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1. Appearance to be previewed Appearance to be previewed New appearance m Appearance Appearance In this panel you can edit the appearance of the element In e Adventure you can create different appearances for visual elements Therefore the appearance will change according to the conditions specified for each block Use the Examine buttons to select assets For the element and the Preview Play buttons to take a look at the selected assets Conditions of the appearance block Edit conditions Image of the item x assets image Fish 300x90 png Inventory icon of the item x In this panel you can edit the appearance of the element In e Adventure you can create different appearances for visual elements Therefore the appearance will change according to the conditions specified for each block Use the Examine buttons to select assets for the element and the Preview Play buttons to take a look at the selected assets Conditions of the appearance block Edit conditions Image of the item gt lt assets image dish_Fish 300x142 png Inventory icon of the item x Graphical preview of the item Graphical preview of the item 3 1 6 Activating and deactivating flags Effects As you can see defining conditions in the games is useful tool But how do we make the flags change Establishing conditions on their own will not produce any effect as they depend on fl
2. ear Reta v Synthesizer all conversations Play sample Besides the voice is a parameter which is used to synthesize the dialog lines of the character as audio This is useful both for accessibility issues but also to improve the engagement of the conversations without affording the extra cost of hiring actors to record the audio tracks http e adventure e ucm es 24 lt e UCM gt e learning group In the present release this is a novel feature and is still in the testing phase Hence the results are note really good However all the voices can be tried out using the editor and their use is deactivated by default In fact there are ways to synthesize conversation lines One is to select Synthesize all conversations field of the panel above along with the voice of the character The other option is to activate the voice synthesis line by line in the conversations This allows you to select which lines you want to synthesize You can find more information about it in the conversations section 2 5 3 Add characters in scenes Exactly as for items you can make references to characters in the scenes Then the character will be present in the scene so the player could interact with him her To achieve this you only need to go to the scene press with the right button on the node Element references and click on add character reference Then select the character and pl
3. ft H W Appearance to be previewed E Chapter Title Appearance 1 Appearance m E Restaurant In this panel you can edit the appearance of the element In e Adventure you can create different appearances for visual elements Cutscenes Therefore the appearance will change according to the conditions specified for each block Use the Examine buttons to select assets for EA Books the element and the Preview Play buttons to take a look at the selected assets ag or Conditions of the appearance block E Itemid F Set tems it conctions SOS A Player i Characters amp Conversations x assets image book2_red 200x143 png Image of the item Advanced Features Inventory icon of the item x Graphical preview of the item As you see our item is a book Hence the id it has been given may not be the most appropriate We will seize the opportunity to explain how to rename an item which is a simple task First perform a right click on the element you want to rename obviously we are talking again about the left tree Then press the option Rename element You will be prompted to type a new id In this case we will type Book which seems to be more descriptive 2 3 2 Interacting with items Actions Then our basic item has been successfully created But just give an item an appearance it is not all you can do If you expand the tree node you will see another node behind it This one
4. Chapter Title Book Full description of the referenced item a Active areas pJ Barriers and trajectory _ BAK Element references i E Restaurant Cutscenes Conditions of the item reference Position of the item reference X coordinate 727 Y coordinate 468 Scale 1 0 Show Object references As you see the book has been placed on the table However the book is too big to fit on the table You can adjust the scale of the references not only items but also characters the player or set items by dragging the small square which is drawn on one of the corners of the framed item Now our book scene looks better proportioned http e adventure e ucm es 20 lt e UCM gt e learning group Editor User Manual l Adventure editor NewTutorial File Adventure Chapters Run Configuration About gt Item reference mId of the referenced item Full description of the referenced item Active areas RR Barriers and trajectory _ BAR Element references Conditions of the item reference Books 6 Items Book Position of the item reference X coordinate 474 Y coordinate 432 Scale 0 3254897 bE Conversations H 4 Advanced features Show Object references Besides when you add a reference to an item or a character you will be able to configure its Influence Area This is just the region of the scene where the player can interact with
