Scurvyliver Entertainment


<- main

[about]

[downloads]

[tutorials]

[games]

[forum]

[contact]

[help]

[news]

 

 

**

[Tutorials]

Fan questions: How to make Adventure Games?

Many people email me for help in making adventure games using TGF,CNC and MMF. So basically I've decided to adapt the emails into a simple question-and-answer tutorial to help anyone! This section will slowly grow larger over time.

Q1 : Dialogue Choices with Question Objects.
Q2 : Global Variables
Q3 : Object Flags
Q4 : Controlling character movement
Q5 : Character walking animation

Q6 : The 'full screen' look
Q7 : Timing branching Dialogue
Q8 :
Global Variables & Flags - example file
Q9 : Changing the look of the mouse cursor
Q10: How to setup a 'Save/Load game' function
Q11: Scrolling screen for games (very useful)
Q12: Hidden Commands and Inventory (like in CMI)

Q 1. When I want my main character to talk to someone, how is it possible for each question that the main character asks will link to a different answer? For example, in your TNB: ACT 1, when Roy goes and talk to Walt of the Coffee House, every question that Roy asks, Walt gives him a different answer!!

A: This is easy to do. Firstly make a question object. Then in the event editor, drag the QA object down to a line (e.g Make a new condition). You will then get three options:
a) Is the question correct?
b) Is the question false?
c) Is the answer equal to a certain value?

Choose c. Then select a value. The values are simply the number of answers you created.
e.g.: Answers 1) Who are you? 2) You smell 3) I'm leaving now.
So when answer equals one: Trigger the set response. And so on for the rest of them.

Q 2.. When I want my main character to pick up an object, how can I make the object appear in the inventory and throughout all the other screens which the main character will go to but not if a map, for example, of all the places the main character can go to, appears?

A: To make the game remember what you picked up, use Global Variables. These can be found by clicking on the SPANNER icon in the event editor. Then you can set global variables for each object. E.G..

a)Give an object a G.V number. Such as Banana = Global variable 1 = 1 So to use it: When you pick up the banana, go to the spanner icon, and set Global variable 1 to = 1 (or whatever number) This stores it through out the entire game

b) Set the banana (objects) to be a global object by right clicking on them and setting up their preferences.

c) Put the object on every stage which it will appear

d) Now make an event line (in the event editor), saying:
When Global variable 1 = 1 THEN:
Set the position of the banana to X,Y Coordinates (in your inventory)

Now put this line in its own group. Right click on the group and set it as being global. NOW the banana will appear in the inventory the whole game. When you want to make it so its no longer in use, simply change Global variable 1 to = something different. If you don't want the object to appear in a map stage, don't put that object in that level.

You can download an example file of this code HERE (6k). *Note: Only for CNC, MMF or MMF express. (.cnc file)

Q 3.. Could you give me a detailed example of how I could make the PICK UP, LOOK AT, USE and other interface commands to work in my game?

Yes. You must use object flags for this. Every object can be assigned flags and You can do this in the event editor. Drag an object on to a line choose values, then flags.

NOW, for each command, when you click on it, you set a flag on. e.g.. When mouse clicks on "PICK UP", set "PICK UP" flag 1 on. (*Note you can set any number). On this same line of code, then also set all the other command flags off. (e.g. Talk flag 1 off, Examine flag 1 off)

NOW, with the PICK UP flag 1 on + The mouse clicks on another object (say a banana), THEN set the banana flag 3 on. (It can be any number).

So now the object you want to pick up has a flag which is on. SO set this line of code up: When BANANA flag 3 is on + Character collides with banana/(or the black thing in my movement engine) THEN
- Change animation of character to picking up.
- Set banana GV1 to 1. (this will then put the object in your inventory -refer to Q2) Then finally, you have to turn all the flags off.
So on that same line, click under the banana and "Set Flag 3 off". AND then Set "PICK UP" Flag 1 off.

The same principles can be applied to all the other commands. And yeah, it may sound confusing, but once you try experiment with it - you will see its pretty straight forward.

