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<eAdventure>
http://e-adventure.e-ucm.es/
Martin Sillaots
2012
Run
eAdventure Editor
Manual
http://e-adventure.e-
ucm.es/tutorial/tutorial.php
Demo Files
http://www.tlu.ee/~martins/eadventure/
Content
• Creating Scenes
• Connecting Scenes
• Characters
• Dialogues
• Objects
• Actions
• Conditions
Creating New Project
• Third person
• First person
Editori osad
Project Tree Working Window
Scene
• Scenes
• + Add Scene
• Name scene
• Add background image - 800 x 600 png, jpg,
bmp, gif
• Mask – BW image to define background and
foreground
• Background Music - midi, mp3
Connecting Scenes
• Scenes (select one)
• Exits
• + Add Exit
• Select destination?
• Create rectangle?
Check links - Scenes (top title)
Characters
Characters
• Character
• + Add Character
• Add picture
– Standard animation
– Add same image to all fields
For animation store different frames in
separated files with the pattern - ”Name_01",
Name_02" ...
Adding Character to Scene
• Scenes
• Select scene
• Element references
• + Add NPC (non player character)
• Select character
• Define location
Dialogues
• Conversations
• + Add conversation
• Select starting node
• + add row
• Specify who is talking?
• Input text
• + add additional rows
• - ...
• + NPC asks question
• Add Option node
• Add conversations to each option
Connect Character and Conversation
• Character
• Select character
• Actions
• + Add "Talk to..." action
• Select conversation
• Dialog configuration – design speech bubble
Objects
Creating and Adding Object
Similar to characters
• Items
• + Add Item
• Define name
• Add image
• Create Icon for inventory
– Create icon from image
Actions Related with Objects
• Items - Actions
• + Add actions
– Examine
– Grab
– Use – activates after grab
– Use with – use with other object - target
– Custom – make your own actions
– Give to – use after grab with character
– Drag to – similar to Use with, without grab
Descriptive Texts
• Name – cursor above the object
• Brief description – click on object
• Detailed description - Examine action
Conditions
Game logics and limitations
Framework for Conditions
• Flag – switch – triggers event
• Effect – event or action that changes the state
of flag (e.g. press the button in)
• Condition – limitation that don’t allow other
event to take place if event with the effect has
not taken place (e.g. button is not pressed in)
Door Opens if the Conversation
is Successful
Create Flag
• Chapters
• Edit chapter flags
& variables
• e.g. ”dialogok"
Add Effect to One Branch of the
Conversation
• Conversations
• Edit effect
• + Add effect
• Activate
• OK
• Select from the list "dialogok”
• OK
Define Condition to the Door
• Scene
• Exits
• Edit
• Edit conditions
• + Add conditions
– Flag
– Select from the list Flag name ”dialogok”
– Check that Value (active/inactive) is “active”
– OK
• OK
Dialogue Don’t Start Before Item
is Grabbed
Adding Action With the Effect to the
Object
• Make Flag - ”objectok”
• Add activity to the object
– Items
– Actions
– + Add Action – Grab
• Add effect to the action
– + Add effect
– Activate
– Select from the list "objectok”
Design Condition for Starting
Conversation with the Character
• Characters
• Actions
• Conditions (padlock)
• + Add condition
• Select from the list "objectok”
• OK
More Demo Conditions
Hotspot Opens the Door
• Make Flag
”pushbutton”
• Create hotspot
– Scenes
– Active areas
– + Add
• Add action to hotspot
– Edit actions
– + Add "Use" action
(button in bottom right
corner of the screen)
• Add effect to action
– Effects
– + Add
– Activate
– Select from the list
"pushbutton"
• Add condition to the door
– Exits
– Edit
– Edit conditions
– + Add conditions
– Select from the Flag name
list "pushbutton"
Use of One item Depends from Other
• Create and add 2 items
• Make Flag ”firsttaken”
• Add action to 1st item
– Items
– Actions
– + Add
– Grab
• Add effect to action
– + Add effect
– Activate
– Select from the list
"firsttaken”
• Add “Grab” activity to
to 2nd item
– Add condition to activity
– Conditions (padlock)
– Add condition
– Select from the list
"firsttaken"
END
almost
Testing and Publishing
• Testing the game
– Run – Normal
– Canceling – ESC
• Publishing the game
– File
– Export project
– Export as a standalone jar-based game
Additional Learning Materials
• Start - http://youtu.be/OHEpayrnCUs
• Scenes - http://youtu.be/HAa6n3dASy0
• Characters - http://youtu.be/AnD-BW05sd0
• Dialogues - http://youtu.be/USqp7X_e5R0
• Items - http://youtu.be/_LXxOHh8hF4
• Conditions - http://youtu.be/5jbxq1bE-d0

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eAdventureEN

  • 5. Content • Creating Scenes • Connecting Scenes • Characters • Dialogues • Objects • Actions • Conditions
  • 6. Creating New Project • Third person • First person
  • 7. Editori osad Project Tree Working Window
  • 8. Scene • Scenes • + Add Scene • Name scene • Add background image - 800 x 600 png, jpg, bmp, gif • Mask – BW image to define background and foreground • Background Music - midi, mp3
  • 9.