5. lt e Adventure gt lt e UCM gt e learning group Editor User Manual The lt e Adventure gt Platform Editor User Manual Authors Javier Torrente Vigil Eugenio Marchiori Angel del Blanco Current Release Version 0 9 http e adventure e ucm es _ lt e Adventure gt Editor User Manual Index 1 Getting started 1 1 Concerning lt e Adventure gt 1 2 Concerning this document 1 3 Getting started Basic projects management 2 Creating my fitst lt e Adventure gt game 2 1 Chapters 2 2 Scenes 2 2 1 Adding a scene 2 2 2 Linking scenes adding a new exit 2 2 3 Initial positions in a scene 2 3 Items 2 3 1 Creating a new item 2 3 2 Interacting with items Actions 2 3 3 Documentation 2 3 4 Adding an item in a scene 2 4 Set items 2 4 1 Create new set item 2 4 2 Information 2 4 3 Add set item in scene 2 5 Characters 2 5 1 Creating a new character 2 5 2 Documentation 2 5 3 Add characters in scenes 2 5 4 Conversations 2 5 5 The player 2 6 Books 2 6 1 Creating new paragraphs 2 6 2 Formatted text books 2 7 Cut scenes 2 7 1 Slide scenes 2 7 2 Video scenes 2 7 3 Linking cut scenes to other scenes 3 Perfecting my fitst lt e Adventute gt game Advanced Features 3 1 Conditions and effects 3 1 1 A simple condition 3 1 2 Variables 3 1 3 Global states 3 1 4 Either conditions blocks 3 1 5 What you can do with conditions 3 1 6 Activating and deactivating
6. Before you export an adventure is as LO you can annotate some meta data describing the LO To access and edit these data go to the File Menu gt Learning Object properties Then a dialog like the next one will be displayed http e adventure e ucm es 48 lt e UCM gt e learning group Editor User Manual E Learning Object Properties General Title Title of the Learning Object Language Description Description of the Learning Ob ject Keyword lt e Adventure gt tutorial manual There are several fields you can edit Those are General data Tab e Title Title of the adventure Language Language used to write the game English or Spanish only Description General description of the game and the plot of the game NOTE Both the tile and the description can be filled automatically using the general data of the adventure To do this just press on the button Default Values Keyword These keywords can be used to index the LO in a LO repository Life Cycle amp Technical data Tab e Version Game version do not mistake with the lt e Adventure gt version Min version This value is not editable and indicates the minimum version of the game engine required to launch the game Max version This value is not editable and indicates the maximum version of the game engine which can run the game Educational data Tab http e adventure e ucm es 49
7. Delete line buttons to insert and delete new lines to be spoken by the player or other characters The up and down buttons can be used to change the order in which conversation lines must be said When a line is selected on the table use these two buttons to move it up or down being therefore said in a previous or later position You can also specify an audio track to be played along with the text of the line For that purpose use the button Edit audio Thanks to that you can record the text of the lines in audio files and then get them really spoken in the game There are three more buttons you can use The first one labeled as Edit effects will allow you to specify a block of effects to be executed after all the lines of the node had been spoken The second Delete link can be used to delete links between nodes Finally Synthesize option allows activating the automatic synthesis of the dialog line To synthesize conversation lines previously you should have chosen a player or character voice see section 2 5 2 When you use Synthesize option button a dialogue appears showing the player or character chosen voice which will reproduce the line Also in this dialogue you can see Play sample button which allow reproduce how the current line will be synthesize If you want in game synthesizing you ought to select Synthesize current line Now you know all you need let s edit the conversat
8. e adventure e ucm es 51 lt e Adventure gt lt e UCM gt e learning group Editor User Manual Adventure editor Nuevo archivo File Adventure Chapters Run Configuration About Script tree model Assessment rules summary e t 6 Configuration of the student s Feedback Here you can Find different mechanisms to provide feedback to the student So Far you can only select to display the assessment report Juego tutorial eAd Primer Capitulo when the chapter is over E Scenes Cutscenes Books i V Send by email e adventure e ucm es Items i Z Show assessment report when chapter is over pe Set items V Use SSL amp Player E e Characters E Conversations SMTP PORT 333 es Features SMTP USER YOOOKOOKXKK E Timers M3 Adaptation profiles SMTP PASSWORD ieee rd Assessment profiles Save configuration E Ge Assessment profile evalu E Global states Add assessment rule G2 GB Macros Add timed rule SMTP SERVER myserver smtp com nent rules specified so Far You can edit whichever by browsing the tree and clicking on the specified rule Rename element Delete element Importance Has conditions Move element up noma No Move element down porizada ery high No To send e mails the game engine will need the settings of your SMTP server The two first fields SMIP Server amp SMIP Port must be provided by our e mail provider e g Gmail Hotmail Yah