Q4.. Imagine a scene in which my main character arrives at the edge of a cliff, where ¾ of the screen is land, i.e. the cliff, and ¼ of the screen is the sky, i.e. a precipice. How could I make my main character walk around on the land part and stops when it arrives at the beginning of the precipice?

A: This is a bit tricky. For this you will need my movement engine. If you examine the engine code, you will see there's an area defined, and if you click in it - that's where the character will move to. Basically, you can make as many of these areas as you like - and control where the mouse will click.

So currently the area set is for the whole screen. Modify, the X and Y positions in the "mouse clicks within zone" code to be 3/4 of the screen. *Note: this may be hard to follow without the engine open in front of you. Now copy and paste that same line of code, but this time, set the zone to the remaining 1/4 of the screen. Then modify where the "black thing" (movement stopper) is created, to appear in the top 3/4 of the screen.

E.g. One line of code(zone) to represent the land 3/4's. And another zone for the sky. When both zones are clicked on, they create the 'black thing' (the thing that tells the character where to go), in the area of the land. You will have to use trial and error to get it right though.

Q5: How can I animate my character to walk?

I could talk you through this, though someone once emailed me some walking templates. I haven't used them myself, but I'm sure they will help. Download them here. Thanks to Duke.

Q6: How do you get the screen to look like it's in DOS or full screen (like in TNB)? ?

Go to file > application setup. Then make sure the application is set to "Maximised on bootup". Turn off the rest.

Though, if you want a menu bar, click that option on too :-) Then to access it during the game, press F8.

Q7: I need help making 'branching dialogue' - and timing each sentence.

Have a look at this tutorial (.gam file) example. It's different to the system I use, but was kindly donated and developed by Julien Fenech. It basically uses text objects and counters. Download it here. (100k)

Q8: Give me the code to use Global Variables and flags!!

This very small file gives and demonstrates the power of global values and flags.

If this all seems like mumbo-jumbo, basically the tutorial gives you the code for picking up objects and storing them in an inventory.

-> Download Tutorial (6k) <-
*Note: This is for CNC/MMF only.

Q9: How do you get the cursor to change like that in TGF/CNC/MFF? I've tried, and I'm either stuck with standard windows rubbish, or can't click anything if I assign an active object to the mouse. Anyway, keep up the good work, and congratulations on your fine game.

This is quite easy to do :) You can download my movement engine from my site which will demonstrate the code for this - plus give you a basic engine if you are making an adventure game.

However, to do it yourself, follow this procedure in the event editor:

Always = (Under Your-cursor object set this): Set X position to Xmouse Set Y position to Ymouse.

Then to actually make it work, you can use the conventional 'mouse click on an object'. BUT I actually use the new cursor graphic and make my own code.

eg: When YourCursor object overlaps banana + User clicks with left button.

You will have to do this for whatever object you want to click on. That should do the trick. Thanks

Q10: Hi, I was wondering if you could tell me how to setup a save/load game system when making a game with The Games Factory? (as in one where the player presses a button and is asked to type in a filename to save during the game.) Any help would be much appreciated.

The save/load engine available in the download section of my site is just what you need. The file is pretty self-explanatory, with an example of how it's set up and how it functions. You will need the latest version of TGF however and a couple of extra TGF file add-ons which are listed with the readme file.

Q11: How can i make the screen scroll like they do in other adventure games? ( Useful for other games also)

Check out the scrolling tutorial developed by Skyler Hall. It comes in a downloadable .gam form, so it's very practical.Recreate the perfect scroll Download it here.


Q12: How do I get a hidden inventory/command system, like the coin function in 'The Curse of Monkey Island'.

Check out another playable tutorial developed by Skyler Hall. It comes in a downloadable .gam form, and is fantastic. Perfect your game and Download it here.

Good luck
Scurvyliver


Need help or a question answered?
Contact Scurvyliver Entertainment through a help form here.

 

Best Viewed 800 x 600. This website and all its content cannot be reproduced without written consent from Scurvyliver. All rights reserved. ©2002..