAN I STOP OTHER PEOPLE LOADING MY GAMES INTO THE EDITOR?
No. There's no facility for doing this.
$ Q11 CAN I MAKE A ZELDA OR MARIO GAME WITH DREAM STUDIO?
Yes and no. The problem is assigning actions to buttons. You can
do this by using Events, but the response will probably be too slow
for attacks or jumps in one of these types of game. If you're
prepared to put up with it, by all means go ahead.
$ Q12 HAVE ANY GAMES ACTUALLY BEEN MADE WITH DREAM STUDIO?
Yes! Go to
http://www.kuusou.co.jp/dstudio/dendou.htm for a list
of games. However, all the games there are in Japanese.
$ Q13 IS IT TRUE THAT THERE ARE BUGS IN DREAM STUDIO?
Unfortunately, Kuusou have reported that there are bugs in Dream
Studio. Fortunately, they can be easily avoided once you know what
they are. They are as follows:
- Dream Studio may freeze if you use Play From Cursor in an long event
that includes Letterbox or Blackout commands.
- A "ghost" hero object may appear on some maps. This hero object
can be recognised because the object manipulation menu for it will
*SCROLL*, which no other object manipulation menu will. If one
of these does appear, do NOT scroll the menu and use the other
options, as they will confuse the engine terribly.
$ Q14 HOW DO I UPLOAD/DOWNLOAD GAMES FROM THE INTERNET?
You will need one of these things: an HKEMS (Nexus/Interact) memory
card and a PC, *OR* a Dreamcast that can connect to the net in your
region.
If you have the latter, you can just head off to the game site and
download the file directory. The drawback is you have to worry about
memory card slots. Slots? Yes. VMSs use an internal file structure
and Dream Studio files are named D_STUDIO.G01, D_STUDIO.G02, etc. The
problem is, if you have a game stored as D_STUDIO.G01 and you try and
load a game that somebody else had stored as D_STUDIO.G01, one of them
will get overwritten. So be careful when downloading files, and save
your own games in higher-numbered slots.
If you have the former, things are a bit trickier. HKEMS memory
cards take data in .DCI format, which isn't provided on most
DreamStudio sites. So here's what to do. Find the game you want.
Click on it to download it. You should get a .VMI file. Now,
go to the link you downloaded the game from, press the right mouse
button, and use Copy Link Location (or Explorer equivalent) to get
the path of the VMI file on the server. Paste this into the location
bar, and change the file extension to .VMS, then hit return to
download the .VMS file (which is the actual game).
Now, you'll need a copy of a utility called DCI_VMI, which can be
gotten from any good VMS programming page. Run it on the .VMS file
and answer the questions as follows:
Data or game file? DATA
Filename for .DCI? Whatever you like
DCI file copyable? YES
Filename for VMS directory? D_STUDIO.G01
VMI Program Description? Whatever you like
VMI Copyright Description? Whatever you like
The advantage of this method is: you can change D_STUDIO.G01 to
CHOOSE which memory card slot the game goes in. Make sure you only
change the number after the G, though. Pick a filename not used by any
of your games at the moment.
Finally, use WCPY1 (which should have come with the card; if it
didn't there should be a link to it in the documentation that did
come with it) to download the .DCI file to your VMU, and you're set.
----------------------------------------------------------------------
*************************** TUTORIAL SECTION *************************
----------------------------------------------------------------------
$ T1 Setting up and getting a game started
-------------------------------------------
Open the GDROM case. (Open the left-hand half. For some reason, Sega
decided to put the disc in the side where it's not supported in the
case when the case is the right way up..) Hold the disc between thumb
and forefinger. Press the open button on your.. Ok, you know all
this stuff, right? Ok, just meet me at the DS Main Menu. :)
Right. Hit the start button, then choose the first option (Create A
Game), then the second option (From the Beginning). Yep, we're going
to dive right in with this tutorial - most of the explanatory stuff
included on the disc is in Japanese and it'd take longer for me to
explain it in a seperate text file than it will for us to just wade
in. :)
A big screen of Japanese text pops up. Press A to get rid of it, then
A again to dismiss the next box (which is asking you to enter your
name), and then.. well, enter your name. Pull the left trigger twice
to get the Romaji (English) alphabet and use the joystick and A button
to enter your name. Go and have a quick peek at section R1.3 for all
the controls on the text entry box - really do, because we're going
to be using it a lot.
Once you've entered your name, hit START then A to quickly end the text
entry (you COULD have moved the cursor manually onto the bottom of the
menu and hit A, but this way's much quicker) and then A again to dismiss
the box (which is asking you to enter the title of your game), then
back to the text editor to enter the title. Call it whatever you
like at the moment.
You're now at another screen full of Japanese with a menu selection
at the bottom. Choose the right hand option. The system is asking
you to choose Beginner or Expert mode - and you're choosing Expert
mode. Why? Because all Beginner mode does is to remove options from
the menus that might be confusing. However, unless you're fluent in
Japanese, taking a few options away WON'T make the menus much less
confusing! ;) Also, if you're in Expert mode from the start, you
won't have to relearn all the menu locations.
And finally, you'll come to the model menu, to choose the model for
the hero of the game. Pick the first model offered, the standard
hero. Or, just to be PC, you can press Right on the digital joystick
to get the standard heroine. Or you can go wild and scroll up and
down the menus until you find a model you like - but it's important
that you make it human. (You can actually select a non-human object
as the hero, but it'll cause some things later on to not do what I'm
expecting.) Once you've found a model, select it with the A button.
And finally! After that long, long trip, you're finally in the
World Editor, looking at your hero standing in a lovely green glade.
$ T2 Beginning Editing
-----------------------
Right. Now we're in the Editor, let's get down and make some stuff.
Before we do, though, let's just take a quick look over the basic
items you'll be editing and how they're structured.
Dream Studio is divided into two halves: the World Editor and the
Scenario Editor. The World editor lets you edit the environment in
which your game will be taking place. The Scenario editor lets you
specify the events that actually take place in the game.
To break things down a bit further, here's what you can edit with
the World Editor: Maps, which are physical locations that make up
the game, and Objects, which are things that will be encountered
in those locations. So, a Map might be the Town of Arelin, the
Evil Wizard's Tower, or the Dungeon of Destruction. An Object
might be the town's armor shop, the evil wizard's treasure chest,
or the hero him/herself.
Now the Scenario Editor edits three things: the Book, which describes
the order in which things in the game take place; Sheets, which
describe when things happen, and what must take place in order for
story events to happen; and Scripts, which define what happens
on screen when an event in the plot occurs.
So, suppose you've got to go into the Wizard's Tower to retrieve his
treasure chest and give the treasure to the king to claim the Royal
Wand of Power. The Wizard's Tower is a map, and so is the king's
castle. The treasure chest is an object - and so are the Royal Wand
of Power, the king, the hero, and the wizard. The Book says that
once you've gotten the treasure chest, the king will give you the
Wand when you meet him. One Sheet says that if you go to a certain
place in the wizard's tower, you get the treasure chest, and another
says that if you go to a certain place in the palace, you meet the
king. And one Script shows the hero triumphantly raising the chest
above his head; another shows the King handing over the Wand, and
maybe there are others too that show the king dismissing the hero
for arriving without the treasure, or the battle between the hero
and the wizard's pet dragon.
Ok, digression over. Let's do stuff. Use the digital stick to pan
the viewpoint of the initial map around. Let's make this map a
town from which the hero can start. We have the land, we have the
hero, we just need some buildings. Use the analogue stick to
move the cursor away from the hero and scenery, then hit A. You should
go straight to the Model List for creating a new object. (If you get a
submenu, choose the bottom - blue - option, which is Create Object.
You were near an object or objects at the time you pressed A, and the
submenu was listing those objects in case you wanted to edit one. You
don't, you want to create one, so use the bottom option.)
Scroll three categories to the right, and pick the first building.
The Object Properties sheet will pop up. Hit A on the very first
item - this changes the name of the object - and change the name to
"HOUSE" or similar. Then, START-A to get out of the text editor,
and START-A again to get off Object Properties. You're now back
in the World Editor with the house glued to your cursor. Move
around with the analogue and stamp down two houses with the
A button. Use the X key and the triggers to rotate the houses in
place.
Once you're done, hit B to get the house off the cursor. You
should now be on the object list submenu again, so choose the bottom
option to Create Object (if you *aren't* on the submenu, hit A to get
the object submenu (if you're near any objects) or the Model List (if
you're not)). This time, choose the fourth building model down. Rename
it "SHOP" on Object Properties, and then put one down near the houses.
Ok, time to see that this looks like. Hit START and choose the
top option (Playtest), then the top option again from the submenu (From
This Map). This will take you into the game. Run about a bit and
look at the houses. Note you can't get into any of the houses at the
moment. Press START and choose the second option to return to the editor.
Notice that even though you have returned to the editor, the
hero is still in the place you left him while you were playing.
The editor shows the *current* state of the world at all times.
To reset the game, press START again, and choose the third
option (Game Reset), then the bottom option (All).. and you're reset.
$ T3 Editing different maps
----------------------------
We'd probably like the hero to be able to go into some of these
houses. We can't just move the hero inside the house object;
every area the hero explores has to be represented as a seperate
map, so we need a map for every house we want the Hero to be
able to enter.
Press the Y key to pop up the Map Menu and choose the bottom
(blue) option to create a new Map. (The Map Menu lists all the
maps you've defined and the one other option was the name of the
map we were editing just now.) The Map library will pop
up. Press right to select interior maps and choose the top
map option - this is a nice standard house map. The map
properties page will appear - dismiss it immediately with
START-A.
Now you're in the editor for the house. It's quite a nice house -
it's come prefurnished from the Map Library with a mat, a bunk
bed, and a desk. Note also that the hero's standing in the middle
of it. How'd he get there? Well, in the editor, there will always be
an image of the hero on the map you're editing - this enables you to
playtest the map. In the actual GAME, though, how the hero gets
between maps can be a bit more involved. We'll be looking at that
in a moment.
Let's put something in the house. Something adventury. How about
a sword? You know the object creation drill by now: hit A,
choose the bottom option on the submenu if you get one, and
pick from the library. There's a nice sword about five categories
left (assuming the last thing you placed was a house). Pick
"sword 1". Change the name in Object Properties to "SWORD" and
START-A out. Now carefully place the sword on the wall. Make
sure to use the digital to ensure you view all sides of the
sword - you don't want it floating in front of the wall! If you
need to move the sword up and down, hold X and use the analogue
stick.
So, now there's a sword there. But we still can't pick it up.
Don't worry.. first, let's deal with getting our hero into the
house!
$ T4 Moving between maps
------------------------
Hit the Y button, select the first map we edited (the top option) and
then select the top option again (Go To Map). It's time for
us to link these maps together so that the hero can enter a house by
moving up to one. And for this.. we need to use the scenario editor.
Yes, anything that moves the hero between maps is considered to be
an Event, and hence we need to add one to the scenario.
The Scenario Editor is more abstract than the World Editor and can
be a lot more intimidating first time you see it. Don't worry
too much, it's not as complex as it looks.
Hit START, and choose the second option (Switch Editor). You'll enter
the Scenario Editor. You'll start up in the Book mode. Remember the
Digression in T2? The Book defines the order and flow of events that
happen in the game. At the moment, there are only two Sheets shown
in the Book - the S sheet (the start of the game) and the E sheet (the
end of the game). They're also not connected in any way. In other
words, we know the game starts, and we know it can end, but we don't
know how it could get between them.
You can use either joystick you like for this bit. Move to the
E box, hold A, and drag it down a bit - we're going to create a new
Sheet, so need some more space. Now point to any empty area and hit A.
A new sheet will spring into existance - with a central icon marked
with an A. A sheet represents an event in the game. In this case, we
want it to represent the hero going into the house. At the moment, the
sheet has default settings, which are no use at all (because they don't
do anything) - we need to edit it. Press A on the sheet, and then
choose the second option down (Edit Sheet).
Ok, we're in the Sheet Editor. First and foremost, move up to the very
top, and change the sheet name to something like "ENTERHOUSE" (you only
get 10 characters). Now let's take a look at what makes up the sheet.
There's a condition, a script, inputs, and outputs. The inputs and
outputs are the groups of four circles at the top and bottom respectively
of the big box on the screen (those are the circles you also saw in the
Book). The condition is the left-hand box that's INSIDE the big box (near
the A-in-a-circle icon), and the script is the right-hand one (with the
bar graph like display inside). The big box on the right is for your
comment and has no effect on the sheet.
Move the cursor until it's on the text area next to the A-in-a-circle icon
and hit A (Edit Condition). The icon used for a sheet tells you what
Condition it's using, and the A-in-a-circle icon means it isn't using
one at all, so it triggers as soon as an appropriate point in the game
plot is reached (we'll see how that's determined in a moment), but we don't
want that; the player has to actually do something - try and get into the
house - to trigger this event. When you pressed A, the list of potential
triggers appeared. Choose the second one - touch map area. (There is
one for "touch object", but if we used that and said the object was the
house, the hero could crash into the back wall of the house and wind up
going in - the door isn't a seperate object!)
