First, you need to draw a background scene for the first room. You do this in your favourite paint program. The size must be either 320x200 or 640x400, and you must make sure that the colour depth is set to the same as your game. Save it as a BMP or PCX file (TIP: a PCX will give smaller file sizes since PCXs are compressed, whereas BMPs are not).
The tree on the left of the screen lists all the various parts of your game that you can edit. Clicking on an item there brings up details on the right.
The "Rooms" sub-tree contains settings for the current room. You control which room is currently being edited via the "Load room" and "Save room" options on the File menu. All the other options in the tree apply to the whole game.
Click on the "Settings" in the tree under "Rooms". First of all we need to import a background scene for the room. Click on the "Actions" button and then choose the "Import background..." option. You will see a file selector where you should now find the background scene graphic which you drew. Click OK, and it will be imported. (If you get a message asking you what resolution the picture is drawn for, choose the appropriate option. For example, if you have drawn a 640x400-sized scene, then click "640x400").
You will see the picture displayed on the screen. Depending on your Windows resolution, you may also get two scroll bars which you can use to scroll around the image.
Walkable areas
Walk-behind areas
Trying out your game
Hotspots
Screen edges
Objects
Room options
Everywhere that the character's feet are allowed to walk, you must make walkable. Adding walkable areas works in a similar way to most paint programs: you use three tools (line, fill and freehand) to draw them.
You will probably want to start off with the "Line" tool - click the button in the main panel. Now, draw round the outline of the walkable areas on the screen. To draw a line, click the left mouse button where you want to start it, then hold down the button and drag the mouse to the finish of the line, where you should release the button. Once you are sure that the area is completely enclosed by blue lines, choose the "Fill" button and click inside the area - it should be filled in.
If the entire screen is filled blue, you didn't contain the area properly. Click the "Undo" button to remove the fill, then draw extra lines to enclose the area and try again.
Choose "Walk-behinds" from the combobox. You add walk-behind areas in a very similar way to the walkable areas - in fact, you have the same three drawing tools.
Once you have finished, you need to define the base-line for the area. This is a horizontal line which tells the game at what level the character must be in order to be drawn behind the area. For example, when the man is standing in front of the street lamp he must be drawn in front; when he is behind it, he must be drawn behind. Click the "Set Baseline" button, then click the mouse on the scene at the base of the walk-behind area. When the character's feet are below this line, he will be drawn in front of the area; when his feet are above the line, he will be drawn behind the area.
You may have noticed at the top of the window a coloured block with "Editing: 1" above it. By default, you have been drawing blue walk-behind areas onto the screen. This is fine for one area, but what if you have two different walk-behind areas on the screen? They'll need different base-lines, won't they. You can change the colour you are drawing by clicking the up and down arrows next to "Editing: 1". Each colour has its own base-line, which affects the areas drawn in that colour.
Now, click the "Test game" option on the File menu. Your files will be saved, and then the game will run. You should see your first screen, with the man on it. Walk around the screen, checking out any walk-behind areas you added. If the man won't move anywhere, he probably hasn't started on a walkable area and therefore can't move. Press Ctrl+Q to exit the engine.
If you need to change where the man starts, choose the "Characters" mode from the tree on the left, then change the co-ordinates in the "at X:" and "Y:" boxes. To find out co-ordinates, in the Room Settings mode as you move the mouse across the background it says "Mouse pos: X, Y". These co-ordinates reflect the character's feet.
NOTE: Sometimes, you may create a script such that the game 'locks up' and you cannot press Ctrl+Q to quit. In this case, you can use the emergency break key Alt+X, which will always terminate the engine, and display the current script line, if any, for easier debugging.
Choose "Hotspots" from the combobox in the "Areas" pane. As with the walkable areas and walk-behind areas, you draw hotspots using the standard three drawing modes. The different colours this time represent the different game reactions: the player clicking on a hotspot 1 area will cause a certain response; clicking on a hotspot 2 area will cause a different response. Once you have drawn the hotspots on, you need to define what happens when the player interacts with them. You do this one hotspot at a time. Use the up and down arrow buttons to make sure that colour 1 (dark blue) is the current hotspot. Now, click the "Interaction" button.