9. e learning group Editor User Manual Besides there are advanced options that can be edited here as the initial position of the player in this scene However we will come back to this point when the advanced options of the scenes are described The appearance tab provides you with features to select what the scene looks like which depends on four assets Only one of them is compulsory background image the others are completely optional Background image compulsory It is the most importance as will be always drawn in the scene Background images must be at least 800x600 In lt e Adventure gt the next types of images are supported PNG JPEG JPG BMP WBMP and GIF with no animation Foreground mask optional Black amp white image which is used to know what part of the background image must be drawn behind the characters and player and which must be rendered before Next there is an example of how a foreground mask works gt ee A aa au gt or oe LETE 1 a najema oe ila L ri nan The left figure depicts a classroom The ideal behaviour is that player and characters will be drawn between the desks and the rest of the image Thus the mask will be an image where the desks foreground are drawn completely in black and the background in white Foreground masks are beginning to be deprecated in lt e Adventure gt because they are difficult to use and they show clear limitations As this doc
10. Adventure gt books with external tools This is an experimental functionality and hence how http e adventure e ucm es 32 e learning group _ lt e Adventure gt lt e UCM gt Editor User Manua the HTML documents are processed and displayed in lt e Adventure gt might have an unexpected behaviour So far we have detected that HTML documents containing meta data meta labels within the head label do not work properly in lt e Adventure gt Therefore if for instance those documents are edited using Microsoft Word the files must be saved as filtered web pages and after that the meta data must be manually removed Next versions of lt e Adventure gt this functionality will be reviewed and the HTML documents will be adapted automatically Another important point is how the files which are attached to an HTML document e g the images embedded in the file must be placed and named so the lt e Adventure gt editor could know how to retrieve them and copy them into the adventure project The convention adopted in lt e Adventure gt is that those files must be located in a folder named as the HTML document but with the suffix files at the end For instance for the document cherries htm the editor will copy the contents of the folder cherries_files if it exists Nonetheless you can also use the HTML editor that is included in lt e Adventure gt since version 0 8 as it is described in t
11. Eig Scenes Position of the player la Office ofa ee Select the position in which the player will appear Items Set items A Player amp Characters gg Conversations E Advanced feal F Cutscenes 5 Books X coordinate 426 Y coordinate 491 http e adventure e ucm es 16 lt e UCM gt e learning group Editor User Manual 2 3 Items In lt e Adventure gt games you can define objects for the player to interact with them These objects are called items 2 3 1 Creating a new item Creating a new item is as simple as creating a new scene First of all you must right click on the node labeled as items on the left panel Then press the option Add item You will be prompted to type the id for the item Every single element in lt e Adventure gt is given a unique id This is used to correctly identify each one as you may refer them from different places Remember those ids must not contain blank spaces and must be unique Otherwise an error will be reported Then you will get a screen like the one below which is very similar to the one we got creating a scene l Adventure editor NewTutorial File Adventure Chapters Run Configuration About ft 4 H Appearance to be previewed New appearance x i Chapter Title Appearance 1 a 6 Scenes cH office Appearance E Restaurant In this panel you can edit the appearance of the element