You're now sent back to the World with a red, circular area highlighted.
That area is the area the hero must enter for the event to take place.
Find the house you want to use as the hero's house and move the area
so that the centre of it is inside the door and a semicircle sticks out
at the front - close enough that if the player moved into it they'd
definately want to go in the door. You can change the size of the circle
by holding X and pushing left and right, but you shouldn't need to - the
default circle is OK for size. Once you have it placed, press A.
We now have a sheet that fires when the player approaches the door.
But at the moment it won't work. Why? Because as well as the
player doing something, the sheet also needs to be ready - it needs
to be an appropriate point in the plot for the event to happen.
Press the B button on the Sheet Editor to go back to the Book Editor.
It's on the Book Editor that you specify how the plot flows. Now,
when can you get into this house? Well, we want the player to
always be able to get into it. In other words, it's appropriate
as soon as the game starts. The "S" sheet represents the game
starting. Put the pointer on the circular "handle" at the bottom
of the S sheet, hold down A, and DRAG to the left-hand "handle" at
the top of the sheet we just created. There'll be a weird
gunshot sound, and the two will link together. What does this
mean? It means that, once the game's started, the player can enter
the house. If we linked another sheet to the bottom of the "ENTERHOUSE"
sheet, it would mean that something else could happen once the player
had entered the house. If we linked the E sheet to the bottom of the
"ENTERHOUSE" sheet, it would end the game when the player entered the
house (don't actually do this).
Ok, so we now have a thing called "ENTERHOUSE" which is available
from the start and which happens when the player walks up to the
door. But what does it DO? Point at the ENTERHOUSE sheet again,
press A, and this time choose the TOP option (Edit Script). You're now
in the script editor, where you specify what's happening in an
Event. We'll be looking at this in more detail later. For now, move
the cursor to the big button on the left, press A and choose the second
option (Hero Track). A track representing the actions that the Hero
in the event will appear. Point to the very beginning of the track
(just beyond the first red guideline), press A, and choose the bottom
option (move between maps).
When the requester appears, hit A to set the destination. The
Map List will appear again; move down to the house map, select it
and press A. You'll now be placing the hero as if you were placing
an object (you are setting the point in the new map where the hero
will arrive). Ignore the copy of the hero already in the room (that's
the playtesting one); place the new hero by the door, facing so it
looks like he's just come through it, and press A. When the requester
reappears, press START, A again. Notice the big white block that's now
appeared on the hero track.
Press start and choose the second menu option (Switch Editor) to return
to the World Editor. Now reset the game as described in T2 and playtest
again. (You need to reset the game, because you added an event that
was available when the game was started. Problem is, because you'd
playtested before, the event didn't actually EXIST when the game was
started and so isn't properly marked available - resetting fixes this
out.) Run over to the house you put the event on. As you
enter the region you placed around the door, your hero will fade out
(an effect of the "move between maps" event) and appear in the
house!
Ok, we're in the house. Now we want to be able to get back out of it
again. We do that in the same way - via another sheet that fires
when touching the door's area. This time, however, the area has to
be part of the map we just made of the house. Quit playtesting and
return to the scenario editor, Book Mode. In the Scenario editor, you
can only change the map while in Book Mode. Press Y, and choose your
house map. Now, the easiest way to deal with this is going to be to
use a copy of our original sheet. Point to your ENTERHOUSE sheet,
press A, and choose the fourth option down (copy to another map), then
move to the side and stamp down the new copy. Notice that the linkage
of the old sheet is copied as well.
Open the sheet editor on the new copy (A button, second option). Change
the name of the new sheet to "EXIT HOUSE" (or similar), and
go to the Condition editor (text box on the left of the icon). When
the menu of Conditions appears, just press A to keep the same
condition. You will now see a hitzone floating in midair. What's
happened? Well, because you copied the sheet from the original outside
map, it's kept the same absolute location for the hit zone. However,
since it's no longer on the outside map, but the house map, that
location no longer makes any sense. Move the hit zone onto the door
out of the house in the same way as you originally placed it on the
one inwards. To get quickly to the Script Editor from the Sheet
Editor, you can point to the RIGHT-hand box, above the mock-up script
editor. Point to the white block (the Move Between Maps event),
press A, and choose the top option (edit properties). Press A on the
default choice (destination), pick the outside map, and then place the
hero outside the house. Leave the Sheet Editor and return to Book
Mode.
Now, switch back to the outside map, reset the game, and start playtesting
again. Walk up to the door, and you'll go into the house. Walk around,
then go to the door again, and you'll leave. Now, you might find at this
point that when you arrive in the house, you can't move away from the door
without leaving the house. That's because the area that your "ENTERHOUSE"
sheet places the hero in, is inside the hit zone for the "EXIT HOUSE"
sheet! Enter the script editor for whichever sheet is causing the
problem, and move the hero slightly away from the door.
Go back to playtesting (if you left). Go into the house, then out, then
try going back into the house. And.. gasp.. nothing happens. Why?
Go back to the Scenario Editor and look at the Book again. Your Book
shows that the hero can enter the house after the game has started.
But a connection in the Book only lets an event happen ONCE. So
once the hero has entered the house, the event has happened, and it
can't happen again until the game is started again. So, how do we make
the hero able to leave and re-enter the house at will? Quite easy. Point
to the leftmost of the four output circles on the bottom of the "ENTERHOUSE"
sheet, press and hold A, and drag the line up to the SECOND leftmost of the
four circles on the TOP of the SAME "ENTERHOUSE" sheet - you're making
a loop. Connections to different inputs are seperate; as soon as any
of the four connections is satisfied, the event becomes ready to go.
So what you've said is that the player can enter the house after the game
is started, OR the player can enter the house AFTER THEY HAVE ENTERED THE
HOUSE (!) Since one of these is always true, the player will always be
able to enter the house.
Now, you might be at this point thinking this sounds a bit daft - surely
it would be logical to say the hero can't enter the house until after
he has *LEFT* the house, or that he can't leave until he's entered. Well,
you CAN link the sheets together in that way if you want - but there is
no need to, since it is impossible simply due to the maps for the hero to
enter the house twice in a row without leaving it. We don't need the
Book to enforce this restriction, since it's already enforced. Also,
in playtesting we *might* need to enter the house twice without leaving
it (we can do this, because we can jump between maps however we like), so
we allow the possibility, although a non-editing player will never be
able to do it.
Do the same thing with the "EXITHOUSE" sheet - link its leftmost output
to its leftmost input. Reset the game, and playtest again. You should
now be able to move freely in and out of the house.
Just for a finishing touch, open the Script Editor for "ENTERHOUSE"
again. Hit the large button again, and this time choose the sixth
option down - sound effects. Point to the start of this track and
press A to create an event. Choose the first of the two event types,
and then when offered the menu, choose the default option. Press
down 45 times and you'll have an effect of a door opening. Press
A to select it, then START-A to get off the properties menu for the
sound effect. Now you should find the door sounds like a door when
entering the house. You can do the same thing for "EXITHOUSE" too
if you like. (Of course in normal circumstances we'd have done this
before we copied the sheet, to avoid doing it twice, but I didn't
want to digress in the middle of a lesson. :) )
$ T5 Picking up objects
-----------------------
Ok, we have that lovely tempting sword hanging in the house, but
no way to pick it up - yet. So, let's deal with that. First of
all, you need to know that there's no inventory in Dream Studio.
To pick up the sword, all we need to do is to make an Event that
shows the hero picking up the sword. If we need to make other
things that depend on possession of the sword, we have to use
the linkage system in the Book to make them dependant.
First, let's deal with making the event. Go to Book Mode in the
Scenario Editor, change the Map to the house map, and create a new
sheet. Link it to the start sheet, and then open its sheet editor.
Point to the condition box. This time, the sword on the wall is
an entirely seperate object - so we'll use the Touch Object
condition type, which is the fourth one down. Choose that, and then
move the selector box over the sword and press A. There will
probably actually be several items inside the selector box (since
the house is so small), so a list of objects will appear - pick the
sword (if you didn't rename it, the name is a single kanji followed
by the number 1). Ok, now we have to deal with the Script, so head
to the Script editor.
The Script here is going to be a little more complex. All we NEED
to do to show the hero picking up the sword is to use an event to
put it into his hand, but we might like to make a little more
happen, so let's.
The first track we'll need is the Camera track. Press the Big
Button and then move down to the Camera option (the fourth one
down) and hit A. We need this because, since we used a Touch
Object trigger, the hero might be touching the sword from any
old angle, and the camera might not be ideally placed to show
him picking it up. Point to the start of the Camera track, and
press A to create an event. There's only one potential event
on the Camera track, so pick that one, and when the properties
menu appears, press A on the default selection. Choose the middle
option (View Absolute) and then the top option (place by View),
then use the joysticks to move until you have a good view of the
sword on the wall that isn't too zoomed in. Tilt it back and to
the side a little as well, though - remember we don't actually want
to see the sword, we want to see the hero when he's in front of it.
We'll just line the camera up on the sword because we know that's
where the hero will be.
Once the camera's placed, push A to select the location, and then
START-A to exit the camera configuration. The camera movement
now appears as a purple bar on the camera track.
Next thing we need is a Messages track, so that the hero can say
how delighted he is to be picking up his sword. Usual drill:
hit the Big Button, choose Messages (the top option), then create
a message event by pointing and clicking on the Messages track
directly AFTER the Camera movement block. Choose the first type
of event (a regular message). When the properties list appears,
press A on the only option, and type in a suitably cheesy message
for the hero to say. START-A the text entry, then START-A the
event properties.
Now, last but not least, actually picking up the sword. For this,
we need two tracks: an Object track for the sword, and a Hero track.
Add them both with the Big Button: Hero's the second option down,
and Object's the third. When you choose Object, you'll have to
select the sword in the same way that you did when you chose it
for the condition.
Point to the Hero track at a point AFTER the message event on the
message track, press A, and choose the tenth option down (Carrying).
Move the cursor left and right to select the contents of the hero's
hands - put the sword in his right hand. Note that this is purely
a visual effect - you aren't obliged to do this.
START-A to complete that event, then enter an event on the Sword's
Object track at the same time. This time you want the eighth
option down - visibility. We have to turn the sword's visibility
off when the hero picks it up, or it would continue to be on the
wall after it had been picked up. (We can't just delete it,
because you can't add or delete options from edit events, so
we'll make it invisible as a make-do.) Set the visibility
setting to "OFF", then start-A out. Note that the event is quite
long - this gives the sword a slow fade out of visibility, which
is NOT what we want. Grab the handle on the right hand end of
the event, and drag it to the left until the event is as small
as it can be (same size as the Carrying event).
Now, reset and playtest and the hero should be able to pick the sword
up off the wall. (You might have to adjust the position of the sword
if it's hard for the hero to make enough contact with it for him to
be considered touching it.)
----------------------------------------------------------------------
************************** REFERENCE SECTION *************************
----------------------------------------------------------------------
----------------------------------------------------------------------
$ R1 General Notes
----------------------------------------------------------------------
$ R1.1 Editor modes
-------------------
The Editor can operate in one of two modes: beginner or expert mode.
You are asked to choose which you want when you create a game and you
can change your mind while editing by going to the Game Properties
screen and changing the setting there.
Beginner mode and Expert mode are more or less the same except that
in Beginner mode certain options will be disabled or ghosted out.
Most of the menu translations listed here apply to Expert mode.
$ R1.2 Dialog structure
-----------------------
In diagrams of Dialog boxes and menus in this FAQ, the following notation
has been used:
___________ Text entry area; A button opens text entry (R1.3)
__________v Menu selection shown as a string: A button opens menu
!__Rx.x___! Dialog choice: A button opens dialog referred
to by indicated section of FAQ
<_________> Inline selection: use A to change to move
<ON> <OFF> Inline toggle; A toggles, value shown is default
........... Safety line (R1.4)
-[]-------- Slider; left and right sets value
[ ] Command button; A button activates
On all dialogues, the B button will cancel your changes, and the START
button will move the cursor immediately to the OK button.
Most Dialogues in Dream Studio are divided into two parts: a Standard
section and an Advanced section. You can fold down the Advanced
section of any dialog by hitting the button in the lower right-hand
corner. ALL dialogues will then display their Advanced section until
you press the lower right-hand button on any dialog again.
The lower-right hand button will be ghosted and give an error sound if
you select it while the editor is in Beginner Mode.
In Dialog translations shown here, the Advanced part of the dialog
will be shown seperated from the basic dialog by a line looking like
this:
}================================{
$ R1.3 Text entry
-----------------
Many parts of Dream Studio require you to enter text. The text
entry system is as follows.
