This is the Dream Stud!o Giga-FAQ (well, eventually) v0.1 By Mark Green Email address for submissions/comments: mark [at] antelope [dot] demon [dot] co [dot] uk The latest version of this FAQ will always be available from ----------- wwwwwwwwwww If the block of characters on the left has a straight mmmmmmmmmmm right-hand edge, you are using a monospaced font. iiiiiiiiiii This FAQ looks far better viewed in a monospaced font. OoOoOoOoOoO Use EDIT, DOS TYPE, the Netscape text viewer, or MORE 12345678901 to view this file. ----------- ---------------------------------------------------------------------- ******************************* INDEX ******************************** ---------------------------------------------------------------------- INTRODUCTION TUTORIAL SECTION REFERENCE SECTION LIBRARY INDEXES CREDITS ---------------------------------------------------------------------- **************************** LEGAL BITS ****************************** ---------------------------------------------------------------------- Neither the author of this FAQ, nor any person who distributes it in any way, shall be responsible or liable for anything that results from using this FAQ for any purpose, including but not limited to damage to your Dreamcast, controllers, hands, eyes, or sanity (which may be oddly likely with this title). This FAQ may be freely distributed provided that it is kept unmodified and in its entirity. This FAQ may not be sold, or included as part of a publication that is sold, without the author's express permission. Dream Studio is (c) Sega Enterprises, 2000. The use of any trademarks within this FAQ is not intended to represent a challenge to their validity. ---------------------------------------------------------------------- ***************************** INTRODUCTION *************************** ---------------------------------------------------------------------- Dream Studio is an 3D adventure creation tool for the Dreamcast. It allows the creation of fully 3D interactive adventure-style games. Although it does not have hard-wired systems for magic or combat, these can be added using the condition and scripting language included within it. Dream Studio is an intensely complex piece of software, and this FAQ attempts to unravel it. This first version of the FAQ is extremely incomplete, but I have posted it so people can get an initial flavor of what's being found out. It will be updated as I find out more. The FAQ is divided into sections: TUTORIAL SECTION - A walkthrough-style introduction to Dream Studio. REFERENCE SECTION - A reference to each part of the tool. LIBRARY INDICES - List of all items available in the libraries on the GDROM. ---------------------------------------------------------------------- *************************** TUTORIAL SECTION ************************* ---------------------------------------------------------------------- I'll start teaching when I know things for sure myself. :) ---------------------------------------------------------------------- ************************** REFERENCE SECTION ************************* ---------------------------------------------------------------------- ---------------------------------------------------------------------- R1 General Notes ---------------------------------------------------------------------- R1.1 Editor modes ----------------- The Editor can operate in one of two modes: beginner or expert mode. You are asked to choose which you want when you create a game and you can change your mind while editing by going to the Game Properties screen and changing the setting there. Beginner mode and Expert mode are more or less the same except that in Beginner mode certain options will be disabled or ghosted out. Most of the menu translations listed here apply to Expert mode. R1.2 Dialog structure --------------------- Most Dialogues in Dream Studio are divided into two parts: a Standard section and an Advanced section. You can fold down the Advanced section of any dialog by hitting the button in the lower right-hand corner. ALL dialogues will then display their Advanced section until you press the lower right-hand button on any dialog again. The lower-right hand button will be ghosted and give an error sound if you select it while the editor is in Beginner Mode. R1.3 Text entry --------------- Many parts of Dream Studio require you to enter text. The text entry system is as follows. Use the digital joypad to move around and select letters from the pad, and choose menu items from the menu on the right. The A button selects letters and options. Letters are added at the point of the cursor; the epsilon sign indicates the end of the string and cannot be moved. The other buttons perform the following functions: L Switch displayed character set (Hiragana/Katakana/Romaji/Dingbats) X Insert a space B Delete last character R Insert carriage return (if appropriate) Y Hold Y and move digital joystick left and right to move cursor The menu is as follows: Switch character set (same as L trigger) Insert a space (same as X) Insert carriage return (if appropriate) (same as R) Delete last character (same as B) Delete current character Cancel Ok Pressing START will immediately jump the cursor to the OK button on the menu. Note that when you're editing a Script, the Text Entry box will often be preceded by a list of all strings already in the game (comments, object names, other messages, etc). You can select one of these to reuse it. This will help make your game smaller, since the game doesn't have to store the same string twice. R1.4 