12. Finally it allows users to deactivate default commentaries in the game when an action is not allowed http e adventure e ucm es 67 lt e Adventur e gt lt e UCK group Editor User Manual Adventure data Title of the adventure Adventure title Description of the adventure This is the text that the game engine will show on the launcher SCEE enl Player mode 3rd or 1st person Current mode 3rd person When this mode is selected the player is normally painted in the game as another character of the adventure This mode is suitable for the production of common point and click adventures such as the Monkey IslandTH saga Automatic commentaries Check to use automatic commentaries Visualization gt Select GUI Style In lt e Adventure gt the game can be presented using two different Graphic User Interfaces GUI Traditional GUI and Contextual GUI By default the selected is the Traditional GUI The choice of the GUI will change how the game is perceived by the player and how the interaction flows GUI style for the adventure GUI style For the adventure This type of GUI is much like the earlier adventures of LucasArts The user has a set of buttons to perform actions and an inventory in the lower part of the screen Contextual GUI This type of GUI is much like the latest adventures of LucasArts The actions are displayed in Front of the object when the user selects them Also the i
13. In e Adventure you can create different appearances for visual elements a Cutscenes Therefore the appearance will change according to the conditions specified for each block Use the Examine buttons to select assets for the Books element and the Preview Play buttons to take a look at the selected assets Items EN Conditions of the appearance block Pat e eee amp Player Characters Image of the item AE Conversations 3 Advanced features Inventory icon of the item x Graphical preview of the item Image not avalaible This works as creating new scenes Here you just need to specify what the item will look like by selecting an image asset and the icon will be used when the item is in the inventory Please remember there are no restrictions for the image but icons must obligatory to be 80x48 For instance we will select an image and icon for our item We will see its preview at the bottom of the panel 1 As in conventional point and click adventure games the player owns an inventory where he puts the objects he collects on his way Later on he is allowed to interact and somehow give a use to those objects http e adventure e ucm es 17 lt e UCM gt e learning group Editor User Manual Adventure editor NewTutorial File Adventure Chapters Run Configuration About Script tree model Appearance Documentation
14. Initial scene of the chapter Sceneld 2 1 Chapters An lt e Adventure gt game is organized in chapters In this manner the adventure is fragmented in small pieces easy to design edit and keep in memory when executing Each chapter is a self contained mini game All the elements defined in a chapter cannot be accessed in others In the editor only one chapter is edited at the same time The chapters menu on top allows you to add and remove chapters and browse the chapter you would like to edit Through this menu you can manage the flags of the current chapter but this will be discussed later When a chapter has already been selected you can edit its title a description and the initial scene of the chapter Besides you can select the active assessment and adaptation profiles for the chapter as the previous figure depicts You will learn to do that when we get to the Adaptation and Assessment section http e adventure e ucm es O lt e Adventure gt lt e UCM gt e learning group Editor User Manual 2 2 Scenes Each chapter is organized in scenes There are two main types of scenes conventional scenes and cut scenes The conventional scenes are scenarios where the player interacts with objects and characters and are linked with other scenes through exits On the other hand cut scenes are vehicles to enhance the educational value of the adventures Fundamentally two types of cut
15. We can create actions that can be taken from any player position e g Shout action and other actions that need the player to get close to the object like the previously described Paint action If this option is selected the action can only be taken if there are no barriers or other obstacles that prevent the player from reaching the object It is also possible to change the animation shown will the player is making the action If no animation is selected one will be used by default but this is not recommended given that using a custom animation a different one when the player is painting from the one used when the player is grabbing an object adds expressivity to the game 3 10 Advanced asset edition Animations and HTML editors In this version of the editor two new tools are added that allow a more detailed edition of the resources without leaving the editor the animation editor and the HTML editor Both tools make it easier to use the full capacity of expression of the platform making it easier to create complex games without the need for external tools http e adventure e ucm es 62 lt e UCM gt e learning group Editor User Manual 3 10 1 Animation Editor 4 The animation creates files with the eaa extension The same editor makes it easy to import animations in the old format and does this automatically The new animations are used for the characters as well as for the slideshows making
