________________ |
(under construction)..
Smile for the Camera ! Here are some snapshots I took of Scenario
in action while it was running. |
|
Here is the opening screen for
Scenario. You have the option of starting in a NEW World (The Sample Suzi's Quest), Editing A World from a ".WRL" file, or bypassing Edit to go right into Playing it. |
|
Here is the Main
Menu after pressing [ESC] from entering
the editor. You have 16 Maps in all and each of them are sized at 63x63 Cels across and down with the option of overlaying a Helper Grid when you are in the editor so you can design rooms and hambers easily. Hit "[" and "]" keys to auto-select prior or next map in succession. |
|
Here is the screen after pressing "P"
to pick a new tile. You have 70 Tiles to choose from. If you don't want to use some or all of these Tile Images you can IMPORT any or all Tiles of your choice via: TILE00.BMP to TILE69.BMP to be located inside your \REALM\ directory which also gets saved with your compressed ".WRL" file. Scenario is smart and will force any bitmap of any size you choose to fit in the 32x32 pixel area for that single Tile. |
|
These are the 12
choices of sprites for images. If you don't want to use some or all of these Sprite Images you can IMPORT any or all Sprites of your choice via: SPR00.BMP to SPR11.BMP to be located inside your \REALM\ directory which also gets saved with your compressed ".WRL" file. Scenario is smart and will force any 8-Sprites set of any size to fit in the 64x128 Sprites pixel area for that set and further removes any background color that is not black so it can be inserted properly. Masks are auto-generated. |
|
These are the 24 choices of critters
for combat. If you don't want to use some or all of these Critter Images you can IMPORT any or all Critters of your choice via: CRIT00.BMP to CRIT23.BMP as well as renaming via CRIT00.DEF to be located inside your \REALM\ directory which also gets saved with your compressed ".WRL" file. Scenario is smart and will force any Critter of any size you choose to fit in the 52x56 pixel area for that single Critter and further removes any background color that is not black so it can be inserted properly. |
|
You have 24
Portraits to choose from for either your Sprite Messages
or the Player's Portrait. If you don't want to use some or all of these Portrait Images you can IMPORT any or all Portraits of your choice via: FACE00.BMP to FACE23.BMP to be located inside your \REALM\ directory which also gets saved with your compressed ".WRL" file. Scenario is smart and will force any Portrait of any size you choose to fit in the 48x48 pixel area for that single Portrait. |
|
Scenario also has the unique ability
to scale a map to four different sizes. The default size
is of course what you will see when you Testplay your
game. But if you need to see more of your map or want to
use the Viewport to see a cutaway section of what the
player will see, you can use a further zoom lens. You can continue to build your map while using any of the Magnify Zoom sizes as well so it is not just a quick view. You can instant zoom to the next setting using the "`" key (just above the [TAB] key) |
|
Creating Treasures
in Scenario couldn't be easier ! Hit [ENTER] anywhere you want to place a Sprite. Answer the next selection that it is a Treasure, the Tile image that appears for the treasure, (A Treasure Chest is default, but you can choose anything else like a bookshelf or wall), the Treasure type and lastly what KIND of Treasure that matches it's category. If it was Gold it will ask how much. If it was a key it will ask what Color. If it was a potion, it will ask if it is a HI potion or a LO potion. |
|
Under Construction ..(more pictures below) | |
Creating Treasures in Scenario couldn't be easier. Hit [ENTER] anywhere you want to place a Sprite. Answer the next selection that it is a Treasure, the Tile image that appears for the treasure, (A Treasure Chest is default, but you can choose anything else like a bookshelf or wall), the Treasure type and lastly what KIND of Treasure that matches it's category. If it was Gold it will ask how much. If it was a key it will ask what Color. |
Here is Testplay in action. Notice by talking to the gentleman near the bookshelf that he starts a conversation. Creating a Sprite is very simple. hit [ENTER], select Sprite, Then Sprite again (for the image), then pick from the 12 Sprites, then start typing ! Hitting [ESC] brings up a list of options (see next panel) |
Here we have hit [TAB] to return back to the Editor and hit [ENTER]. Since there is already a Sprite here, it defaults to allow adjust for Image or Edit the contents. We edit the contents and can start typing or editing the current message immediately. This is my Sprite Messenger and is used for every RPG event designed. Hitting [ESC] brings up the list seen above, and you can see Portrait. It is from there you can select the Portrait you want to appear with this single 5-line text page and whether it is on the LEFT or RIGHT hand side of the text. You can also have a Window in the middle of the screen with no borders, or at the top with borders the same as the bottom. |
One unique feature of Scenario is the ability to have Torch Lit Rooms. You can either tell Scenario that this entire map is Torch Lit, or select it inside the Sprite Messenger with my Scenario Symbols. (See Next Panel) The disadvantage for the player, of course is they can't very easily see the monsters that are looking for them. :) |