Safety lines ----------------- The term "safety line" will be used several times in this FAQ. A safety line is a line of hyphens appearing on a menu as an option. It will do nothing when selected other than produce an error beep. The only reason for it is to seperate dangerous menu options (like Delete) from the rest of the menu. R1.5 Start Menu --------------- Hitting the Start Button anywhere in the editor will give you this menu: Playtest game Switch editor (World Editor to Scenario Editor or back) Reset game Game Properties Exit to title File menu If you are in Expert Mode, "Play Game" will give you a submenu: From here From this sheet (only if you have a sheet in the scenario editor open. The sheet will activate as soon as the game is started) From the castle (?) While playtesting, you can hit the START button to open this menu: Play On Return to Editor You cannot save or load games while playtesting. If you "Return to Editor" while in the middle of an event, a warning is shown that this may leave the game in a weird state if you return from the editor again. Choose the left option to edit anyway, right option to return to pause menu. Note that changes made to the map in the course of play WILL be reflected in the editor. For example, if you start the game and move the hero a bit to the left, he will remain there when the editor is restarted. To put him back where you placed him, use the Game Reset option. In Expert mode, this gives you a submenu: Everything except the map Everything Game Properties will take you to the Game Properties screen. Exit to title will return you to the main menu (asking if you're sure first). And File will offer you a submenu: Save Load Which is easy enough. :) R1.6 Game properties -------------------- Game Title _________________ Author's name _________________ Hero _________________ Hero's initial location x: *** y: *** Editor mode _________________ Most of these are self explanatory. "Editor mode" lets you switch the editor between expert and beginner mode. R1.7 HSV Colour --------------- Dream Studio uses the HSV system for determining colours. Each colour is defined by the following properties: HUE: The actual base colour involved in the mix. Varies based on the position of the colour in the EM spectrum: reds are low, blues are high. SATURATION: How much of the base colour is mixed in with the base gray. 100% is pure base. 0% is pure grey. VALUE: How bright the base grey is. ---------------------------------------------------------------------- R2 Opening/Setup ---------------------------------------------------------------------- The Opening Menu is as follows: Create A Game Play A Game Options Internet R2.1 Create A Game ------------------ After selecting the Create A Game option, a menu will appear: Edit an existing game Make a new game If you choose "Edit existing game", you will go to the file management screen to load the game you want to edit. If you choose "Make a new game", a series of prompts will appear: - First, the game asks you to confirm that you really want to make a new game from scratch. Press A to confirm or any other button to back out. - You're then asked for your name. - You're then asked for the title of your game. - You're then asked to select the initial mode of the editor: the left option is beginner mode, the right option is expert mode. - Finally, you're asked to choose the initial model for the hero object from the model library. Once you've done so, you'll pop straight into the World Editor. (Yes, you can choose *any* object from the library, so if you want to write "The adventures of a Dungeon T-Piece", go ahead.) R2.2 Play A Game ---------------- After selecting to Play A Game, a menu will appear: Load a saved game Play a new game If you choose "Load a saved game", you will go to the file management screen to load your game. Note that the GD-ROM disc will not be available as saved games can't go there. If you choose "Play a new game", you will go to the file management screen anyway, to load the game file that you want to play. The GD-ROM will be available. Once you have chosen, you will begin to play the game as normal. The analogue joystick controls your character and the digital one moves the camera. The effect of other buttons is dependant upon the game design. Pressing START will lead you to a menu: Play on Save game Load game Main menu R2.3 Options ------------ There are only two options: Sound (Stereo/Mono) Vibration (On/Off) Sound is Mono if the second character is a single line, Stereo otherwise. Vibration is On if the string is 4 characters long, Off if it is 5. R2.4 Internet ------------- I don't know the details of this bit. ---------------------------------------------------------------------- R3 World Editor ---------------------------------------------------------------------- R3.1 Basic operation -------------------- The World Editor is used to place objects within your game world for the player to interact with. The screen will show a view of the game world. Use the digital joystick to move the camera around, and the L and R buttons to zoom in and out. The top of the screen will show "energy bars" indicating the amount of memory you have used overall and how near you are to exceeding the object limit for the map. Note: When a map is first loaded, the Dreamcast loads the objects one at a time. The map will slowly fill itself in as the objects are loaded, and the Map limit bar will slowly rise. If you start Playtesting while the Map is still loading, the "Now Loading" box will appear until it's caught up. Use the