Use the digital joypad to move around and select letters from the
pad, and choose menu items from the menu on the right. The A button
selects letters and options. Letters are added at the point of the
cursor; the epsilon sign indicates the end of the string and cannot
be moved. The other buttons perform the following functions:
L Switch displayed character set (Hiragana/Katakana/Romaji/Dingbats)
X End of word (see below)
B Delete last character
R Insert carriage return (if appropriate)
Y Hold Y and move digital joystick left and right to move cursor
The menu is as follows:
Switch character set (same as L trigger)
End of word (see below - same as X)
Insert carriage return (if appropriate) (same as R)
Delete last character (same as B)
Delete current character
Cancel
Ok
Pressing START will immediately jump the cursor to the OK button on the
menu.
Note that when you're editing a Script, the Text Entry box will often be
preceded by a list of all strings already in the game (comments, object
names, other messages, etc). You can select one of these to reuse it. This
will help make your game smaller, since the game doesn't have to store the
same string twice.
If you are typing in Romaji (English), X inserts a space. If you are
typing in Japanese, then the last word you have entered will be highlighted
in yellow, and hitting the X button will cause the program to replace the
highlighted yellow kana with appropriate kanji or symbols. You can select
the kanji or symbol by hitting the B button repeatedly. Enter another
character to lock the selected kanji into place. If you don't want to
enter another character, lock the kanji into place by pressing START.
The character sets are as follows:
Hiragana
a i u e o ha hi fu he ho ga gi gu ge go
ka ki ku ke ko ma mi mu me mo za ji zu ze zo
sa shi su se so ya yu yo da ji zu de do
ta chi tsu te to ra ri ru re ro ba bi bu be bo
na ni nu ne no wa xx xx wo n pa pi pe pe po
*a *i *u *e *o *tsu *ya *yu *yo *wa ? ! - , .
Katakana (more or less the same)
Romaji
A B C D E F G H I J K L M
N O P Q R S T U V W X Y Z
a b c d e f g h i j k l m
n o p q r s t u v w x y z
0 1 2 3 4 5 6 7 8 9 @ ; :
+/- + - * / = /= < > <= >= , .
$ R1.4 Safety lines
-------------------
The term "safety line" will be used several times in this FAQ. A
safety line is a line of hyphens appearing on a menu as an option. It will
do nothing when selected other than produce an error beep. The only
reason for it is to seperate dangerous menu options (like Delete) from
the rest of the menu.
$ R1.5 Start Menu
-----------------
Hitting the Start Button anywhere in the editor will give you this menu:
---------------
ÝPlaytest game Ý
ÝSwitch editor Ý(World Editor to Scenario Editor or back)
ÝReset game Ý
ÝGame PropertiesÝ
ÝExit to title Ý
ÝFile menu Ý
---------------
PLAYTEST GAME: Takes you into the playtesting mode to try out your game.
If you are in Expert Mode, you will get a submenu:
---------------
ÝFrom this map Ý
ÝFrom this sheetÝ
ÝFrom the cursorÝ
---------------
"From this map" starts the game from the current state of the World
Editor, with no events in progress.
"From this sheet" can only be used if you pressed start from a Sheet in
the Scenario Editor, and causes the sheet to trigger immediately.
"From the cursor" can only be used if you pressed start from a Script in
the Scenario Editor, and causes the script to run from the place where
the pointer was. In Beginner mode, "From here" is selected automatically.
During playtesting, pressing Start gives:
----------------
ÝPlay On Ý
ÝReturn to EditorÝ
----------------
You cannot save or load games while playtesting. If you "Return to
Editor" while in the middle of an event, a warning is shown that this may
leave the game in a weird state if you return from the editor again.
Choose the left option to edit anyway, right option to return to pause
menu.
Note that changes made to the map in the course of play WILL be reflected
in the editor. For example, if you start the game and move the hero a bit
to the left, he will remain there when the editor is restarted.
GAME RESET: Restores the game back to its initial state, undoing any
changes made by playtesting (or by the "Alter Current Position" option
in Expert Mode). In Expert mode, you get a submenu:
-------------------------------
ÝReset everything except the mapÝ
ÝReset everything Ý
-------------------------------
"Reset everything except the map" will reset all your sheets and
stati but not the map. "Reset everything" will reset the map objects
as well. "Reset everything" is the default if you are in Beginner
mode.
GAME PROPERTIES: Game Properties will take you to the Game Properties
screen (R1.6).
EXIT TO TITLE: Returns you to the main menu of Dream Studio, asking if
you're sure first.
FILE: Gives a submenu:
----
ÝSaveÝ
ÝLoadÝ
----
Which is self explanatory.
$ R1.6 Game properties
----------------------
-----------------------------------------
ÝGame Title _________________Ý
ÝAuthor's name _________________Ý
ÝHero !_____R3.2.3____!Ý
ÝHero's initial location {map name} Ý
Ý x: *** y: *** Ý
ÝEditor mode <_______________>Ý
Ý[OK] Ý
-----------------------------------------
GAME TITLE: The name of your game.
AUTHOR'S NAME: Your name.
HERO: Takes you to the Object Properties sheet for the hero. The
text shown is the Hero's name.
HERO'S INITIAL PLACEMENT: Where the hero starts the game. The
World Editor will be started to allow you to specify the location.
EDITOR MODE: Beginner or expert mode; see R1.1.
$ R1.7 HSV Colour
-----------------
Dream Studio uses the HSV system for determining colours. Under
this system, a colour is made by mixing a pure light colour with a
base grey, rather than mixing together red, green and blue. Each
colour is defined by the following properties:
HUE: The actual base colour involved in the mix. Varies based on the
position of the colour in the EM spectrum: reds are low, blues are
high.
SATURATION: How much of the base colour is mixed in with the base
gray. 100% is pure base colour. 0% is pure grey.
VALUE: How bright the base grey is.
$ R1.8 File types
-----------------
Dream Studio manipulates two types of files: actual games that you
have written, and files that represent a point of progress within a
game. The latter type are called "saved games" by most games, but
using this terminology in Dream Studio is not appropriate, since it
could be confused with a game that you have written and saved.
Hence, Dream Studio and this FAQ refer to a file containing an
actual game definition as a "saved game", and a file containing a
point of progress within a game as a "saved PLAY".
----------------------------------------------------------------------
$ R2 Opening/Setup
----------------------------------------------------------------------
The Opening Menu is as follows:
-------------
ÝCreate A GameÝ
ÝPlay A Game Ý
ÝOptions Ý
ÝInternet Ý
-------------
$ R2.1 Create A Game
--------------------
After selecting the Create A Game option, a menu will appear:
---------------------
ÝEdit an existing gameÝ
ÝMake a new game Ý
---------------------
If you choose "Edit existing game", you will go to the file
management screen to load the game you want to edit.
If you choose "Make a new game", a series of prompts will
appear:
- First, the game asks you to confirm that you really want to make
a new game from scratch. Press A to confirm or any other
button to back out.
- You're then asked for your name.
- You're then asked for the title of your game.
- You're then asked to select the initial mode of the editor: the
left option is beginner mode, the right option is expert mode.
- Finally, you're asked to choose the initial model for the hero
object from the model library. Once you've done so, you'll pop
straight into the World Editor. (Yes, you can choose *any*
object from the library, so if you want to write "The adventures
of a Dungeon T-Piece", go ahead.)
$ R2.2 Play A Game
------------------
After selecting to Play A Game, a menu will appear:
-----------------
ÝLoad a saved playÝ
ÝPlay a new game Ý
-----------------
If you choose "Load a saved play", you will go to the file management
screen to load your play. Note that the GD-ROM disc will not be
available as saved plays can't go there.
If you choose "Play a new game", you will go to the file management
screen anyway, to load the game file that you want to play. The GD-ROM
will be available.
Once you have chosen, you will begin to play the game as normal. The
analogue joystick controls your character and the digital one moves
the camera. The effect of other buttons is dependant upon the game
design. Pressing START will lead you to a menu:
---------
ÝPlay on Ý
ÝSave playÝ
ÝLoad playÝ
ÝMain menuÝ
---------
$ R2.3 Options
--------------
There are only two options:
-----------------------
ÝSound <___________>Ý
ÝVibration <___________>Ý
-----------------------
Sound is Mono if the second character is a single line, Stereo
otherwise. Vibration is On if the string is 4 characters long, Off if
it is 5.
$ R2.4 Internet
---------------
I don't know the details of this bit.
----------------------------------------------------------------------
$ R3 World Editor
----------------------------------------------------------------------
$ R3.1 Basic operation
----------------------
The World Editor is used to place objects within your game world for
the player to interact with.
The controls for the World Editor are:
Digital Stick Move camera
Analogue Stick Move object cursor
L Zoom in
R Zoom out
A Open object selection menu (see below)
B Cancel (does nothing by default)
X Movement axis shift (allows the analogue stick
to move the object cursor in the Y axis (up and
down) rather than in the X and Z axes (along
the ground))
Y Open map menu
The top of the screen will show "energy bars" indicating the
amount of memory you have used overall and how near you are to exceeding
the object limit for the map.
Note: When a map is first loaded, the Dreamcast loads the objects one
at a time. The map will slowly fill itself in as the objects are
loaded, and the Map limit bar will slowly rise. If you start
Playtesting while the Map is still loading, the "Now Loading" box will
appear until it's caught up.
Most of the controls are self explanatory. The object selection menu
shows all objects in range of the cursor. Use the joystick to select
an object to edit - the cursor will jump onto the selected object as
you do so. The bottom option (in a different colour) will create a new
object. If there are no objects in range of the cursor when you press
A, you will automatically create a new object.
$ R3.2 Objects
---------------
$ R3.2.1 Creating Objects
--------------------------
To create an object, hit the A button when there is no object near
the cursor, or hit the A button and choose the bottom option from the
menu of objects.
When you create an object, you will first be asked to choose the
model for the object (L1). You will then go to the Object Properties page
(R3.2.3). When you finish there, you will return to the menu with the object
highlighted in the cursor. You can then place your object on the map by
moving the cursor and hitting A to actually put the object in place.
If you want to place more than one, continue moving the cursor and hitting
A to create copies. When you're finished placing, press B. While placing
an object, you can rotate the object by holding down X and pressing the
triggers.
$ R3.2.2 Editing Objects
-------------------------
To edit an object, hit the A button when near that object and then
select that object's name from the list of objects that appears.
The edit menu will then appear:
-------------------
ÝObject Properties Ý
ÝObject Position Ý
ÝCurrent Position Ý (Expert mode only)
ÝCopy Ý (See below)
ÝCopy to another mapÝ (See below)
Ý...................Ý
ÝDelete Ý (See below)
-------------------
Note that the Copy and Delete options do NOT appear if the object you
selected is the hero.
OBJECT PROPERTIES will open the Object Properties sheet (R3.2.3).
OBJECT POSITION will allow you to place the object again as you did when
creating it (R3.2.1).
CURRENT POSITION will allow you to move the object, except that the
position isn't retained after a reset or saved in the game; you will move
the object just as if it had been moved by the player or by a script in
the game.
COPY lets you place a copy of the object.
COPY TO ANOTHER MAP is self explanatory.
DELETE will get rid of the object.
$ R3.2.3 Object Properties
---------------------------
The object properties sheet is as follows:
---------------------------------------------------------
ÝObject name ____________ | Picture of Ý
ÝObject model !____L1____! | Object Ý
ÝMood ___________v | Use L and R to Ý
ÝScheme ___________v | rotate Ý
ÝBehaviour ____v ---------------------------Ý
ÝLeft Arm ___________v Right Arm ____________vÝ
Ý[OK] [ADVANCED]Ý
}========================================================={
ÝVisibility <ON> Animation <ON> Pose Lock <OFF>Ý
ÝColour ___v Ý
---------------------------------------------------------
OBJECT NAME: This is the name the object will appear with in menus
and the editors. By default this is the same as the name of the model,
but you'll probably want to change it to something in English.
OBJECT MODEL: The model used for the object.
MOOD: May be ghosted if inapplicable for the model. The mood of the
character represented by the object. Choose from normal, angry, happy,
etc. They are clearly pictured on the screen so there is no real need
for translation.
SCHEME: May be ghosted if inapplicable for the model. Pick one of up
to four colour schemes for the object.
BEHAVIOUR: Gives you a submenu:
-----------
ÝAction Ý(takes you to Action Properties R3.2.4)
ÝStand stillÝ(all three other options take you to Ambient
ÝRoam Ý Behaviour Properties R3.2.5)
ÝFollow Ý
-----------
Ghosted if the object is the hero; you CAN make the hero do fixed
behaviours, but only in scripted events.
LEFT ARM, RIGHT ARM: May be ghosted if inapplicable for the model.
Allows you to choose what item the character is holding in its left or
right hand. Choose from either "items" section of the Model Library.
VISIBILITY: Controls if the object will be visible or not. If you
set this OFF, the object won't be visible until a script makes it become
so. This is necessary to create effects, since scripts cannot add
objects to the scene; you must place the objects in advance and then the
script can make them visible. This option will be ghosted if the object
is the hero.