Hitting [TAB] anywhere text is asked for, whether you are in my Sprite Messenger, entering in a Map Name, or Filling in an Inquiry blank, will bring up the entire list of commands and Icons used in Scenario. To Take Gold away from the player it would simply be the Gold Icon (highlighted above in the cursor), followed by - (minus) 25 . So with 4 characters in my Sprite Messenger, you have already nicked some gold from the player. :) All Commands in the Sprite Messenger must be left justified or it is thinking that there will be normal displayed text instead. Starting a line with any normal character >=32 & <=127 will not be interpreted as a command line, however. |
Back on the Map #0 (1st Map), we can see some critters ready to get whacked by the player. To enter combat, merely get within one space of them. The music will change, and if there are any friend critters of theirs nearby that you can see, they will join in the battle as well. |
You are >>WARPED>> into combat with a fiery display of what I call my Rotozoomer. :) |
Combat is basic, and there's a reason. There is no need to DODGE or DEFEND since you are the only one in combat. If you are defeated, it is Game Over unless you were fortunate enough to carry a Miracle Talisman. You get the first attack, but that won't always be the case. Future Scenario will have BOSSES and they will always attack before the player then. |
With your Ready Weapon you cut a deep slash over your picked opponent - |
Making use of your Magic has more dramatic results and often ends in a quicker victory for you. These combat Runestones can be stacked like combos. NONE of the Critters get a chance to attack after you use one so you can continue to use any that you have. If you continue to use the same TYPE of Runestone, it will count more damage every time it is used. |
Your enemies vanish in an eerie violet light-- |
Ultimately, you are victorious. Levels gain quite rapidly in the beginning but are harder to attain later in the game. Notice that you also gain Gold, Hits, and Attributes with every Level Up. |
You can only save your game on the Outside Map (1st map), or on a Save Spot. The Save Spot looks like a little Pentagram drawn into the floor. You will know when you hit a SaveSpot because a Blue Sphere Shield will encompass the player protecting you from attack while you record your progress. |
There are 3 slots you can save your game to and your Level, Hitpoints, Goldpieces, and Time Elapsed while playing are all seen in the Save File. |
We have returned back to the Map Editor to show the very useful (and VERY difficult for me to write!) Switch. You can find switches easily on any map by looking for the Lightbulbs. If they are not Lit, they are OFF. If they are Lit, then they are ON. You can both build and activate these switches anywhere on any map and they are not dependent upon being a Sprite or making use of the Sprite Messenger. Merely hit "S" on a Tile that doesn't yet have a switch. Scenario will ask for the name, after that, hit "I" to INVERT the tile to show the hidden one beneath and use "P" to pick a new tile and you're all done ! When that switch is activated, it will change to the tile beneath ! |
Here, we just hit the "S" key. Notice that there are new tiles now ! You can "couch" a tile beneath every single tile on every single map in Scenario. They are not just INSERTED but SWAP places with their counterparts. Doing this, you can have them be any tile, not just BLACK but anything you want, and then when switched, to anything else. Hidden, with the "H" key reverses the definitions, so it is very easy to make an invisible Maze that only lights up near the end. Naturally, at that time the "walls" are interpreted the same as the floor, so the player can cross freely over them. (See Next Panel) |
Here is the invisible maze. It's visible now cause the switch of "MAZE" is turned on, set by the Treasure Chest shown below, or with the "S" key in the Main Editor. The Treasure chest is actually a Sprite that appears to be an "OPEN" chest when the switch of Maze is on. In this, you can stock a "Chest" with a dozen or more items and any messages to boot. :) Notice that there is a filter over all the walls. This is the signature that HIDDEN is also applying to this tile, so the definition of the tile is reversed. In this, when in Testplay, and the switch is off, you see nothing but a large section of floor with no walls. But in attempting to cross it, you will run into the "couched" tile definition, not the image, which says it is a wall. In switching it ON, the walls now appear but still hold the OPPOSITE definition, so the player passes freely thru the walls since the definition for each wall is also inverted. ..I hope you understand this, it was really hell to write this explanation and the actual coding for it as well. :P |
Here we have brought up Switches under the main menu and "See Switches" You can see quite a few are in use and these are all saved with both the World File and all 3 Save Game places. |
You have over 150 Music choices to use anywhere for any Map, Combat, Victory, Transportation, Inn, etc. Using either the musical note Icon or Trumpet from the Sprite Messenger, you can change music midstep while telling a story inside your scripts and events. You can also select a background music for your Main Editor. The selection has been carefully hand-picked so enjoy. :) |
In making a decision about your music you can also jump to the MIDDLE of the piece. Useful for rapidly searching for just the right music for the RPG event at hand. |
Just for fun and personal preference, you have 16 Window Flavors to choose from. If you have an Internet Backdrop you think would look good to replace any of these, feel free to EMail it my way, and I JUST may use it. :) |
That's all for now ! You'll have to DOWNLOAD Scenario yourself to see more of it. |