analogue joystick to move the object cursor around the map. By default it moves in the X and Z axes (ie, along the ground), but you can move it in the Y axis by holding down the X button and pushing up and down on the analogue stick. To edit an object, or create a new one, hit the A button. If there is no object near the cursor you will automatically go to the object creation dialog. If there is an object, or several, near the cursor, a menu of all the objects near the cursor will appear. You can select one to edit, or you can choose the bottom option (with filled in square characters in it) to create a new object regardless. R3.2 Objects ------------- R3.2.1 Creating Objects ------------------------ To create an object, hit the A button when there is no object near the cursor, or hit the A button and choose the bottom option from the menu of objects. When you create an object, you will first be asked to choose the model for the object. You will then go to the Object Properties page just as if you were editing the object. When you finish there, you will return to the menu with the object highlighted in the cursor. You can then place your object on the map by hitting A. If you want to place more than one, continue moving the cursor and hitting A to create copies. When you're finished placing, press B. While placing an object, you can rotate the object by holding down X and pressing the triggers. R3.2.2 Editing Objects ----------------------- To edit an object, hit the A button when near that object and then select that object's name from the list of objects that appears. The edit menu will then appear: Object Properties Object Position Current Position (Expert mode only) Copy Copy to another map (safety line) Delete Note that the Copy and Delete options do NOT appear if the object you selected is the hero. Object Properties will open the Object Properties sheet. Object Position will allow you to place the object again as you did when creating it. Current Position is the same, except that the position isn't retained after a reset or saved in the game - you can move the object just for playtesting purposes. Copy lets you place a copy of the object, and copy to another map.. well, you can probably guess. :) Delete will get rid of the object. R3.2.3 Object Properties ------------------------- The object properties sheet is as follows: Object name ____________ | Picture of Object model ____________ | Object Mood ____________ | Use L and R to Scheme ____________ | rotate Behaviour _____ --------------------------- Left Arm ____________ Right Arm _____________ Object name: This is the name the object will appear with in menus and the editors. By default this is the same as the name of the model, but you'll probably want to change it to something in English. Object model: The model used for the object. Mood: May be ghosted if inapplicable for the model. The mood of the character represented by the object. Choose from normal, angry, happy, etc. They are clearly pictured on the screen so there is no real need for translation. Scheme: May be ghosted if inapplicable for the model. Pick one of up to four colour schemes for the object. Behaviour: Gives you a submenu: Stand still with an action (takes you to Action Properties) Stand still Move back and forth Follow another object Ghosted if the object is the hero. Left Arm, Right Arm: May be ghosted if inapplicable for the model. Allows you to choose what item the character is holding in its left or right hand. Choose from either "items" section of the Model Library. The advanced section is as follows: Visibility ON Animation ON ?????? OFF Colour Visibility: Controls if the object will be visible or not. If you set this OFF, the object won't be visible until a script makes it become so. Since scripts can't create new objects, this is a good way of generating effects. Animation: Controls if the object's ambient animation (based on its Action) will run or not. ???????: Don't know. Colour: The base colour of the object. R3.2.4 Action Properties ------------------------- This window is used to control the action taken by an object. It is as follows: Action select __________ # repeats __________ (max left is infinate) Reverse ani ON/OFF (Advanced pull down) Speed __________ ? ON/OFF ? ON/OFF ? ON/OFF ? ON/OFF Freeze pose ON/OFF Freeze Frame select ___________ Action select: Choose an Action from the Action Library. If the model isn't human the set of actions might be different. # repeats: How many times the action should be repeated. The maximum left value repeats infinately. Reverse Ani: If ON, the animation is played backwards. Speed: Sets the speed of the animation. Freeze pose: If selected, the animation will be frozen. Freeze frame select: Select which frame from the animation is frozen. Use these controls to create original static poses by pinching them from action animations. R3.3 Maps --------- Hitting Y in the World editor brings up the list of maps. The current map is shown in Red; the lowest option, marked with squares, creates a new map. If you select the current map, the following menu appears: Map properties Copy map (safety line) Delete all objects If you select a map that is not current, you get the following menu: Make this map current Make this map current + edit properties Copy map (safety line) Delete map Most of these are self explanatory. The map properties sheet is as follows: Name ________ BGM ________ Sky ________ Lighting ________ (Advanced pulldown) Animations ON/OFF Sounds ON/OFF Colour [] Fogging ________ Spotlight 1 ________ Spotlight 2 ________ Spotlight 3 ________ Name: Name the map. That's all. By default it's named after the Model map it was created from, but you probably want to rename it in English. BGM: Backing music of the map. Choose from a BGM Properties window. Sky: Choose one of several sky designs for the map, from the Sky Library. Lighting: Choose one of several lighting conditions, or choose the top option to make your own. This leads to a window: AMBIENT LIGHT Hue ________ Saturation ________ Value ________ HERO'S LIGHT Hue ________ Saturation ________ Value ________ X ofs ________ Y ofs ________ Z ofs ________ Animations: Turn on or off the landscape's ambient animation (water flowing, etc). Sounds: Turn on or off the landscape's ambient sounds. Colour: Change the base colour of the map. Fogging: Change the depth of fog. In order: Create your own, slight, heavy, peasoup, moderate, evening. Create your own gives the following window: Hue ________ Saturation ________ Value ________ Distance ________ Spotlights 1-3: Add up to three special lights to the map. The window is as follows: Location ________ Lit Area ________ Hue ________ Saturation ________ Value ________ ---------------------------------------------------------------------- R4 Scenario Editor ---------------------------------------------------------------------- Ahhhh..... Now *this* is the big one. This editor is used to specify how you want your characters in the game to behave; essentially, to write the plot of your game. The scenario of the game consists of three sections: one Book, and some number of Sheets with attached Scripts. A Script specifies a series of actions which occur (objects moving, effects, messages, etc.) A Sheet specifies the conditions under which an action occurs (eg, when you talk to someone, hit an object, etc.) The Book specifies how Sheets link to each other. --------- R4.1 Book --------- When you first enter the Scenario editor, the screen will display the Book. The Book consists of a number of sheets (square items) linked together by lines. You create Sheets using the Book in order to create events in the game. You control the flow of events in the game by linking the Sheets together. Each sheet has four "input" points at the top, and four "output" points at the bottom; you connect input points to output points and vice versa. "Sparks" are sent along the connections; they are send from output points to input points. (You can't input or output values from sheets as you can in a programming language. Yes, "sparks" are really just binary values, but it's a nicer name. :) ) For a sheet to activate, it *must* recieve a spark on one of its inputs. A sheet that has none of its inputs connected will never activate. A sheet that has recieved and accepted a spark is said to be "ready". The sheet itself may then have an extra condition that needs to be met in the game. When that condition is also met, the sheet "fires", its associated script runs, and it will generate a spark on its left-hand output (unless something in its script makes it generate it somewhere else). A single output can be connected to several places, in which case it sends a spark on all its connections. An input can also have several things connected to it; how these are dealt with is looked at in the Sheet section. There are two special sheets in the book at the start: the Start sheet (S) and the End sheet (E). The Start sheet has a single output which will generate a spark as soon as the game begins. The End sheet has a single input; if it ever recieves a spark the game ends and Dream Studio returns to either the editor or the main menu. (NOTE: The start sheet generates a spark only when the game is started for the first time - remember that Playtesting doesn't restart the game! So if you change any connections to the Start sheet, you must do a Game Reset for the connected sheets to recieve their spark.) On the book editor, use the following controls: Analogue/Digital Move pointer A Click X Pan view L Zoom view R Unzoom view B Cancel Y Switch active map To create a new sheet, click in any empty space. To link sheets together, click and HOLD on one of the input/output ports of a sheet and drag the connection to the port you want to connect it to. When you click on a sheet, you'll get the following menu: Edit Script (Expert mode only) Edit Sheet Copy Move (safety line) Delete Edit Script and Edit Sheet take you to the appropriate editors. Copy and Delete are self explanatory; move will let you move the sheet around on the book display (which you can also do by holding down A on it and dragging) ---------- R4.2 Sheet ---------- The sheet editor looks like this: |--COMMENT-----| |Text of the | --------------- -------------- |comment | |CONDITION |Icon| | SCRIPT | | | |EDITOR -----| | EDITOR | | | | | | | | | |Condition | |Mock-up of | | | |stated (in | |Script editor | | | |Japanese) | |(doesn't show | | | | | |actual script)| | | --------------- -------------- | | | | |--------------| To edit the comment, point at the COMMENT bar and hit A. You type the comment using the standard text interface. To edit the condition, press on the Condition Editor box. The Icon shown in the Condition Editor box is the one that will be used to represent the sheet in the Book. It is determined by the nature of the Condition which will be looked at in R4.2.1. To edit the script, press on the Script Editor box. You will go to the Script Editor as described in R4.3. The four input boxes are used to edit the properties of input sparks. See R4.2.2. R4.2.1 Condition Editor ----------------------- When