ANIMATION: Controls if the object's ambient animation (based on its
Action) will run or not.
POSE LOCK: Controls if the object's turning and other behaviour will be
automated. If OFF, the object will turn to face the player when an
event triggers, turn the way it's moving, etc. If ON, it will remain
constantly facing the same way and in the position you specify unless it's
altered by a script.
COLOUR: The base colour of the object.
$ R3.2.4 Action Properties
---------------------------
This window is used to control the action taken by an object. It is
as follows:
--------------------------
ÝAction select _________v Ý
Ý# repeats -[]------- Ý(max left is infinate)
ÝReverse ani <OFF> Ý
Ý[OK] [ADVANCED]Ý
}=========================={
ÝSpeed -[]------- Ý
ÝReturn <ON> Equipment<ON>Ý
ÝFace <ON> Sound <ON>Ý
ÝFreeze pose <OFF> Ý
ÝFrame select -[]------- Ý
--------------------------
ACTION SELECT: Choose an Action from the Action Library (L5). If
the model isn't human the set of actions might be different.
# REPEATS: How many times the action should be repeated. The
maximum left value repeats infinately.
REVERSE ANI: If ON, the animation is played backwards.
SPEED: Sets the speed of the animation.
RETURN: My appoximate translation is "Completion Return", but
I haven't tested what this does yet.
EQUIPMENT: My approximate translation is "Equipment Display",
but I haven't tested what this does yet.
FACE: My approximate translation is "Facial Expression", but
I haven't tested what this does yet.
SOUND: My approximate translation is "Sound Effects", but I
haven't tested what this doe syet.
FREEZE POSE: If selected, the animation will be frozen.
FRAME SELECT: Select which frame from the animation is frozen.
Use these controls to create original static poses by pinching them from
action animations.
$ R3.2.5 Ambient behaviour properties
--------------------------------------
--------------------------
ÝBehaviour _________v Ý
Ý[OK] [ADVANCED]Ý
}=========================={
ÝAction !_R3.2.4_v!Ý
ÝSpeed -[]------- Ý
Ý[Area] Details of Ý
Ý area Ý
ÝMove type __________vÝ
ÝLeader __________vÝ
--------------------------
BEHAVIOUR: Choose one of these three:
-------------
ÝStand still Ý
ÝRoam Ý
ÝFollow Ý
-------------
(Note: I'm not sure what the difference is between having "Stand Still"
selected here (and hence in R3.2.3) with an Action selected, and having
"Action" selected in R3.2.3).
Stand Still keeps the character still. Roam causes the object to
wander around randomly inside the assigned area. Follow causes the
object to follow another whenever that other object is within the
assigned area.
ACTION: Takes you to Action Properties R3.2.4 to set the action the
object performs during the behaviour.
SPEED: How fast the behaviour is performed.
AREA: Takes you to the World Editor to specify a circular area in which
the behaviour is appropriate. Use the X button and the triggers to
change the diameter of the area. If you leave the diameter at 0, as it
is by default, the behaviour will apply to the entire map.
MOVE TYPE: Two options:
---------------
ÝOn the ground Ý
ÝThrough the airÝ
---------------
Ghosted if Behaviour is Stand Still.
LEADER: Choose the object that will be followed. Ghosted unless
Behaviour is Follow.
$ R3.3 Maps
-----------
Hitting Y in the World editor brings up the list of maps. The
current map is shown in Red; the lowest option, marked with squares,
creates a new map.
If you select the current map, the following menu appears:
------------------
ÝMap properties Ý
ÝCopy map Ý
Ý..................Ý
ÝDelete all objectsÝ
------------------
If you select a map that is not current, you get the following
menu:
----------------------------------
ÝMake map current Ý
ÝMake map current + edit propertiesÝ
ÝCopy map Ý
Ý..................................Ý
ÝDelete map Ý
----------------------------------
Most of these are self explanatory. The map properties sheet is
as follows:
------------------------------
ÝName ________Ý
ÝBGM !__L5__!Ý
ÝSky !__L6__!Ý
ÝLighting !R3.3.1!Ý
Ý[OK] [ADVANCED]Ý
}=============================={
ÝAnimations <ON> Ý
ÝSounds <ON> Ý
ÝColour ___v Ý
ÝFogging !R3.3.2! Ý
ÝSpotlight 1 !R3.3.3! Ý
ÝSpotlight 2 !R3.3.3! Ý
ÝSpotlight 3 !R3.3.3! Ý
------------------------------
Name: Name the map. That's all. By default it's named after the
Model map it was created from, but you probably want to rename
it in English.
BGM: Backing music of the map. Choose from a BGM Properties
window.
Sky: Choose one of several sky designs for the map, from the Sky
Library.
Lighting: Choose one of several lighting conditions (which are shown
as you select them, so aren't translated directly), or choose the
top option to make your own. This leads to a window:
--------------------
ÝAMBIENT LIGHT Ý
ÝHue -[]-----Ý
ÝSaturation -[]-----Ý
ÝValue -[]-----Ý
Ý Ý
ÝHERO'S LIGHT Ý
ÝHue -[]-----Ý
ÝSaturation -[]-----Ý
ÝValue -[]-----Ý
ÝX ofs -[]-----Ý
ÝY ofs -[]-----Ý
ÝZ ofs -[]-----Ý
Ý[OK] Ý
--------------------
Animations: Turn on or off the landscape's ambient animation (water
flowing, etc).
Sounds: Turn on or off the landscape's ambient sounds.
Colour: Change the base colour of the map.
Fogging: Change the depth of fog. The menu is:
--------
ÝCustom Ý
ÝSlight Ý
ÝHeavy Ý
ÝPea soupÝ
ÝModerateÝ
ÝEvening Ý
--------
Custom leads to the following window:
-------------------
ÝHue -[]-----Ý
ÝSaturation -[]-----Ý
ÝValue -[]-----Ý
ÝDistance -[]-----Ý
Ý[OK] Ý
-------------------
Spotlights 1-3: Add up to three special lights to the map. The
window is as follows:
--------------------
ÝLocation [______]Ý
ÝLit Area -[]-----Ý
ÝHue -[]-----Ý
ÝSaturation -[]-----Ý
ÝValue -[]-----Ý
Ý[OK] Ý
--------------------
----------------------------------------------------------------------
$ R4 Scenario Editor
----------------------------------------------------------------------
Ahhhh..... Now *this* is the big one. This editor is used to specify
how you want your characters in the game to behave; essentially, to
write the plot of your game.
The scenario of the game consists of three sections: one Book, and
some number of Sheets with attached Scripts.
A Script specifies a series of actions which occur (objects moving,
effects, messages, etc.). Effectively it specifies a CG animation,
although it can include user interaction.
A Sheet specifies the conditions under which an event occurs (eg,
when you talk to someone, hit an object, etc.)
The Book specifies how Sheets link to each other.
Throughout the Scenario editor the controls are as follows:
Analogue/Digital Move pointer
A Click
X Pan view
L Zoom view
R Unzoom view
B Cancel
Y Switch active map
$ R4.1 Book
-----------
When you first enter the Scenario editor, the screen will display
the Book. The Book consists of a number of sheets (square items)
linked together by lines.
You create Sheets using the Book in order to create events in the
game. You control the flow of events in the game by linking the
Sheets together.
Each sheet has four "input" points at the top, and four "output"
points at the bottom; you connect input points to output points and
vice versa. "Sparks" travel along the connections, from outputs
to inputs.
For a sheet to activate, it must recieve a spark on one of its
inputs. A sheet that has none of its inputs connected will never
activate. One spark may not be sufficient to activate the
sheet (depending on how the inputs are set up), but at least one is
*always* necessary. When a sheet has the required combination of
sparks, it becomes "ready". Sheets that are ready and whose triggers
lie within the current Map are shown in the Book editor with a red box
around them.
The sheet itself may then have an extra condition that needs to be
met in the game. When that condition is also met, the sheet "fires",
its associated script runs, and a spark appears on its left-hand output
(unless something in its script makes it generate it somewhere else).
A single output can be connected to several places, in which case sparks
are sent on all the connections. An input can also have several things
connected to it; how these are dealt with is looked at in the Sheet
section.
There are two special sheets in the book at the start: the Start
sheet (S) and the End sheet (E). The Start sheet has a single output
which will generate a spark as soon as the game begins. The End sheet
has a single input; if it ever receives a spark the game ends and Dream
Studio returns to either the editor or the main menu.
(NOTE: The start sheet only generates a spark when the game is
started for the first time - remember that Playtesting doesn't
restart the game! So if you change any connections to the Start
sheet, you must do a Game Reset for the connected sheets to recieve
their spark.)
Once a connection has sent a spark, the connection becomes "live".
Live connections, like sparks, can make sheets become ready. A
spark is only sent once every time the sheet fires, but a connection
that has sent a spark remains live until something turns it off.
Sparks can still be sent on live connections and they remain live
as a result.
To create a new sheet, click in any empty space. To link sheets
together, click and HOLD on one of the input/output ports of a sheet
and drag the connection to the port you want to connect it to.
To edit a connection, point at the port to which it's connected and
hit A. You'll then cycle through all the connections on that port
with the digital joystick. When you find the one you want, hold A
and drag to detach it from that port and reattach it elsewhere, or
hit Y to kill it entirely.
When you click on a sheet, you'll get the following menu:
-------------------
ÝEdit Script Ý (Expert mode only)
ÝEdit Sheet Ý
ÝCopy Ý
ÝCopy to another mapÝ
ÝMove Ý
Ý...................Ý
ÝDelete Ý
--------------------
Edit Script and Edit Sheet take you to the appropriate editors.
Copy and Delete are self explanatory; move will let you move the
sheet around on the book display (which you can also do by holding
down A on it and dragging)
$ R4.2 Sheet
------------
The sheet editor looks like this:
[INPUT] [INPUT] [INPUT] [INPUT] |[COMMENT] |
|______________|
--------------- -------------- | |
|[CONDITION|Icon| | [SCRIPT | | |
|EDITOR] -----| | EDITOR] | | |
| | | | | |
|Condition | |Mock-up of | | |
|stated | |Script editor | | |
| | |(doesn't show | | |
| | |actual script)| | |
--------------- -------------- | |
| |
<OUTPUT> <OUTPUT> <OUTPUT> <OUTPUT> |--------------|
To edit the comment, point at the COMMENT bar and hit A. You type the
comment using the standard text interface. You can also edit the
name of the sheet by moving the pointer up to the "Sheet Name" entry
in the status bar (not shown on the diagram above) and pressing A.
To edit the condition, press on the Condition Editor box. The Icon
shown in the Condition Editor box is the one that will be used to
represent the sheet in the Book. It is determined by the nature of
the Condition which will be looked at in R4.2.1.
To edit the script, press on the Script Editor box. You will go to
the Script Editor as described in R4.3.
The four input boxes are used to edit the properties of the input
connections. See R4.2.2.
$ R4.2.1 Condition Editor
-------------------------
When you first choose to set the condition, you will be given the
following menu of condition types:
---------------------------
ÝSystem trigger Ý
ÝMap hit area Ý
ÝMap hit area and button Ý (expert mode only)
ÝObject hit area Ý
ÝObject movement area Ý (expert mode only)
ÝObject hit area and button Ý (expert mode only)
ÝObject and object collisionÝ (expert mode only)
---------------------------
System trigger: The sheet has no condition; it fires as soon as it is
made ready by sparks. The icon will be an A in a box.
Map hit area: The sheet fires when the hero enters a location on the
map. You will be taken to the World editor to specify the location.
Use the analogue to move the area and the X button and triggers to set
the size of the area. The icon will be a grid square.
Map hit area + button: The sheet fires when the hero enters a location
on the map and the player presses a button. You will set the hit area
as above and you will also choose the button that will be required.
Object hit area: The sheet fires when the hero touches an object. You
will be taken to the World editor to choose the object.
Object movement area: This means something like "fires when the hero
moves away from the object", but I've never gotten it to fire in these
circumstances.
Object hit area and button: The sheet fires when the player hits a
button while the hero is touching an object. You will set the object
as above and will also choose the button that will be required.
Object collision: The sheet fires when two objects crash into each
other.
Remember that a sheet must be made ready (by recieving sparks) before
it can fire regardless of the condition specified.
$ R4.2.2 Spark control
----------------------
By clicking on the four inputs at the top of the box, you can choose
how the sheet will behave with respect to input sparks. By and
large the following rules always hold true:
a) The sheet will NEVER be ready until at least one of its inputs
recieves an spark.
b) The sheet will become ready if the specified condition is met on
ANY of its four inputs. (For logic fans, inputs are ORed.)
c) If unnecessary sparks are recieved (ie, one that would
make it ready when it's already ready, or one that would disable
it when it isn't ready), nothing happens.
