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(under construction)..

Smile for the Camera !

Here are some snapshots I took of Scenario in action while it was running.

NOTE: There are 28 screenshots below and might take a-while to load completely !

If you can think of a screenshot for Scenario that isn't in here, or a good example screenshot of your own world,
EMail me,
and if it sounds good I'll add it !

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.  
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