you first choose to set the condition, you will be given the following menu of condition types: System trigger Map hit area Map hit area and button (expert mode only) Object hit area Object movement area (expert mode only) Object hit area and button (expert mode only) Object and object collision (expert mode only) System trigger: The sheet has no condition; it fires as soon as it is made ready by sparks. The icon will be an A in a box. Map hit area: The sheet fires when the hero enters a location on the map. You will be taken to the World editor to specify the location. Use the analogue to move the area and the X button and triggers to set the size of the area. The icon will be a grid square. Map hit area + button: The sheet fires when the hero enters a location on the map and the player presses a button. You will set the hit area as above and you will also choose the button that will be required. Object hit area: The sheet fires when the hero touches an object. You will be taken to the World editor to choose the object. Object movement area: ? Object hit area and button: The sheet fires when the player hits a button while the hero is touching an object. You will set the object as above and will also choose the button that will be required. Object collision: The sheet fires when two objects crash into each other. Remember that a sheet must be made ready (by recieving sparks) before it can fire regardless of the condition specified. R4.2.2 Spark control -------------------- By clicking on the four inputs at the top of the box, you can choose how the sheet will behave with respect to sparks recieved. By and large the following rules always hold true: a) The sheet will NEVER be ready until it recieves a spark. b) The sheet will become ready if the specified condition is met on ANY of its four inputs. (For logic fans, inputs are ORed.) When you click on an input, you will be given the following options for how sparks should be treated on that input: Any spark, once only (expert mode only) Any spark, multiple All sparks, once only All sparks, multiple (expert mode only) Any spark disables (expert mode only) All sparks disable (expert mode only) ANY SPARK, ONCE ONLY: If ANY spark is recieved on this port, the sheet will become ready. The sheet can only be made ready once by a spark on this port. ANY SPARK, MULTIPLE: If ANY spark is recieved on this port, the sheet becomes ready. The sheet can be activated several times by sparks on this port. ALL SPARKS, ONCE ONLY: If a spark is recieved from ALL OUTPUTS connected to the port, the sheet will become ready. The sheet can only be made ready once this way. ALL SPARKS, MULTIPLE: If a spark is recieved from ALL OUTPUTS connected to the port, the sheet will become ready. After the first time, the sheet will become ready again if another spark is recieved from ANY of the connected outputs. ANY SPARK DISABLES: If ANY spark is recieved on this port, the sheet will CEASE to be ready (if it was ready in the first place). This can happen any number of times. ALL SPARKS DISABLE: If a spark is recieved from ALL OUTPUTS connected to this port, the sheet will CEASE to be ready (if it was ready in the first place). This can happen any number of times. Note: be careful. "ANY SPARK MULTIPLE" means only that the sheet will become ready every time it recieves a spark. It does not mean that the sheet will be able to fire multiple times when it recieves one spark. To make a sheet that can fire multiple times, connect the output of the sheet to its own input port, so the spark it generates returns back to it and makes it ready again. ----------- R4.3 Script ----------- The Script editor lets you specify what happens when a sheet triggers. This is where you will write all the events and dialogues in your game. The Script editor's main display is a timeline: the left edge of the display is the time when the script begins to run. As you move the cursor left and right, the top left corner of the screen will display the point in time represented by the cursor's present location. Each entity involved in the script will have an activity line on the the display. Solid blocks on the activity line indicate the times at which the entity is performing actions within the script; the colour of the block indicates what action is being performed. The time resolution of the script is one frame; the actual amount of space representing this on the line will vary with the zoom level of the lines. (If you've ever used Shockwave Flash you'll know what's going on here.) As an example of the appearance of the script editor with a few lines and actions added: ------------- ----------------------------------------- |Ic| Dragon | ########## |On| | ########## ------------- ----------------------------------------- ------------- ----------------------------------------- |Ic| Hero | ########### |On| | ########### ------------- ----------------------------------------- ------------- ----------------------------------------- |Ic|Messages| # |On| | # ------------- ----------------------------------------- ------------- \ / EVENT CONTROL / \ ------------- This shows an event in which first the dragon performs an action for a few seconds, then a message appears, then the hero performs an action for a few seconds. R4.3.1 Script editor basics ---------------------------- To add lines to the script: Hit the "event control" button and select the type of line you want to add. You can have only one of most lines; you can have several Object lines, provided they all refer to different objects. The list of lines offered is: Messages Hero Object (you'll go to the World Editor to choose which object) Camera BGM Sound FX Letterbox Map Special text Vibration Click on the box at the left hand side of a line to get the following menu: New track (takes you to the menu above) Move track (safety line) Delete To create an event, click a point on a line where you want to create the event. You will be given a menu offering the type of event, and then the Event Properties sheet. These menus and options will vary based on the track, and on the event. To move an event, point to it, hold A and drag; to change the length of an event, use the handles attached to either end of the bar. Clicking once on an existing event will get you: Event Properties Copy Move Move forward +1 frame (safety line) Delete R4.3.2 Event list ------------------ This section will look at the list of possible events on each track and the options on their Event Properties sheets. R4.3.2.1 Messages track events ------------------------------- The potential events on the Messages track are: Message Menu String Entry Button Timed button Probability MESSAGE: A single message is displayed in a pop-up box, dialogue style. The Event Properties only has one basic entry: the message to be shown. The advanced section also contains one entry: whether the message should appear at the top or bottom of the screen. MENU: The user is given a menu of options to choose from. The Event Properties contains, in order, the menu title, and the text of each of the four options. STRING ENTRY: The user is asked to input a string. The Event properties contains the title given to the user at the input time, and four option strings. The user must enter one of these strings exactly or the game will not continue. BUTTON: The user is asked to press a button. The Event Properties contains four option settings; press A on one and then hit any button or direction on the digital stick to set which button will activate that option. These four options above will each have a fixed length of 1 second. However, when they are encountered the entire script stops running and waits for the user's response. TIMED BUTTON: Works in exactly the same way as Button, except it doesn't wait for the user. The user must hit a button within the time assigned to the event. The Properties has the four button options as with the Button event, plus an additional one which specifies which if the options is selected if the time runs out before the user presses the button. PROBABILITY: Randomly picks one of four choices. Properties has four sliders to set the percentage probability of each choice being picked. On all the above items that give four choices, which choice is selected will determine which of the outputs from the sheet generates a spark when the script finishes. R4.3.2.2 Hero track events --------------------------- R4.3.2.3 Object track events ----------------------------- The potential events on the Object track are: Serif Action Emotion Move Fly Turn Change Colour ? Change Model Change Carrying ? SERIF: Actually a Speech Bubble. R4.3.2.4 Camera track events ----------------------------- R4.3.2.4 BGM track events -------------------------- The potential events on the BGM track are: Start new Stop all Adjust Start new: Starts a new piece playing. The properties are: Tune (advanced pulldown) Speed Volume Pitch Stereo balance Orchestration Full/Melody Most of these are self explanatory. Tunes are selected from the BGM library. "Orchestration" lets you select if all tracks are played or if only the melody track plays. Stop all: Stops all BGM. Has no properties. Adjust: Adjusts the properties of the current BGM. Properties are as above, excluding "Tune". R4.3.2.5 Sound FX track events ------------------------------- R4.3.2.6 Letterbox track events -------------------------------- R4.3.2.7 Map track events -------------------------- R4.3.2.8 Special text track events ----------------------------------- R4.3.2.9 Vibration track events -------------------------------- There is only one potential event on the Vibration track: Vibrate VIBRATE: Makes the DC controller vibrate, assuming it's equipped with a PuruPuruPack. Its Properties has only one value: the strength (1 to 7) of the vibration. ---------------------------------------------------------------------- ************************** LIBRARY INDEXES *************************** ---------------------------------------------------------------------- ---------------------------------------------------------------------- L1 - Model Library ---------------------------------------------------------------------- The Model library is divided into categories. Scroll between categories by pushing left and right, and select an entry by pushing up and down. Category: Men ------------- Warrior Warrior 2 Elf Priest Peasant Fat peasant Blacksmith Worker Sneering guy Old guy Guy with glasses Butler Knight "Master" Strongman Doctor Pauper Sweater guy Convict Wise man EDIT (Note: Selecting Edit lets you make a new model out of any head and any body. The screen is: Head Head type Body Body type ) Category: Women and children ---------------------------- Warrioress Warrioress 2 Elf Priestess Cute girl Fat woman Grandma Goodwife Sneering gal Princess Maid Old maid Girl in skirt who gets used as villain a lot in sample games Water nymph Young boy Young girl Pauper child Rich child Category: Monsters ------------------ Angel Devil Skeleton Male zombie Female zombie Werebear Minotaur Golem "Boss" Dragon Category: Architecture 1 ------------------------ Wooden building 1-5 Stone building 1-5 