When you click on an input, you will be given the following options
for how connections should be treated on that input:
--------------------
ÝAny spark, once only Ý (expert mode only)
ÝAny spark, multiple Ý
ÝAll spark, once only Ý
ÝAll spark, multiple Ý (expert mode only)
ÝAny spark disables Ý (expert mode only)
ÝAll spark disable Ý (expert mode only)
--------------------
ANY SPARK, ONCE ONLY: If ANY connection to this port sends a
spark, the sheet will become ready. Once made ready this way, the
sheet will never become ready again unless it is explicitly turned
off (by a spark on a "disabling" port) and then made ready again.
The icon is the digits 01.
ANY SPARK, MULTIPLE: If ANY connection to this port sends a
spark, the sheet becomes ready. The sheet will become ready
whenever a spark is recieved here even if it hasn't been turned
off in the meantime. The icon is the digits 01 with a looping
arrow. This is the default.
ALL SPARKS, ONCE ONLY: The sheet will become ready if ANY connection
sends a spark when ALL THE OTHER CONNECTIONS TO THIS PORT ARE LIVE.
Once it has done so, it will never become ready again unless it is
explicitly turned off (by a spark on a "disabling" port) and then
made ready again. The icon is the digits 11.
ALL SPARKS, MULTIPLE: The sheet will become ready if ANY connection
sends a spark when ALL THE OTHER CONNECTIONS TO THIS PORT ARE LIVE.
The sheet will become ready whenever this condition is met. The icon
is the digits 11 with a looping arrow.
ANY SPARK DISABLES: If ANY spark is recieved on this port, the sheet
will CEASE to be ready (if it was ready in the first place). In
addition, if the sheet was a "ONCE ONLY" sheet, it will FORGET THAT IT
WAS EVER ACTIVE; ie, the "ONCE ONLY" port will be able to activate the
sheet again. Not only that, but all the outputs from this sheet will
STOP BEING LIVE, if they were. This can happen any number of times. The
icon is the digits 01 with a bar above.
ALL SPARKS DISABLE: If a spark is recieved from ANY OUTPUT connected
to this port and ALL THE OTHER INPUTS ARE LIVE, the sheet will CEASE to
be ready (if it was ready in the first place) and the same effect as above
will happen. This can happen any number of times. The icon is the
digits 11 with a bar above.
Note: be careful. "ANY SPARK MULTIPLE" means only that the sheet
will become ready every time it recieves a spark. It does not mean
that the sheet will be able to fire multiple times when it recieves
one spark. To make a sheet that can fire multiple times, connect the
output of the sheet to its own input port, so the spark it generates
returns back to it and makes it ready again.
$ R4.3 Script
-------------
The Script editor lets you specify what happens when a sheet triggers.
This is where you will write all the events and dialogues in your game.
The Script editor's main display is a timeline: the left edge of the
display is the time when the script begins to run. As you move the
cursor left and right, the top left corner of the screen will display
the point in time represented by the cursor's present location. Each
entity involved in the script will have an activity line on the the
display. Solid blocks on the activity line indicate the times at which
the entity is performing actions within the script; the colour of the
block indicates what action is being performed. The time resolution
of the script is one frame; the actual amount of space representing
this on the line will vary with the zoom level of the lines. (If you've
ever used Shockwave Flash you'll know what's going on here.)
As an example of the appearance of the script editor with a few lines
and actions added:
------------- -----------------------------------------
|Ic| Dragon | ##########
|On| | ##########
------------- -----------------------------------------
------------- -----------------------------------------
|Ic| Hero | ###########
|On| | ###########
------------- -----------------------------------------
------------- -----------------------------------------
|Ic|Messages| #
|On| | #
------------- -----------------------------------------
-------------
\ /
EVENT CONTROL
/ \
-------------
This shows an event in which first the dragon performs an action for a
few seconds, then a message appears, then the hero performs an action for a few
seconds.
$ R4.3.1 Script editor basics
------------------------------
To add lines to the script: Hit the "event control" button and select
the type of line you want to add. You can have only one of most lines;
you can have several Object lines, provided they all refer to different
objects, and you can have several Sound FX or Special Text lines. The list
of lines offered is:
------------
ÝMessages Ý
ÝHero Ý
ÝObject Ý(you'll go to the World Editor to choose which object)
ÝCamera Ý
ÝBGM Ý
ÝSound FX Ý
ÝLetterbox Ý
ÝMap Ý
ÝSpecial textÝ
ÝVibration Ý
------------
Click on the box at the left hand side of a line to get the following menu:
-------------
ÝNew track Ý(takes you to the menu above)
ÝMove track Ý
Ý.............Ý
ÝDelete track Ý
-------------
To create an event, click a point on a line where you want to create the
event. You will be given a menu offering the type of event, and then the
Event Properties sheet. These menus and options will vary based on the
track, and on the event. To move an event, point to it, hold A and drag; to
change the length of an event, use the handles attached to either end of the
bar. Clicking once on an existing event will get you:
---------------------
ÝEvent Properties Ý
ÝCopy Ý
ÝMove Ý
ÝMove forward +1 frameÝ
Ý.,...................Ý
ÝDelete Ý
---------------------
Clicking on an area to the right of the headers where there is no track
will get you the following menu:
---------------------------
ÝAdd time to all tracks Ý
ÝDelete time from all tracksÝ
---------------------------
Also, some of the icons that appear in the track labels have squares
around them (Icon Lights). Clicking on the icon will light, or unlight,
the square. When the square is lit, the state of the object represented
by the track will be restored after the Event finishes. This means that
any changes will only last the duration of the Event.
$ R4.3.2 Event list
--------------------
This section will look at the list of possible events on each track and
the options on their Event Properties sheets.
An important difference between events is in what is represented by the
duration you assign them. The possibilities are:
Effect duration: The duration you set represents the period of time in
which the effect you specified will take place.
Transition duration: The effect you specify will take place continuously
and permanently AFTER the marked block of time. During the marked
block, the transition will take place. In the vast majority of cases
there is no standard transition and nothing whatsoever will happen in
the marked time.
Persistent Transition Duration: Same as "transition duration", except
that the effect you specify will continue applying AFTER the script
has finished, UNLESS the Icon Light for the track is on.
Special duration: For most interactive events, you will be unable to
adjust the duration on the script. When they are encountered, the
entire scripts stops and waits for the user's response.
$ R4.3.2.1 Messages track events
---------------------------------
The potential events on the Messages track are:
------------
ÝMessage Ý
ÝMenu Ý
ÝString EntryÝ
ÝButton Ý
ÝTimed buttonÝ
ÝProbability Ý
------------
$ R4.3.2.1.1 Message
---------------------
A single message is displayed in a pop-up box, dialogue style. The
Event Properties box is:
-----------------
ÝMessage _______Ý
Ý[OK] [ADVANCED]Ý
}================={
ÝPosition __v Ý
-----------------
MESSAGE: The message shown.
POSITION: The position of the message on screen. The symbol points
up or down for the top or bottom.
Message has Special Duration.
$ R4.3.2.1.2 Menu
------------------
The user is given a menu of options to choose from. The Event
Properties is:
------------------
ÝTitle _______Ý
ÝOption 1 _______Ý
ÝOption 2 _______Ý
ÝOption 3 _______Ý
ÝOption 4 _______Ý
Ý[OK] Ý
------------------
All the options represent the text of the appropriate part of the
menu. When the script ends, the selection the user made will determine
which output port emits a spark. Special Duration.
$ R4.3.2.1.3 String Entry
--------------------------
The user is asked to input a string. The user must enter
one of four option strings or the game cannot continue. The Event
properties is:
------------------
ÝPrompt _______Ý
ÝOption 1 _______Ý
ÝOption 2 _______Ý
ÝOption 3 _______Ý
ÝOption 4 _______Ý
Ý[OK] Ý
------------------
The four options are those which must be chosen from. Use of this
event is not really recommended. Special Duration.
$ R4.3.2.1.4 Button
--------------------
The script waits for the user to press a button. The Event
properties is:
-------------------
ÝButton 1 [_____]Ý
ÝButton 2 [_____]Ý
ÝButton 3 [_____]Ý
ÝButton 4 [_____]Ý
Ý[OK] Ý
-------------------
Press A on any button option and then hit any button or direction on the
digital stick to set which button will activate that option. Special
Duration.
$ R4.3.2.1.5 Timed Button
--------------------------
Works in exactly the same way as Button, except it doesn't wait for
the user. The user must hit a button within the time assigned to the
event. The Event Properties sheet shows:
-------------------
ÝButton 1 [_____]Ý
ÝButton 2 [_____]Ý
ÝButton 3 [_____]Ý
ÝButton 4 [_____]Ý
ÝTimeout <_____>Ý
Ý[OK] Ý
-------------------
The four button options work just like the standard RANDOM option,
and the TIMEOUT choice is activated if the user doesn't press any
button within the time assigned. The time allowed is decided by
the length of the event on the track in the script. Effect Duration.
$ R4.3.2.1.6 Probability
-------------------------
Randomly picks one of four choices. The Event Properties is:
-------------------
ÝChance 1 -[]------Ý
ÝChance 2 -[]------Ý
ÝChance 3 -[]------Ý
ÝChance 4 -[]------Ý
Ý[OK] Ý
-------------------
The sliders determine the % probability of each of the choices
being selected. No Duration.
On all the above items that give four choices, which choice is
selected will determine which of the outputs from the sheet
generates a spark when the script finishes.
$ R4.3.2.2 Hero track events
-----------------------------
The potential events on the Hero track are:
----------
ÝSerif Ý
ÝAction Ý
ÝEmotion Ý
ÝMove Ý
ÝFly Ý
ÝTurn Ý
ÝColour Ý
ÝVisibilityÝ
ÝModel Ý
ÝCarrying Ý
ÝSwitches Ý
ÝMap move Ý
----------
$ R4.3.2.2.1 Serif
-------------------
Produces a floating bubble which can be used as a speech bubble or
object indicator.
---------------
ÝSerif _______Ý
Ý[OK] Ý
---------------
Effect Duration.
$ R4.3.2.2.2 Action
--------------------
Causes the hero to do an action. The property sheet is Action
Properties, R3.2.4. Effect Duration.
$ R4.3.2.2.3 Emotion
---------------------
Changes the hero's emotion (facial expression).
-----------------
ÝEmotion ______vÝ
Ý[OK] Ý
-----------------
$ R4.3.2.2.4 Move
------------------
Moves the hero automatically.
------------------
ÝMovement ______vÝ
Ý X = <?> Ý
Ý Z = <?> Ý
Ý[OK] [ADVANCED]Ý
}=================={
ÝAction __v Ý
------------------
Selecting Movement brings up the following menu:
-----------------
ÝMove to an ObjectÝ
ÝMove Absolute Ý
ÝMove Relative Ý
-----------------
Move to an Object: Select an object, and the hero will move
over to it.
Move absolute: Pick a point and the hero will move there.
Move relative: Pick a point on the world editor. Dream Studio
will remember how far away that point was from the hero and in
which direction it lay. The script will then make the hero move
by that amount, at the appropriate angle.
Action offers the following options:
---------
ÝDefault Ý
ÝNone Ý
ÝCustom Ý
---------
Default: While moving, the Hero will do whatever action is
appropriate for that model moving.
None: While moving, the Hero will do no action at all - this
means it will appear to be sliding around on the ground.
Custom: Takes you to action properties R3.2.4 to specify an
action of your choice.
Persistent Transition duration.
$ R4.3.2.2.5 Fly
-----------------
This is exactly the same as Move, except the Hero can be moved
around off the ground. Everything's the same, except that the
Relative move now takes note of the angle with the ground as well
as the angle along it.
WARNING 1: IF YOU MOVE THE HERO TO BE FLOATING IN MIDAIR (or
similar location) THE PLAYER WILL *NOT* BE ABLE TO CONTROL THEM
WHEN THE EVENT ENDS. (The Hero will run around, but there will
be no motion.)
WARNING 2: FLYING TO AN OBJECT WILL PUT YOU AT THE ORIGIN OF
THAT OBJECT'S COORDINATE SYSTEM. THAT MAY NOT BE ANYWHERE
USEFUL.
$ R4.3.2.2.6 Turn
------------------
Turns the Hero. The controls are the same as Move, except
there's no Action control (since you can't do an action while
Turning) and the point specified in the World Editor will be
the point that the hero turns to face. Hence, if you use
Turn Absolute, the hero will turn to face a certain place on the
map, and if you use Turn Relative, the hero will turn through
the angle you specify.
(You need to be careful with this, because technically turning
to a relative point turns the Hero to an absolute angle; and
turning to an absolute point turns the Hero to a relative
angle!)
$ R4.3.2.2.7 Colour
--------------------
Respray your Hero, for fun and profit!
---------------------
ÝHue -[]------Ý
ÝSaturation -[]------Ý
ÝValue -[]------Ý
ÝOpacity -[]------Ý
Ý[OK] Ý
---------------------
All of these set the new values for the Hero. Persistent
Transition Duration.