16. a a Examine 5 f i Set whether the s character must move upto the object to perform the action O OE mat amp LibraryBookWorkingFruit F Needs to get to the object WW oof 0 Distance to keep between player and objective H Appearance Appearance to be previewed New appearance S J Appearance H In this panel you can edit the appearance of the element In e Adventure you can create different appearances for visual i elements Therefore the appearance will change according to the conditions specified for each block Use the Examine te buttons to select assets for the element and the Preview Play buttons to take a look at the selected assets Conditions of the appearance block i H Image for the normal button state s SZ assets image binsrush ong lt _s H Image for the button when the mouse is over it SPF S Gas Ge sn Image for the button when itis pressed 3 X assets mage btnBrushPressed png view Animation used when the action is executed JE Fa Select Create Edit View As we can see we have already chosen the images for the buttons using the ones shown before In the Configuration tab will find the options common to every action information about these options can be found in the actions section of this manual The option Needs to get to object allows for different behaviors for the actions
17. and select Activate Then you will be prompted to choose which flag you want to activate There select meatGrabbed 3 1 7 Giving value to variables As flags can be activated or deactivated variables can be assigned a value as well This can be done using the effects Set value Increment vat and Decrement var The first one will allow us to set the exact value 0 to infinity that the variable will take The next two effects add or subtract the given positive value to the variable Set value effect Select the variable and the value to be set Select the variable and the increment TimesBookExaminedTimesBookExamined TimesBookExaminedTimesBookExamined 3 1 8 Other effects Effects are used when you want to activate or deactivate flags However lt e Adventure gt supports much more kinds of effects Here you can find all the effects supported along with a description for each one and suggestions about how to use them http e adventure e ucm es 44 e learning group Effect Consume object Generate object Cancel action Speak player Speak character Trigger book Play sound Play animation Move player Third person mode only Move character Trigger conversation Trigger cutscene Trigger scene Effect probability Trigger last scene Changes the current scene Useful to http e adventure e ucm es Description Removes an item fr
18. is called Actions By clicking on this node you will be able to specify different things the player can do with it In lt e Adventure gt the predefined interactions you can specify for items are Examine Please do not mistake examine with look All items in lt e Adventure gt can be looked When you look an item in the game the brief description you type on the documentation tab is displayed which will be explained later On the contrary when an item is examined the detailed description is shown You cannot change the behaviour of the look action but the examine action is reconfigurable You can use these two behaviours to give firstly a general scope of what the item is and later a further description Grab When a grab action has been added the player will be able to take the item which will be removed from the scene and put it in his inventory the structure where the player stores the grabbed items Then he will be allowed to use it wherever he is http e adventure e ucm es 18 Valalatatatatatatatatatataa a a a A a a a a A a a a a a A A a a a a a ae a a a a a a a a a a ae n a a a a a A a a a a ee a a a a a a a a n nna a ee ee nana manne a a a a a a a n a a a a a a a anaes lt e UCM gt e learning group Editor User Manual Use Then the item will be usable on its own That means you could use it and through that use produce somehow effects over the game Use with It is equivalent
19. As you will notice two tabs are available here The Contents tab supports the creation edition and organization of the paragraphs of the simple book The second tab labeled as Doc amp Appearance is very similar to the other panels you have seen so far There is an asset that you can edit which is the background image which will be used to give the appearance of a real book By default the adventure editor loads a background image for the books so you do not need to customize this if are happy with it However if you decide to use your own background keep in mind that the arrows at the bottom are the places where the user must click to change the page If the new image does not show those places the user might not be able to browse the current page In our case we will leave the default image l Adventure editor NewTutorial File Adventure Chapters Run Configuration About Script tree model Contents Doc amp Appearance oeo t BEA Book J Chapter Title Full description of the book E Scenes f Cutscenes 6 Books amp MyFirstBook H Items i a Set items g amp Player Appearance to be previewed E e Characters r 1 New appearance x E bx Conversations Anpomance 1 4 H Advanced features Appearance In this panel you can edit the appearance of the element In e Adventure you can create different appearances For visual elements Therefore the appearance will change according