  • 10. Connecting Scenes • Scenes (select one) • Exits • + Add Exit • Select destination? • Create rectangle? Check links - Scenes (top title)
  • 11.
  • 12.
  • 14. Characters • Character • + Add Character • Add picture – Standard animation – Add same image to all fields For animation store different frames in separated files with the pattern - ”Name_01", Name_02" ...
  • 15.
  • 16. Adding Character to Scene • Scenes • Select scene • Element references • + Add NPC (non player character) • Select character • Define location
  • 17.
  • 18. Dialogues • Conversations • + Add conversation • Select starting node • + add row • Specify who is talking? • Input text • + add additional rows • - ... • + NPC asks question • Add Option node • Add conversations to each option
  • 19.
  • 20. Connect Character and Conversation • Character • Select character • Actions • + Add "Talk to..." action • Select conversation • Dialog configuration – design speech bubble
  • 21.
  • 23. Creating and Adding Object Similar to characters • Items • + Add Item • Define name • Add image • Create Icon for inventory – Create icon from image
  • 24.
  • 25. Actions Related with Objects • Items - Actions • + Add actions – Examine – Grab – Use – activates after grab – Use with – use with other object - target – Custom – make your own actions – Give to – use after grab with character – Drag to – similar to Use with, without grab
  • 26.
  • 27. Descriptive Texts • Name – cursor above the object • Brief description – click on object • Detailed description - Examine action
  • 28.
  • 30. Framework for Conditions • Flag – switch – triggers event • Effect – event or action that changes the state of flag (e.g. press the button in) • Condition – limitation that don’t allow other event to take place if event with the effect has not taken place (e.g. button is not pressed in)
  • 31. Door Opens if the Conversation is Successful
  • 32. Create Flag • Chapters • Edit chapter flags & variables • e.g. ”dialogok"
  • 33. Add Effect to One Branch of the Conversation • Conversations • Edit effect • + Add effect • Activate • OK • Select from the list "dialogok” • OK
  • 34.
  • 35.
  • 36. Define Condition to the Door • Scene • Exits • Edit • Edit conditions • + Add conditions – Flag – Select from the list Flag name ”dialogok” – Check that Value (active/inactive) is “active” – OK • OK
  • 37.
  • 38.
  • 39. Dialogue Don’t Start Before Item is Grabbed
  • 40. Adding Action With the Effect to the Object • Make Flag - ”objectok” • Add activity to the object – Items – Actions – + Add Action – Grab • Add effect to the action – + Add effect – Activate – Select from the list "objectok”
  • 41.
  • 42. Design Condition for Starting Conversation with the Character • Characters • Actions • Conditions (padlock) • + Add condition • Select from the list "objectok” • OK
  • 43.
  • 45. Hotspot Opens the Door • Make Flag ”pushbutton” • Create hotspot – Scenes – Active areas – + Add • Add action to hotspot – Edit actions – + Add "Use" action (button in bottom right corner of the screen) • Add effect to action – Effects – + Add – Activate – Select from the list "pushbutton" • Add condition to the door – Exits – Edit – Edit conditions – + Add conditions – Select from the Flag name list "pushbutton"
  • 46.
  • 47. Use of One item Depends from Other • Create and add 2 items • Make Flag ”firsttaken” • Add action to 1st item – Items – Actions – + Add – Grab • Add effect to action – + Add effect – Activate – Select from the list "firsttaken” • Add “Grab” activity to to 2nd item – Add condition to activity – Conditions (padlock) – Add condition – Select from the list "firsttaken"
  • 49. Testing and Publishing • Testing the game – Run – Normal – Canceling – ESC • Publishing the game – File – Export project – Export as a standalone jar-based game
  • 50. Additional Learning Materials • Start - http://youtu.be/OHEpayrnCUs • Scenes - http://youtu.be/HAa6n3dASy0 • Characters - http://youtu.be/AnD-BW05sd0 • Dialogues - http://youtu.be/USqp7X_e5R0 • Items - http://youtu.be/_LXxOHh8hF4 • Conditions - http://youtu.be/5jbxq1bE-d0