$ R4.3.2.2.8 Visibility
------------------------
Changes whether or not the Hero is visible.
---------------------
ÝVisibility <OFF>Ý
Ý[OK] [ADVANCED]Ý
}====================={
ÝEffect <_____>Ý
---------------------
Effect: Choose fade (4 symbols) or blink (2 symbols). Transition
Duration. (Note: this is NOT persistent. If you really want the
hero to be invisible, use Colour to turn his/her opacity to 0% and
prepare for a very confused player.)
$ R4.3.2.2.9 Model
-------------------
Changes the model used for the hero.
-----------------
ÝModel !_L1__!Ý
Ý[OK] Ý
-----------------
Persistent Transition Duration. During the transition, the Hero
will disappear completely. Also note: if the Model isn't already
used on the Map, it will be loaded when the event occurs.
$ R4.3.2.2.10 Carrying
-----------------------
Changes one of the items the hero is carrying.
-----------------
ÝObject !__L1__!Ý
ÝHand <______>Ý
Ý[OK] Ý
-----------------
Hand: Choose left or right. The effect is clearly shown on the
preview window.
Persistent Transition Duration.
$ R4.3.2.2.11 Switches
-----------------------
Adjusts some miscellaneous parameters of the hero.
----------------
ÝPose Lock <OFF>Ý
ÝAnimation <ON>Ý
Ý[OK] Ý
----------------
Transition Duration.
$ R4.3.2.2.12 Map move
-----------------------
Moves the Hero to a new position on a new map.
---------------
ÝLocation _____vÝ
Ý[OK] [ADVANCED]Ý
}==============={
ÝEffect <_____>Ý
---------------
Location: Click here, then choose a map, then choose a location.
The location for this type of move is always absolute.
Effect: Choose Fade or Blink, as with Visibility.
$ R4.3.2.3 Object track events
-------------------------------
The potential events on the Object track are:
----------
ÝSerif Ý
ÝAction Ý
ÝEmotion Ý
ÝMove Ý
ÝFly Ý
ÝTurn Ý
ÝColour Ý
ÝVisibilityÝ
ÝModel Ý
ÝCarrying Ý
ÝSwitches Ý
ÝBehaviour Ý
----------
All of these are identical to the corresponding events on the
Hero Track, except that they affect the selected object. The
one difference is: Visibility, for objects, has *Persistent*
Transition Duration.
The one new event, Behaviour, brings up Ambient Behaviour
Properties (R3.2.5) to change the object's behaviour. It has
Persistent Transition Duration.
$ R4.3.2.4 Camera track event
------------------------------
There is only one potential event on the Camera track:
Camera
The Event Properties sheet is:
-------------------------
ÝLocation _________vÝ
Ý[OK] [ADVANCED]Ý
}========================={
ÝFollow Contour <OFF> Ý
ÝEnd shift ____v Ý
-------------------------
Follow Contour: If this is ON (it doesn't use the words ON/OFF, but
it's still an ON/OFF switch) then the camera will move along the
contours of the map. It will also stop if it can't reach the point
required because of an object in the way.
End shift: One of three options.
------------------
ÝNone Ý
ÝRetain CompositionÝ
ÝPursue Target Ý
------------------
Unfortunately I don't know what these do.
Location brings up the following menu:
--------------
ÝView an objectÝ
ÝView absolute Ý
ÝView relative Ý
--------------
VIEW AN OBJECT: Use the analogue joystick to select an object to
focus on, as when selecting an object in the World Editor. Once
selected, use the digital to position the camera for the angle you
want.
VIEW ABSOLUTE: Positions the camera to an exact point. There are
two options. If you choose the first option, you'll set the point
by actually moving your viewpoint around the map and using the
digital joystick to adjust the direction. If you choose the second,
you can first place an object representing the camera in the
world; then hit A and you will see the view from it and can choose
its direction.
VIEW RELATIVE: Use the analogue and digital sticks and the L and R
buttons as in the World Editor to move the camera. The camera will
MOVE the same distance at the same angle as you set.
Transition Duration.
$ R4.3.2.5 BGM track events
----------------------------
The potential events on the BGM track are:
---------
ÝStart newÝ
ÝStop all Ý
ÝAdjust Ý
---------
$ R4.3.2.5.1 Start new
-----------------------
Starts a new piece playing. The properties are:
-------------------
ÝTune !___L5___!Ý
Ý[OK] [ADVANCED]Ý
}==================={
ÝSpeed -[]-------Ý
ÝVolume -[]-------Ý
ÝPitch -[]-------Ý
ÝStereopos-[]-------Ý
ÝChorus <___> Ý
-------------------
Most of these are self explanatory. Tunes are selected from the
BGM library. "Chorus" has two choices: play all (two characters) or
play only melody (4 characters). Persistent Transition Duration.
$ R4.3.2.5.2 Stop all
----------------------
Stops all BGM. Has no properties. Persistent Transition Duration.
$ R4.3.2.5.3 Adjust
--------------------
Adjusts the properties of the current BGM. Properties are as above,
excluding "Tune". Persistent Transition Duration.
$ R4.3.2.6 Sound FX track events
---------------------------------
The potential events on the Sound FX track are:
--------
ÝEffect Ý
ÝStop allÝ
--------
$ R4.3.2.6.1 Effect
--------------------
Plays a sound effect.
----------------------
ÝEffect !___L2___!Ý
ÝLoop <OFF> Ý
Ý[OK] [ADVANCED]Ý
}======================{
ÝVolume -[]-------Ý
ÝPitch -[]-------Ý
----------------------
Most of these are self explanatory. Effect Duration.
$ R4.3.2.6.2 Stop all
----------------------
Stops all sound effects. Has no properties. Transition Duration.
$ R4.3.2.7 Letterbox track events
----------------------------------
The Letterbox track has two events:
---------
ÝBlackout Ý
ÝLetterboxÝ
---------
$ R4.3.2.7.1 Blackout
----------------------
Blacks out the screen. The Event Properties sheet:
----------------
ÝBlackout <OFF>Ý
Ý[OK] Ý
----------------
The OFF/ON option doesn't show the words OFF/ON, but two Japanese
phrases: 3 chars for blackout on, 2 chars for blackout off. When the
screen is blacked out, only Special Text is visible. Transition
Duration.
$ R4.3.2.7.2 Letterbox
-----------------------
Puts the screen into a letter box. You will be shown a preview of the
current scene in the World Editor in a letterbox. Use the X button to
move the cursor around between the corners of the view, and use the
joystick to move that corner to create the letterbox. Transition
Duration.
$ R4.3.2.8 Map track events
----------------------------
The potential event on the Map track are:
----------
ÝSky Ý
ÝLighting Ý
ÝSpotlightsÝ
ÝFog Ý
ÝColour Ý
ÝSwitches Ý
----------
$ R4.3.2.8.1 Sky
-----------------
Changes the Sky on the Map.
-------------
ÝSky !__L6__!Ý
Ý[OK] Ý
-------------
Persistent Transition Duration.
$ R4.3.2.8.2 Lighting
----------------------
Changes the lighting of the map. The Properties sheet is Map
Lighting; see "Lighting" in R3.3. Persistent Transition Duration.
$ R4.3.2.8.3 Spotlights
------------------------
Changes the settings of one of the spotlights. The first property
sheet asks you to select which of the 3 lights you want to change.
The second is the standard spotlight control (see "Spotlights" in
R3.3)
$ R4.3.2.8.4 Fog
-----------------
Changes the level of Fog in the landscape. For the property
sheet, see "Fog" in R3.3.
$ R4.3.2.8.5 Colour
--------------------
Yep, changes the base colour. Yep, see "Colour" in R3.3.
$ R4.3.2.8.6 Switches
----------------------
Changes miscellaneous properties. To be specific, "Animation" and
"Sound" in that order from.. you guessed it.. R3.3.
$ R4.3.2.9 Special text track events
-------------------------------------
The potential events on the Special text track are:
------------
ÝSpecial textÝ
ÝNarrative Ý
------------
$ R4.3.2.9.1 Special text
--------------------------
Generates text which appears on top of the regular game screen and
can be subject to a number of effects. This text is also the only thing
that can appear while a Blackout is in effect.
------------------------
ÝMessage ___________Ý
ÝFont size -[]------Ý
ÝLocation __________vÝ
Ý[OK] [ADVANCED]Ý
}========================{
ÝEffect __________vÝ
ÝHue -[]-------Ý
ÝSaturation -[]-------Ý
ÝValue -[]-------Ý
ÝOpacity -[]-------Ý
------------------------
Effects are:
-----------------
ÝNone Ý
ÝSlide from top Ý
ÝSlide from bottomÝ
ÝSlide from left Ý
ÝSlide from right Ý
ÝGrow Ý
ÝShrink Ý
ÝFade Ý
-----------------
You can have several Special Text lines at once. In this fashion,
you can do messages composed of bits in different colours and sizes
or similar. Effect duration.
$ R4.3.2.9.2 Narrative
-----------------------
Generates text that is typed out in a shaded box on the
screen. Unlike Message, this has Effect Duration: you must make it long
enough for all the text to type out or it will be cut off in the middle.
----------------------
ÝText __________Ý
Ý[OK] [ADVANCED]Ý
}======================{
ÝLocation ___vÝ
----------------------
Location is the location of the box: Top, centre, or bottom. The
character will appear to point in the appropriate direction; the character
for centre doesn't appear to point anywhere.
$ R4.3.2.10 Vibration track event
----------------------------------
There is only one potential event on the Vibration track:
Vibrate
Vibrate makes the DC controller vibrate, assuming it's equipped with
a PuruPuruPack.
--------------
ÝPower -[]-----Ý
Ý[OK] Ý
--------------
Power sets the strength (1 to 7) of the vibration. While on the
requester, you can press and hold Y to experience the vibration
for yourself.
----------------------------------------------------------------------
$ X ******************** TECHNIQUES SECTION **************************
----------------------------------------------------------------------
There are lots of things you might want to do in Dream Studio. And a
lot of them you probably can do, too, but they're a bit tricky first
time around. Furthermore, the diagrams used by the Scenario Editor
are almost impossible to read if it wasn't you who created them
(thanks a bundle Kuusou.. :) ). So this section aims to explain some
more advanced trickery.
----------------------------------------------------------------------
$ X1 Multiple sheets firing in one event
----------------------------------------------------------------------
Most of the time, unless you're doing heavy wizardry, you'll only
want to fire one sheet in one event. You might want to spark up
several more, but they're at least going to have conditions, or
need other sparks, so it's unlikely they'll fire right away, right?
Well, this section's for heavy wizards. And being a heavy wizard is
fun. When you're a heavy wizard, you do weird things, like linking up
system trigger sheets that don't have any scripts attached to them.
(You can do some marvellous things with this. No kidding.) And
when you do that, it's useful to know a few things. Unfortunately,
those few things may make your head spin the first time you encounter
them. C'est la vie.
Ok, here's the first of these: which order sheets fire in. The
rule is as follows, whenever sheets are ready, Dream Studio scans
the grid in BOTTOM UP, RIGHT-TO-LEFT ORDER. That's the order in
which sheets will fire. So say you have four sheets linked like
this:
o-o-o-o
Ý GO Ý
Ý Ý
o-o-o-o
Ý
+--------Ý--------Ý
Ý Ý Ý
o-o-o-o o-o-o-o o-o-o-o
Ý 1 Ý Ý 2 Ý Ý 3 Ý
Ý Ý Ý Ý Ý Ý
o-o-o-o o-o-o-o o-o-o-o
They'll fire in order 3, 2, 1. If you move 3 like this:
o-o-o-o
Ý GO Ý
Ý Ý
o-o-o-o
Ý
Ý--------+--------Ý
Ý Ý Ý
o-o-o-o o-o-o-o o-o-o-o
Ý 3 Ý Ý 1 Ý Ý 2 Ý
Ý Ý Ý Ý Ý Ý
o-o-o-o o-o-o-o o-o-o-o
They'll fire in order 2, 1, 3. If you move 3 like this:
o-o-o-o
Ý GO Ý
Ý Ý
o-o-o-o /-\
Ý Ý o-o-o-o
+--------Ý------/ Ý 3 Ý
Ý Ý Ý Ý
o-o-o-o o-o-o-o o-o-o-o
Ý 1 Ý Ý 2 Ý
Ý Ý Ý Ý
o-o-o-o o-o-o-o
They'll ALSO fire in order 2, 1, 3, since 3 is higher up.
So, what if one of those sheets itself sparks another sheet off?
Well, it's quite simple: EVERY TIME A SHEET IS MADE READY, THE SCAN
STARTS ANEW. So if you have this:
o-o-o-o
Ý GO Ý
Ý Ý
o-o-o-o
Ý
+--------Ý--------Ý
Ý Ý Ý
o-o-o-o o-o-o-o o-o-o-o
Ý 3 Ý Ý 2 Ý Ý 1 Ý
Ý Ý Ý Ý Ý Ý
o-o-o-o o-o-o-o o-o-o-o
Ý
Ý
o-o-o-o
Ý 4 Ý
Ý Ý
o-o-o-o
Then the firing order will be 1, 4, 2, 3. Why? We start scanning.
