Introduction | p. ix |
Adventure Games Through Time | p. 1 |
What an Adventure | p. 2 |
A Brief History of Adventure Games | p. 2 |
Board Games | p. 3 |
Role-Playing Games-Dungeons & Dragons | p. 3 |
Books and Choose Your Own Stories | p. 4 |
Computer Games | p. 6 |
Chapter Summary | p. 12 |
Introduction to Multimedia Fusion 2 and SAM | p. 13 |
What Is Multimedia Fusion 2? | p. 13 |
Installing MMF2 | p. 14 |
Creating Games in Multimedia Fusion | p. 21 |
Program Walkthrough | p. 22 |
Program Areas | p. 22 |
The Editors | p. 26 |
Storyboard Editor | p. 27 |
Frame Editor | p. 28 |
Event Editor | p. 28 |
Event List Editor | p. 33 |
Picture Editor | p. 34 |
Expression Evaluator | p. 35 |
Objects | p. 37 |
System Objects | p. 43 |
Game Design Process | p. 44 |
Team, Tools, Skills, and Budget | p. 45 |
Ideas and Brainstorming | p. 48 |
Market | p. 49 |
Idea in More Detail | p. 50 |
Design Document and Storyboarding | p. 51 |
Alpha and Beta | p. 54 |
Release | p. 54 |
What Is SAM? | p. 56 |
Chapter Summary | p. 57 |
Choose Your Own Path | p. 59 |
Features of an Adventure Book | p. 59 |
Moon Traveller | p. 60 |
How to Map Out Your Game | p. 61 |
Story Flow and Map | p. 62 |
Links and Story Text | p. 64 |
Creating the Game | p. 66 |
Creating the Application File | p. 66 |
Placing of Objects | p. 67 |
Running Your Game | p. 79 |
Adding All the Topic Text | p. 81 |
Creating the Code | p. 81 |
Further Features | p. 104 |
Chapter Summary | p. 105 |
Adventure Game Objects | p. 107 |
The Text Adventure Map Object | p. 108 |
Properties | p. 108 |
Conditions | p. 109 |
Expressions | p. 111 |
Actions | p. 117 |
The Text Adventure Markup Object | p. 124 |
Properties | p. 124 |
Conditions | p. 125 |
Expressions | p. 130 |
Actions | p. 131 |
The Text Adventure Messages Object | p. 132 |
Properties | p. 133 |
Conditions | p. 133 |
Expressions | p. 133 |
Actions | p. 135 |
The Text Adventure Pages Object | p. 135 |
Properties | p. 136 |
Conditions | p. 136 |
Expressions | p. 136 |
Actions | p. 137 |
The Text Adventure Words Object | p. 138 |
Properties | p. 138 |
Conditions | p. 139 |
Expressions | p. 139 |
Actions | p. 141 |
Chapter Summary | p. 142 |
Dungeon of Text | p. 143 |
Game Concept | p. 143 |
Maps | p. 145 |
Game Features | p. 147 |
Setting Up the MMF2 File | p. 147 |
Coding Dungeon of Text | p. 148 |
Setting Up the Start of Frame Code | p. 150 |
Timer Setup | p. 153 |
Room Setup | p. 155 |
Moving in Directions | p. 158 |
Direction Not Visited 1 | p. 161 |
Updating Debug Counters | p. 162 |
New Location Group | p. 163 |
Direction Not Visited 2 | p. 165 |
Game Over | p. 166 |
Chapter Summary | p. 169 |
Text Adventures in Depth | p. 171 |
Simple Text-Entry Directions | p. 171 |
Simple Direction Code | p. 173 |
Simple Direction Issues | p. 177 |
Using States and Arguments | p. 178 |
Using the Words Object | p. 180 |
Objects | p. 186 |
Objects Code | p. 188 |
Chapter Summary | p. 193 |
Graphic Text Adventures | p. 195 |
Graphics Objects | p. 195 |
Internal and External Images | p. 196 |
Adding Graphics | p. 197 |
Active Objects | p. 197 |
Active Backdrop | p. 202 |
Active Picture and Picture Objects | p. 205 |
Backdrop | p. 206 |
Quick Backdrop Object | p. 207 |
Storing and Retrieving Graphics | p. 208 |
Storing and Loading an Image | p. 209 |
Chapter Summary | p. 211 |
Wild West | p. 213 |
Game Introduction | p. 213 |
Game Map | p. 215 |
Grid Map | p. 216 |
Game Layout and Setup | p. 216 |
Scene Images | p. 218 |
Application Properties | p. 220 |
Game Code | p. 221 |
Chapter Summary | p. 223 |
Editors | p. 225 |
What Are Editors? | p. 225 |
Why Create an Editor? | p. 226 |
Ideas for Editors | p. 226 |
Re-using Editors | p. 228 |
Data Handling | p. 228 |
Arrays in More Detail | p. 229 |
.ini Files in More Detail | p. 232 |
Chapter Summary | p. 233 |
Creating and Editor | p. 235 |
Data Requirements | p. 235 |
The Editor's Look and Feel | p. 236 |
Creating the Editor | p. 238 |
Programming the Editor | p. 241 |
Creating the Files | p. 243 |
Loading the Data Files | p. 245 |
Initializing the Data | p. 246 |
Updating the Original Game | p. 272 |
Chapter Summary | p. 274 |
Point-and-Click Adventures | p. 277 |
What Is Point and Click? | p. 277 |
Point-and-Click Features | p. 278 |
Ordering of Objects | p. 280 |
Changing the Order of Objects | p. 282 |
Layers | p. 284 |
Pop-up Menus | p. 286 |
Graphic Cursors | p. 289 |
Conversation/Dialogue Trees | p. 291 |
Code for SimpleTalk Example | p. 293 |
Chapter Summary | p. 295 |
Sherlock Bones Underworld Detective | p. 297 |
Sherlock Introduction | p. 298 |
Layers | p. 300 |
Inventory Box | p. 301 |
Counters | p. 302 |
Sherlock Code | p. 304 |
Start of Frame Initialization | p. 304 |
Hide Mouse Pointer | p. 305 |
Pressing Escape | p. 305 |
Always Setting Icon Position | p. 306 |
Inventory Visible and Invisible | p. 306 |
Changing the Cursor | p. 307 |
Groups | p. 308 |
Final Code | p. 316 |
Chapter Summary | p. 318 |
Hidden Object Games | p. 319 |
What Is a Hidden Object Game? | p. 319 |
Features of a Hidden Object Game | p. 320 |
Hidden Object Game Designs | p. 322 |
Story | p. 323 |
Story Ideas | p. 324 |
Objects | p. 325 |
Using Photos | p. 326 |
Chapter Summary | p. 327 |
Lost and Found | p. 329 |
Objects and Numbers | p. 330 |
Lists | p. 334 |
Mouse Cursor | p. 337 |
Mouse Cursor Example Code | p. 339 |
Random Placement of Objects | p. 340 |
Game Code | p. 343 |
Code Run-through | p. 345 |
How to Improve | p. 347 |
Chapter Summary | p. 349 |
Graphic Adventure Games | p. E-351 |
Story Adventure Maker | p. E-365 |
Compiling Games | p. E-375 |
Help and Support | p. E-383 |
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