For example, we want to display a message when the player LOOKs at our hotspot 1. So, double-click "Look at hotspot" on the bottom list. It will be added to the top list, and a window on the right will appear containing various options.
The Score box allows you to give the player points when the event occurs, and note that this will only happen the first time they do it, so they can't keep getting more and more points. We don't want to give our player a score for just looking though, so we'll leave it as 0.
The Data Value box at the bottom is used to provide additional information to certain commands; otherwise you can just leave it as 0. We don't need it for now.
The big combobox defines what happens when the event occurs (in this case, when the player looks at our hotspot). When you click on it, a menu appears, with all the possible responses to the event. What these all mean is listed in Interaction Commands.
We just want to display a message though, so click the "Display message VAL" option. The "VAL" means that you will have to type in a number to replace it - in this case, the message number. The "Where VAL is" textbox allows you to type the number in. Since this will be our first message, and since message numbering starts at 0, just leave it as zero.
The Message Editor is fairly simple. The current room messages are listed down the left hand side. To create a new one, click the "New Message" button. You edit the selected message in the right hand text box.
Type in a message appropriate to your hotspot, for example,
This is a brick wall. Nothing more exciting than that.Note the "Display next message after this one" checkbox. When this is on, the next message will be displayed after the player has clicked to remove this one. This feature is useful for conversations and long descriptions. We won't use it now, however, so leave it unchecked. Now press OK to leave the message editor. Click OK to exit the interaction window.
Edges are the usual way that room changes take place - when the man walks off an edge, the game responds with a "Go to screen" command to send him to a new location.
To view the edges, go to the "Settings" pane under "Room Editor". The four edges are displayed as yellow lines on top of the background. To move an edge, click the left button on it and drag the mouse.
To set what happens when the character walks off an edge, click the "Interactions" option from the "Actions" button. This contains four events, called "Walk off top", "Walk off bottom", and so on, which are triggered when the player passes the relevant edge. This interaction window also contains some other useful room events.
As as example, let's say you want to have a key on the floor of your room which the player can take. Go to the "Objects" pane under the Room Editor. Now, click the "New object" button. You now click onto the screen where you want the object to be added. Don't worry if you don't get its position right, you can move it later. The object will be added as a blue cup.
The first thing we want to do is change the look of the object - obviously, we want a picture of a key. Click the "Change image" button. You will be presented with a screen which shows all the sprite graphics available. There is a picture of a key already there, so double-click on that. (You can add your own graphics to this list; we will describe how to do that later).
If you want to move the object, just drag it around with the left mouse button. Lastly, we need to define what happens when the player interacts with the object. Click the "Interaction" button. This is almost identical to the way it worked with the hotspots.
You may have noticed a couple of other controls on the Objects screen, namely "Set Baseline" and "Object is initially visible". Normally, the base-line for an object is at the base of the object (the baseline is used for front-to-back ordered drawing of the graphics). However, in some cases you may want to override this - for example, if a poster is lying flat on the ground, you wouldn't want the man to walk behind it. You can override the baseline for an object by clicking the "Set baseline" button and clicking on where you want the base to be (near the top of the screen would solve our poster problem). To remove a baseline and use the default, click on the very top line of the screen and the line will disappear completely.
Normally, you want the objects to be visible on the screen to begin with. However, in some situations you may not want the object to appear until later on in the game. To have the object start the game off, uncheck the "Object is initially visible" box. You can switch the object on in the game using the "Turn on object" command.
NOTE: The game's speed is directly related to the number of objects on the screen. Although you probably won't notice it on faster systems, a room with 10 large objects will noticeably slow down on lesser processors.
Now, we have a fully-working first room. Follow the procedures we did here to try it out.