4 isn't ready, so nothing happens. 1 is ready and fires, and in doing
so, sends a spark to 4. 4 is now ready, so the scan RESTARTS before
2 and 3 are reached! The new scan finds 4 ready, and it fires, and
doesn't do anything. Then 2 and 3 are found by the scan, and they fire
in that order. If, on the other hand, we have them like this:
o-o-o-o o-o-o-o
Ý GO Ý Ý 4 Ý
Ý Ý Ý Ý
o-o-o-o o-o-o-o
Ý \--------\
Ý Ý
+--------Ý--------\ Ý
Ý Ý Ý Ý
o-o-o-o o-o-o-o o-o-o-o Ý
Ý 3 Ý Ý 2 Ý Ý 1 Ý Ý
Ý Ý Ý Ý Ý Ý Ý
o-o-o-o o-o-o-o o-o-o-o Ý
Ý Ý
\--------/
Then the firing order will be 1, 2, 3, 4. This gets especially
important when you go around turning sheets off. Suppose that 4's
SECOND input port is "ANY SPARK DISABLES". Then if we have:
o-o-o-o
Ý GO Ý
Ý Ý
o-o-o-o
Ý
Ý
+--------Ý--------Ý--------Ý /------\
Ý Ý Ý Ý Ý Ý
o-o-o-o o-o-o-o o-o-o-o o-D-o-o Ý
Ý 3 Ý Ý 2 Ý Ý 1 Ý Ý 4 Ý Ý
Ý Ý Ý Ý Ý Ý Ý Ý Ý
o-o-o-o o-o-o-o o-o-o-o o-o-o-o Ý
Ý Ý
\-----------------/
What's the firing order? Answer: 4, 1, 2, 3. The scan reaches 4
first, and it fires. Then 1 fires, and turns 4 off... too late! It's
already fired! On the other hand, if 4 is above 1, in the position
shown earlier, everything is fine.
How's your head?
If it's not spinning around in circles yet, try this one. Set this
diagram up in your editor and make something send a spark to the
left-hand input of GO for a test run. Make the sheets numbered 1 to
3 just display a single message so that you know they're firing.
o-o-o-o
Ý GO Ý
Ý Ý
o-o-o-o
Ý
Ý
+----------Ý----------Ý
Ý Ý Ý
/--A-o-o-o /-A-o-o-o o-o-o-o
Ý Ý 3 Ý Ý Ý 2 Ý Ý 1 Ý
Ý Ý Ý Ý Ý Ý Ý Ý
Ý o-o-o-o Ý o-o-o-o o-o-o-o
Ý Ý Ý Ý
Ý \-Ý----------/
Ý Ý
\-------------/
The ports marked A are "All Sparks Multiple". So ALL the lines
connected to them must be live to activate the sheet. Ok, so the
firing order here is 1, 2, 3. It's just the same as it would
normally be: the additional lines we've added don't do anything but
follow the scan anyway. Now, let's make the SECOND input of go an
"ANY SPARK DISABLES", and add an extra link...
/----------------------------\
o-D-o-o Ý
Ý GO Ý Ý
Ý Ý Ý
o-o-o-o Ý
Ý Ý
Ý Ý
+----------Ý----------Ý Ý
Ý Ý Ý Ý
/--A-o-o-o /-A-o-o-o o-o-o-o Ý
Ý Ý 3 Ý Ý Ý 2 Ý Ý 1 Ý Ý
Ý Ý Ý Ý Ý Ý Ý Ý Ý
Ý o-o-o-o Ý o-o-o-o o-o-o-o Ý
Ý Ý Ý Ý Ý
Ý \-Ý----------+--------/
Ý Ý
\-------------/
What's the firing order now? Care to guess? Reset and run again.
It's 1, 2. We'll explain that in a moment. For now, BRACE YOURSELF.
Delete the link from 1 to 2's first input, then put it back again
immediately. Then reset and run again.
EVEN THOUGH YOU HAVE NOT CHANGED THE LAYOUT IN THE LEAST, ONLY SHEET
1 FIRES. SHEET 2 DOES NOT.
THE ORDER THAT CONNECTIONS ARE ADDED HAS SIGNIFICANCE.
FEAR.
WHEN MULTIPLE THINGS ARE CONNECTED TO ONE OUTPUT, THE SPARKS ARE
SENT IN THE ORDER THE CONNECTIONS WERE ADDED.
Ok, ready for the explanation? Here it comes. Before you made
the change, here's what happened: Go sends a spark to all three
sheets. All the connections go live, but only sheet 1 fires. It sends
a spark to sheet 2, and since all its inputs are now live, it becomes
ready. The scan does not restart immediately, since we're still in the
middle of processing sparks. Sheet 1 sends a spark to GO, turning it
off. This means that the connection to sheet 2 is no longer live,
but we've already made sheet 2 ready - the connection changed too
late! Now we're done with the sparks, we see if a sheet changed
status, and it did, so the scan restarts. It picks up sheet 2. Sheet 2
fires and sends its spark to 3. 3 does not become ready, though,
because the connection to GO is no longer live.
Now, when you made the change, here's what happens. GO sends a
spark to all three sheets, and all those connection go live. Sheet 1
fires. It sends a spark to GO, turning it off. Then it sends a
spark to sheet 2. This time, when we come to check Sheet 2, we find
that the connection from GO is no longer live, so it does NOT become
ready this time! Since Sheet 2 is not ready, it doesn't fire, and
doesn't make sheet 3 ready. So everything stops there.
If you want to see the order in which connections are going to
activate, just click on the port in the editor. The order the
connections are highlighted by the connection editor is also the order
they were added in and the order they'll activate in.
The number of times this will actually be useful in anything you'll
make can probably be counted on the fingers of one foot, but it's
worth knowing, because it WILL bite you someday.
----------------------------------------------------------------------
$ X2 Hit Points (or counters in general)
----------------------------------------------------------------------
Counters of all kinds, HP or otherwise, are generally useful things
to have. But they seem a little tricky to create in Dream Studio.
This section shows you how they're created.
Herewith the OFFICIAL KUUSOU HITPOINTS METHOD!
First of all, make a sheet for every HP the character has. So if
the character has 10 HP, make 10 sheets. If your character has 1000
HP, change your damage scaling. :) You don't need a sheet for the
initial number of HP, but you DO need one for the game over
condition. These sheets should be System Triggers with no scripts.
So, here's an example for someone with 6 HP:
o-o-o-o o-o-o-o o-o-o-o o-o-o-o o-o-o-o o-o-o-o
Ý 5HP Ý Ý 4HP Ý Ý 3HP Ý Ý 2HP Ý Ý 1HP Ý Ý DEADÝ
Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý
o-o-o-o o-o-o-o o-o-o-o o-o-o-o o-o-o-o o-o-o-o
Ok. Now, the idea is that which of these sheets is ready is going
to tell us what the player's hit point value is. We're also going
to make a "damage" sheet. When we send a spark to the Damage sheet,
a point of damage is done to the player. The first step is to
connect the Damage sheet to all the hit point sheets, like so:
o-o-o-o-
ÝDAMAGEÝ
Ý Ý
o-o-o-o-
Ý
+--------+--------+--------+--------+--------+
Ý Ý Ý Ý Ý Ý
o-o-o-o o-o-o-o o-o-o-o o-o-o-o o-o-o-o o-o-o-o
Ý 5HP Ý Ý 4HP Ý Ý 3HP Ý Ý 2HP Ý Ý 1HP Ý Ý DEADÝ
Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý
o-o-o-o o-o-o-o o-o-o-o o-o-o-o o-o-o-o o-o-o-o
Ok, that seems pretty pointless. So the Damage sheet activates all
the sheets, which doesn't make sense. Ah, but we have an extra thing
to do. First, set all of the first inputs on the HP sheets to be
"ALL SPARKS, ONCE ONLY". Then link each sheet to the one behind it,
so we now have this.
o-o-o-o-
ÝDAMAGEÝ
Ý Ý
o-o-o-o-
Ý
+--------+--------+--------+--------+--------+
Ý Ý Ý Ý Ý Ý
A-o-o-o /A-o-o-o /A-o-o-o /A-o-o-o /A-o-o-o /A-o-o-o
Ý 5HP Ý ÝÝ 4HP Ý ÝÝ 3HP Ý ÝÝ 2HP Ý ÝÝ 1HP Ý ÝÝ DEADÝ
Ý Ý ÝÝ Ý ÝÝ Ý ÝÝ Ý ÝÝ Ý ÝÝ Ý
o-o-o-o Ýo-o-o-o Ýo-o-o-o Ýo-o-o-o Ýo-o-o-o Ýo-o-o-o
Ý ÝÝ ÝÝ ÝÝ ÝÝ Ý
\-------/\-------/\-------/+-------/\-------/
What does this do, apart from being an odd piece of abstract
art? Well, the idea's is as follows: When damage is first done to
the player, sparks are sent to all the HP sheets. But because all
of them except 5HP depend on the previous HP sheet having fired
AS WELL (because of "all sparks once only"), only the 5HP one
actually becomes ready. Because it's a system trigger, it fires.
When it fires, it sends a spark to the 4HP sheet. Then, next time
the damage sheet is called, the 5HP one will no longer be able to
become ready, but the 4HP one will; it will fire, and the 3HP will
respond next time..
However, as you'll know from if you managed to read section X1
without your head falling off, this won't work. When 5HP sends a
spark to 4HP, 4HP will find it has a spark from both 5HP and DAMAGE
and will fire. Then it will send a spark to 3HP, which will find it
has a spark from both 4HP and DAMAGE, and will fire.. and so on until
the poor hero dies from a single point of damage.
To make it work, we have to make the HP sheets also disable the
damage sheet. The port marked D is made "ANY SPARK DISABLES".
/----\
Ý Ý
Ý o-D-o-o-
Ý ÝDAMAGEÝ
Ý Ý Ý
Ý o-o-o-o-
Ý Ý
Ý +--------+--------+--------+--------+--------+
Ý Ý Ý Ý Ý Ý Ý
Ý A-o-o-o /A-o-o-o /A-o-o-o /A-o-o-o /A-o-o-o /A-o-o-o
Ý Ý 5HP Ý ÝÝ 4HP Ý ÝÝ 3HP Ý ÝÝ 2HP Ý ÝÝ 1HP Ý ÝÝ DEADÝ
Ý Ý Ý ÝÝ Ý ÝÝ Ý ÝÝ Ý ÝÝ Ý ÝÝ Ý
Ý o-o-o-o Ýo-o-o-o Ýo-o-o-o Ýo-o-o-o Ýo-o-o-o Ýo-o-o-o
Ý Ý ÝÝ ÝÝ ÝÝ ÝÝ Ý
Ý +-------/+-------/+-------/+-------/+-------/
Ý Ý Ý Ý Ý Ý
\--/--------/--------/--------/--------/
For reasons that were also explained previously, you ALSO need to
make sure the link that turns off Damage is first in the order of
activation. So you need to DELETE the link to the next sheet, THEN
add the link to turn off Damage, THEN put the link to the next sheet
back again. (If you don't, your hero will lose hitpoints two at a
time.)
So, here's what happens: DAMAGE fires. It sends a spark to all
the HP sheets. 5HP fires. It sends a spark back to DAMAGE, which
turns it off. It then sends a spark to 4HP, which is not ready since
it no longer has a spark from DAMAGE. Next time DAMAGE fires, 4HP
gets its spark, and fires. It sends a spark back to DAMAGE and turns
it off, and sends one to 3HP.. and so on.
You now have HP sheets. Now, you can make them do interesting
things. A fairly essential thing to do is to make them use a
Special Text event to display the current hitpoint total.
----------------------------------------------------------------------
************************** LIBRARY INDEXES ***************************
----------------------------------------------------------------------
----------------------------------------------------------------------
$ L1 - Model Library
----------------------------------------------------------------------
The Model library is divided into categories. Scroll between categories
by pushing left and right, and select an entry by pushing up and down.
Category: Men
-------------
Warrior
Warrior 2
Elf
Priest
Peasant
Fat peasant
Blacksmith
Worker
Sneering guy
Old guy
Guy with glasses
Butler
Knight
"Master"
Strongman
Doctor
Pauper
Sweater guy
Convict
Wise man
EDIT
(Note: Selecting Edit lets you make a new model out of any head and
any body. The screen is:
-------------------
ÝHead !__L1__!Ý
ÝHead type _______vÝ ("type" = select alternate colour schemes)
ÝBody !__L1__!Ý
ÝBody type _______vÝ
Ý[OK] Ý
-------------------
You can select ANY head/body, not just those from the Men section.)