Brick building 1-2 Big Wood building 1-4 Stone and thatch building 1-4 Redbrick building 1-5 Shed-type building 1-3 Category: Architecture 2 ------------------------ Castle Cathedral Church Windmill Clock tower Tower Temple Raised house Ramshackle house Log cabin Log cabin w/snow Multiple Stable Single Stable Snowy single stable Igloo Tent "Bao" Boat Category: Trees --------------- Tree Snowy tree Blooming tree Autumn tree Bare tree Thick bare tree Pine-type tree Pine-type snowy tree Fern tree Palm tree Cactus Big plant Small plant Small flowering plant Category: Features ------------------ Fountain Well Hedge Log Tree stump Bundle of logs Cannon Mounted cannon Grave 1 Grave 2 Grave 3 Bones Rotten log Broken wall Rock 1 Rock 2 Rock 3 Smooth Rock 1 Smooth Rock 2 Smooth Rock 3 White Rock 1 White Rock 2 White Rock 3 Category: Signs --------------- Blank sign Point Left Point Right "INN" Beer symbol Gold symbol Weapons symbol Magic ball symbol First aid symbol Generic text Hanging sign: INN Hanging sign: Beer symbol Hanging sign: Gold symbol Hanging sign: Weapons symbol Hanging sign: Magic ball symbol Hanging sign: First aid symbol Hanging sign: Generic text Category: Fence --------------- Iron gate Brick gate Fence gate Wood fence Iron fence Stone "fence" Ringfence + gate 1 Prefab fence 2 Raft/Bridge 1 Raft/Bridge 1 snowy Raft/Bridge 2 Raft/Bridge 3 Suspension bridge Bridge curve Bridge straight Category: Floor --------------- Stone floor 1-5 Brick floor 1-5 Gravel floor 1-5 Sand floor 1-5 Category: Dungeon parts ----------------------- Enterance Wall Passage Corner T-Piece Cross-Piece Dead End Staircase Descent into rock Rock cave Big rock Rock passage Rock corner Rock T piece Rock cross piece Rock dead end Rock passage up Category: Portals/Travel ------------------------ Staircase up Staircase down Ladder Wooden door One-side door Grand door 1-2 Strong door 1-2 Barn door Cell door Strong cell door Category: Indoors 1 ------------------- Carpet Big Carpet Medium Carpet Small Circular table Square table Cross table Desk Draped desk Chair Bench Easy chair Sofa Throne 1-2 Bed Bunk bed Princess bed Cramped bed Counter Counter pillar Chest of drawers Medicine cabinet Machine cabinet Bookshelf Empty bookshelf Fireplace Oven Category: Indoors 2 ------------------- Treasure chest Coffin Crate Barrel Vase 1-2 Pan Wicker basket Baby basket Ridge? Wheel/cog 1-4 Pounder Stage stairs Stage curtain Category: Indoors ----------------- Altar Armor display Sword Shield Organ Picture Small picture 1-3 Big Picture 1-3 Tapestry Statue Gold statue Small column Column Stone column Chandelier 1-2 Category: Indoor furniture -------------------------- Big pot plant Small pot plant Flower arrangement Empty vase Pendulum clock Mantel clock Grandfather clock Quill and letter Plaque Blank paper Blank plaque Book Open book Upright book Rope Food 1-3 Candle Candle out Torch Candelabra 1-2 Category: Items --------------- Knife Frying pan Pot Vial Vial of liquid Bottle Chalice Cup Flask Syringe Lollipop Bouquet Guitar Swaddled baby Book Scroll Key Complex key Coin Crystal Bun French stick Cheese Ham Apple Sack Lamp Category: Items 2 ----------------- Sword 1-2 Big sword Small sword Sabre Spear Club Magic Staff Holy Staff Coloured staff Crooked Staff Bow Shield 1-2 Axe Hammer Pick Spade Hoe Broom Standard spear Category: Effects ----------------- Transparant cube Warphole Checkpoint Glowing ball Energy ball Hit effect Slash effect Bloodstain Small heart Big heart Fire Inferno Water jet Burn Crater Ground patch Burned ground patch Glowing blade Small glowing blade Spotlight ---------------------------------------------------------------------- L2 - SFX Library ---------------------------------------------------------------------- Cursor move Cancel Error Wheep! Window change Window close Wind Birds singing Crows Heavy wings Machinery Crickets Bees Water dripping Water running Water running heavy Underwater Crowd Heavy machinery Rain Thunder rumble Thunder clap Horse Horse neigh Cockeral Dog Growl Dog Howl Dog Bark Cat Cheer Boo Male scream Female scream Male evil laugh Female evil laugh Female muted evil laugh Footstep Footstep echo Footstep on wood Footstep on wood spring Grass footstep Sand footstep Water footstep Switch Knock on door Door opening Door closing Door creaking Door slam Weird? Breakage Gong Alarm Phone Doorbell Big bell Ship's horn Piano Guitar C chord Guitar Cm chord Snare drum Cymbal Bass Boing Strum Wolf whistle Single clap Clapping Movement whoosh Impact Impact 2 Metal impact Sproing Wood on wood Breaking glass Fire Gun shot Low gun shot Magic warp Jump into water Rise from water Magic slide Whistle Eating Swallowing Flash Zap ---------------------------------------------------------------------- L3 - Sample game library ---------------------------------------------------------------------- [Note: If you load the examples into the editor, do a Game Reset before playtesting, or the Sheets will not run.] Initial Data - This is the initial settings loaded when you start to create a game - the default landscape and trees and an empty Book. Orphe's Wonderful? Country - A complete sample game with UI. Do your Best, Master - A complete sample game with UI. Don't drink the blue bottle (unless you want to watch the intro twice) Example: Opening - A scripted opening sequence. Just watch. Example: Meeting people - How to encounter folks. Walk up to the people around the town. Example: Map switching - Walk into the cabin door and observe the location switch. Example: Sky/weather - Walk up the mountain and see the sky change. Example: Getting items - Look in the barrel and the crate. Example: Items changing state - Look in the treasure chest twice. Example: Picking up and carrying items - Get the apple. Example: Dialogue, interaction, effects - Talk to the angel. On the first two answers, he sends you to jail; on the third, he gives you an axe, and on the fourth, he runs off. Example: Using items - Try opening the door. Then look in the chest and try the door again. Example: Menu based combat - Take on the skeleton in FF style combat. Example: Dungeon 1-3 - Explore the dungeons and see how to create them. Example: Many monsters - Destroy the skeleton without being caught by the zombies. [If a zombie touches you, you will "die", but the game does not include game over so that you can see the final state of the sheets. Quit to the editor and do a game reset to play again.] Example: Trap - Get down the corridor avoiding the very unfair traps. Example: Gimmick - Push the crates around. Example: Combat scenario - Climb the mountain and save the priestess. Example: World map - Touch the sign to view the overall map. Dream studio staff roll - Watch the funky dancing girls and the credits for DreamStudio. Orphe Demo - A demo sequence from Orphe. DreamStudio Demo - Rolling demo showing off features of Dream Studio. ---------------------------------------------------------------------- L4 - Map Library ---------------------------------------------------------------------- Category: Exterior ------------------ Big mountain pass Glade with river Alternate glade Big house grounds Forest Snowy glade with river Sandy glade Desert Rocky desert Mountain climb Fire pit Lake glade Island in crater Waterfall River cutting Seaside Seaside+Jetty Small island in sea Boat at sea Prefab dungeon Rocky prefab dungeon Rocky cavern No map (must add objects) Category: Interior ------------------ House Bigger house Tavern Throne room Church Double-level landing Stage Mill interior Cells Circle house Abandoned shack Rogue's house Tiled room 1-2 Empty wood rooms: L, M, S Empty stone rooms: 1-2, L, M, S Corner of room ---------------------------------------------------------------------- L5 - BGM library ---------------------------------------------------------------------- [Note: I haven't translated the actual names but given a description of the piece] Silence Town-type music MOON (introspective piano) Introspective wonderment "Lucky" Sirius (Strident) Next (Strident/Triumphant) Sky (Strident/V. Triumphant) Beat and undercurrent Harpsichord Landscape Quietly spooky Creepily spooky Sadness UNFINISHED [Sad, low] Shadows of evil Dreamstudio [Opening theme] Swoops to fanfarish Fast jumpy/slow BATTLE Last Fight "Level up music" "Fanfare music" "Joke music" "Morning music" ---------------------------------------------------------------------- L6 - Sky library ---------------------------------------------------------------------- Darkness Clouds 1 Clouds 2 Dark clouds 1-2 Sunset Sunset to stars Stars Stars and clouds ---------------------------------------------------------------------- L6 - Human action library ---------------------------------------------------------------------- Nothing Stand normally Stand innocently Stand casually Walk Walk standard Walk hurriedly Amble Run Dainty run Short step run Tilting run Skip Drunken walk Zombie walk Sit Stay seated Eat (seated) Drink (seated) Read (seated) Sleep (seated) Play piano (seated) Sit on floor Kneel Lying prone Rising from prone Falling supine Rising from supine Falling prone Fighting with sword Punching Slapping round head Careful punch Chopping punch Football kick Groin kick Push Heavy chop Mid cross chop Overbear chop Jumping overbear chop Cautious palm Nocking bow Thumbs up Spear thrust Ssshh pose Ready to fight Charge.. Fireball! Blocking with shield Lean dodge Getting slapped Getting hit in the head Getting hit in the midriff Stomach ache Laughing, hands on hips Laughing into sleeve Jumping Bracing Tapping foot (in time) Twitching foot Tapping foot (impatiently) Folded arms Crying Distraught Wiping eye Wiping other eye Scratching head Patting stomach Posed, quivering Stumbling back Scared back Tough guy/gal Tapping sides of head Panting Abrupt panting Looking to sky Sigh Upward wipe motion? Shivering Sneezing Waving Saluting at chest Praying Praying on knees Blowing kiss Tapping other foot (to beat) Clapping either side Hands on knees (talking to dog) Bopping hands Calling Whispering Listening One clap Examining object Bracing Big chop down Rocking baby Playing guitar Blowing whistle Step Dancing Twirly dancing Reaching up Reaching down Throwing object Pushing object Pushing object via handle Failing to push object (trapped mime act) Knocking on door Opening door Bowing Deep bowing Set and salute Half Kneeling bow Curtsey Full kneeling bow Producing object Wave goodbye Big wave goodbye "Welcome" Waving welcome Engarde! Shooing Shooing hand on hip Offering handshake Raising hand Offering hand low Offering hand to side Offering hand to other side Taunting Pointing to self Nod yes Shake head no Confused Look up, hand on hip Look down, hands on hips Look to side Look to other side ---------------------------------------------------------------------- ****************************** CREDITS ******************************* ---------------------------------------------------------------------- Since this is the first version, there's only one credit: Me, mark [at] Please send e-mail contributions and suggestions to this address. Please don't send requests for information - everything I know is already here.</p>