Category: Women and children
----------------------------
Warrioress
Warrioress 2
Elf
Priestess
Cute girl
Fat woman
Grandma
Goodwife
Sneering gal
Princess
Maid
Old maid
Girl in skirt who gets used as villain a lot in sample games
Water nymph
Young boy
Young girl
Pauper child
Rich child
Category: Monsters
------------------
Angel
Devil
Skeleton
Male zombie
Female zombie
Werebear
Minotaur
Golem
"Boss"
Dragon
Category: Architecture 1
------------------------
Wooden building 1-5
Stone building 1-5
Brick building 1-2
Big Wood building 1-4
Stone and thatch building 1-4
Redbrick building 1-5
Shed-type building 1-3
Category: Architecture 2
------------------------
Castle
Cathedral
Church
Windmill
Clock tower
Tower
Temple
Raised house
Ramshackle house
Log cabin
Log cabin w/snow
Multiple Stable
Single Stable
Snowy single stable
Igloo
Tent
"Bao"
Boat
Category: Trees
---------------
Tree
Snowy tree
Blooming tree
Autumn tree
Bare tree
Thick bare tree
Pine-type tree
Pine-type snowy tree
Fern tree
Palm tree
Cactus
Big plant
Small plant
Small flowering plant
Category: Features
------------------
Fountain
Well
Hedge
Log
Tree stump
Bundle of logs
Cannon
Mounted cannon
Grave 1
Grave 2
Grave 3
Bones
Rotten log
Broken wall
Rock 1
Rock 2
Rock 3
Smooth Rock 1
Smooth Rock 2
Smooth Rock 3
White Rock 1
White Rock 2
White Rock 3
Category: Signs
---------------
Blank sign
Point Left
Point Right
"INN"
Beer symbol
Gold symbol
Weapons symbol
Magic ball symbol
First aid symbol
Generic text
Hanging sign: INN
Hanging sign: Beer symbol
Hanging sign: Gold symbol
Hanging sign: Weapons symbol
Hanging sign: Magic ball symbol
Hanging sign: First aid symbol
Hanging sign: Generic text
Category: Fence
---------------
Iron gate
Brick gate
Fence gate
Wood fence
Iron fence
Stone "fence"
Ringfence + gate 1
Prefab fence 2
Raft/Bridge 1
Raft/Bridge 1 snowy
Raft/Bridge 2
Raft/Bridge 3
Suspension bridge
Bridge curve
Bridge straight
Category: Floor
---------------
Stone floor 1-5
Brick floor 1-5
Gravel floor 1-5
Sand floor 1-5
Category: Dungeon parts
-----------------------
Enterance
Wall
Passage
Corner
T-Piece
Cross-Piece
Dead End
Staircase
Descent into rock
Rock cave
Big rock
Rock passage
Rock corner
Rock T piece
Rock cross piece
Rock dead end
Rock passage up
Category: Portals/Travel
------------------------
Staircase up
Staircase down
Ladder
Wooden door
One-side door
Grand door 1-2
Strong door 1-2
Barn door
Cell door
Strong cell door
Category: Indoors 1
-------------------
Carpet Big
Carpet Medium
Carpet Small
Circular table
Square table
Cross table
Desk
Draped desk
Chair
Bench
Easy chair
Sofa
Throne 1-2
Bed
Bunk bed
Princess bed
Cramped bed
Counter
Counter pillar
Chest of drawers
Medicine cabinet
Machine cabinet
Bookshelf
Empty bookshelf
Fireplace
Oven
Category: Indoors 2
-------------------
Treasure chest
Coffin
Crate
Barrel
Vase 1-2
Pan
Wicker basket
Baby basket
Ridge?
Wheel/cog 1-4
Pounder
Stage stairs
Stage curtain
Category: Indoors
-----------------
Altar
Armor display
Sword
Shield
Organ
Picture
Small picture 1-3
Big Picture 1-3
Tapestry
Statue
Gold statue
Small column
Column
Stone column
Chandelier 1-2
Category: Indoor furniture
--------------------------
Big pot plant
Small pot plant
Flower arrangement
Empty vase
Pendulum clock
Mantel clock
Grandfather clock
Quill and letter
Plaque
Blank paper
Blank plaque
Book
Open book
Upright book
Rope
Food 1-3
Candle
Candle out
Torch
Candelabra 1-2
Category: Items
---------------
Knife
Frying pan
Pot
Vial
Vial of liquid
Bottle
Chalice
Cup
Flask
Syringe
Lollipop
Bouquet
Guitar
Swaddled baby
Book
Scroll
Key
Complex key
Coin
Crystal
Bun
French stick
Cheese
Ham
Apple
Sack
Lamp
Category: Items 2
-----------------
Sword 1-2
Big sword
Small sword
Sabre
Spear
Club
Magic Staff
Holy Staff
Coloured staff
Crooked Staff
Bow
Shield 1-2
Axe
Hammer
Pick
Spade
Hoe
Broom
Standard spear
Category: Effects
-----------------
Transparant cube
Warphole
Checkpoint
Glowing ball
Energy ball
Hit effect
Slash effect
Bloodstain
Small heart
Big heart
Fire
Inferno
Water jet
Burn
Crater
Ground patch
Burned ground patch
Glowing blade
Small glowing blade
Spotlight
----------------------------------------------------------------------
$ L2 - SFX Library
----------------------------------------------------------------------
Cursor move
Cancel
Error
Wheep!
Window change
Window close
Wind
Birds singing
Crows
Heavy wings
Machinery
Crickets
Bees
Water dripping
Water running
Water running heavy
Underwater
Crowd
Heavy machinery
Rain
Thunder rumble
Thunder clap
Horse
Horse neigh
Cockerel
Dog Growl
Dog Howl
Dog Bark
Cat
Cheer
Boo
Male scream
Female scream
Male evil laugh
Female evil laugh
Female muted evil laugh
Footstep
Footstep echo
Footstep on wood
Footstep on wood spring
Grass footstep
Sand footstep
Water footstep
Switch
Knock on door
Door opening
Door closing
Door creaking
Door slam
Weird?
Breakage
Gong
Alarm
Phone
Doorbell
Big bell
Ship's horn
Piano
Guitar C chord
Guitar Cm chord
Snare drum
Cymbal
Bass
Boing
Strum
Wolf whistle
Single clap
Clapping
Movement whoosh
Impact
Impact 2
Metal impact
Sproing
Wood on wood
Breaking glass
Fire
Gun shot
Low gun shot
Magic warp
Jump into water
Rise from water
Magic slide
Whistle
Eating
Swallowing
Flash
Zap
----------------------------------------------------------------------
$ L3 - Sample game library
----------------------------------------------------------------------
[Note: If you load the examples into the editor, do a Game Reset
before playtesting, or the Sheets will not run.]
From left to right:
Initial Data
- This is the initial settings loaded when you start to create a
game - the default landscape and trees and an empty Book.
Orphe's Wonderful? Country
- A complete sample game with UI.
Do your Best, Master
- A complete sample game with UI. Don't drink the blue bottle
(unless you want to watch the intro twice)
Example: Opening
- A scripted opening sequence. Just watch.
Example: Meeting people
- How to encounter folks. Walk up to the people around the town.
Example: Map switching
- Walk into the cabin door and observe the location switch.
Example: Sky/weather
- Walk up the mountain and see the sky change.
Example: Getting items
- Look in the barrel and the crate.
Example: Items changing state
- Look in the treasure chest twice.
Example: Picking up and carrying items
- Get the apple.
Example: Dialogue, interaction, effects
- Talk to the angel. On the first two answers, he sends you to
jail; on the third, he gives you an axe, and on the fourth,
he runs off.
Example: Using items
- Try opening the door. Then look in the chest and try the
door again.
Example: Menu based combat
- Take on the skeleton in FF style combat.
Example: Dungeon 1-3
- Explore the dungeons and see how to create them.
Example: Many monsters
- Destroy the skeleton without being caught by the zombies.
[If a zombie touches you, you will "die", but the game does
not include game over so that you can see the final state
of the sheets. Quit to the editor and do a game reset to
play again.]
Example: Trap
- Get down the corridor avoiding the very unfair traps.
Example: Gimmick
- Push the crates around.
Example: Combat scenario
- Climb the mountain and save the priestess.
Example: World map
- Touch the sign to view the overall map.
Dream studio staff roll
- Watch the funky dancing girls and the credits for DreamStudio.
Orphe Demo
- A demo sequence from Orphe.
DreamStudio Demo
- Rolling demo showing off features of Dream Studio.
[If you leave the game idle on the title screen, one of the last
three will automatically start running.]
----------------------------------------------------------------------
$ L4 - Map Library
----------------------------------------------------------------------
Category: Exterior
------------------
Big mountain pass
Glade with river
Alternate glade
Big house grounds
Forest
Snowy glade with river
Sandy glade
Desert
Rocky desert
Mountain climb
Fire pit
Lake glade
Island in crater
Waterfall
River cutting
Seaside
Seaside+Jetty
Small island in sea
Boat at sea
Prefab dungeon
Rocky prefab dungeon
Rocky cavern
No map (must add objects)
Category: Interior
------------------
House
Bigger house
Tavern
Throne room
Church
Double-level landing
Stage
Mill interior
Cells
Circle house
Abandoned shack
Rogue's house
Tiled room 1-2
Empty wood rooms: L, M, S
Empty stone rooms: 1-2, L, M, S
Corner of room
----------------------------------------------------------------------
$ L5 - BGM library
----------------------------------------------------------------------
[Note: I haven't translated the actual names but given a description
of the piece]
Silence
Town-type music
MOON (introspective piano)
Introspective wonderment
"Lucky"
Sirius (Strident)
Next (Strident/Triumphant)
Sky (Strident/V. Triumphant)
Beat and undercurrent
Harpsichord Landscape
Quietly spooky
Creepily spooky
Sadness
UNFINISHED [Sad, low]
Shadows of evil
Dreamstudio [Opening theme]
Swoops to fanfarish
Fast jumpy/slow
BATTLE
Last Fight
"Level up music"
"Fanfare music"
"Joke music"
"Morning music"
----------------------------------------------------------------------
L6 - Sky library
----------------------------------------------------------------------
Darkness
Clouds 1
Clouds 2
Dark clouds 1-2
Sunset
Sunset to stars
Stars
Stars and clouds
----------------------------------------------------------------------
$ L6 - Human action library
----------------------------------------------------------------------
Nothing
Stand normally
Stand innocently
Stand casually
Walk
Walk standard
Walk hurriedly
Amble
Run
Dainty run
Short step run
Tilting run
Skip
Drunken walk
Zombie walk
Sit
Stay seated
Eat (seated)
Drink (seated)
Read (seated)
Sleep (seated)
Play piano (seated)
Sit on floor
Kneel
Lying prone
Rising from prone
Falling supine
Rising from supine
Falling prone
Fighting with sword
Punching
Slapping round head
Careful punch
Chopping punch
Football kick
Groin kick
Push
Heavy chop
Mid cross chop
Overbear chop
Jumping overbear chop
Cautious palm
Nocking bow
Thumbs up
Spear thrust
Ssshh pose
Ready to fight
Charge.. Fireball!
Blocking with shield
Lean dodge
Getting slapped
Getting hit in the head
Getting hit in the midriff
Stomach ache
Laughing, hands on hips
Laughing into sleeve
Jumping
Bracing
Tapping foot (in time)
Twitching foot
Tapping foot (impatiently)
Folded arms
Crying
Distraught
Wiping eye
Wiping other eye
Scratching head
Patting stomach
Posed, quivering
Stumbling back
Scared back
Tough guy/gal
Tapping sides of head
Panting
Abrupt panting
Looking to sky
Sigh
Upward wipe motion?
Shivering
Sneezing
Waving
Saluting at chest
Praying
Praying on knees
Blowing kiss
Tapping other foot (to beat)
Clapping either side
Hands on knees (talking to dog)
Bopping hands
Calling
Whispering
Listening
One clap
Examining object
Bracing
Big chop down
Rocking baby
Playing guitar
Blowing whistle
Step Dancing
Twirly dancing
Reaching up
Reaching down
Throwing object
Pushing object
Pushing object via handle
Failing to push object (trapped mime act)
Knocking on door
Opening door
Bowing
Deep bowing
Set and salute
Half Kneeling bow
Curtsey
Full kneeling bow
Producing object
Wave goodbye
Big wave goodbye
"Welcome"
Waving welcome
Engarde!
Shooing
Shooing hand on hip
Offering handshake
Raising hand
Offering hand low
Offering hand to side
Offering hand to other side
Taunting
Pointing to self
Nod yes
Shake head no
Confused
Look up, hand on hip
Look down, hands on hips
Look to side
Look to other side
----------------------------------------------------------------------
****************************** CREDITS *******************************
----------------------------------------------------------------------
Mostly written by Mark Green, mark [at] antelope.demon.co.uk. Major
kudos to Jim Breen for JDIC and to all the folks who wrote to me with
encouragement, especially Colin Williamson.
And a big ganbatte! to anyone writing anything in Dream Studio at
the moment.