20. This tool lets us select the first node of the trajectory by clicking on it The first node is the one over which the player appears first on the scene e Delete tool Once this tool is selected any node or side we click will be deleted e Edit barriers It is used to edit barriers select move and resize The scale of the nodes is used to give a sense of depth to the scene making the character appear smaller or bigger depending of the node he is at If two nodes have different scales and there is a side from one to the other a average of the two scales weighted by the distance to each node will be used as scale The barriers only affect trajectories if they are places directly over them That is to say in the previous screenshot the barrier would have no effect and should have been moved down if we wanted it to work Another thing to take into account when working with trajectories are the influence areas These indicate from where in the trajectory we can reach an object e g to grab it and can be modified for each particular object If the influence area of an object has no http e adventure e ucm es 59 lt e UCM gt e learning group Editor User Manual intersection with the trajectory it will not be possible for the player to grab it if it is an item ot talk to it if itis a NPC dventure editor New project File Adventure Chapters Run Configuration About Script tree model Character reference
21. another option by selecting the options node and adding a new dialogue node For that option we type This is your second option At this point our conversation will look like this Option node This is our First option eel 1 2 Player This is my second option l Delete option Edit effect Edit audio Synthesize option Following this mechanism you can create tree conversations as big as you want However sometimes you would like to add options in an option node to come back to that node In this manner when that option is selected All the options will be displayed and the player will need to choose another one again That can be achieved by right clicking on the option we want to make the conversation move back and select then the option Add go back tag Then when all the lines in that node had been said the conversation will return to the options node http e adventure e ucm es 27 raaa a n a a a n a a a a a a a a a a a a a a a a a aaa a a a a a a a nana a A a a A a a a a eee a a a a a a a a a eae naan nana eee aman a eae aa naan ane ee eee a a a lt e UCM gt e learning group Editor User Manual When we had finished editing the conversation we can preview how it will look in the game To do that press the right button of your mouse on any node and select the option Preview conversation or Preview conversation from this node if you just want to preview a piece of it Conv
22. flags Effects 3 1 7 Giving value to variables 3 1 8 Other effects 3 1 9 Macros 3 2 Organizing the elements in the scene Layers 3 3 Exporting the games as Learning Objects 3 4 Exporting games as self contained Java ARchive files JAR http e adventure e ucm es lt e UCM gt e learning group Sou A A A 10 14 16 17 17 18 19 20 21 21 23 23 23 23 24 25 25 29 29 31 32 35 35 36 37 39 39 39 40 41 42 43 43 44 44 46 46 48 51 3 5 Adaptation and assessment profiles 3 5 1 Assessment profiles 3 5 2 Adaptation profiles 3 5 3 Set the active profile for the chapter 3 6 Active areas 3 7 Trajectories and barriers 3 8 Timers 3 9 Custom actions 3 10 Advanced asset edition Animations and HTML editors 3 10 1 Animation Editor 3 10 2 HTML editor 3 11 Advanced settings for exits 3 12 Other options http e adventure e ucm es lt e UCM gt e learning group 51 51 55 56 57 57 60 61 62 63 65 65 66 lt e UCM gt e learning group 1 Getting started 1 1 Concerning lt e Adventure gt lt e Adventure gt is a complete platform for the development of conventional point and click adventure games for educational applications which has been developed by the lt e UCM gt research group http www e ucm es of the Complutense University of Madrid When we refer to adventure games we bear in mind titles such as t
23. gt e learning group Editor User Manual 3 10 2 HTML editor This editor can be used when creating HTML Books or Formatted text books If you decide to use a local resource for a page of the book this can be created directly in the editor with the Create button or can be imported as an html file created somewhere else Once a local resource is selected the editor is easily reached by the Edit button As we already say before in this manual HTML books have some problems with metadata so it is recommended no to add this kind of tags to the books The HTML Editor is a fully functional WYSIWYG What You See Is What You Get editor Inside the editor you can add new resources such as images to the document as well as change the fonts of the text kind size italics etc i Editar Ver Fuente Formato B s queda Ayudi ajsmajr x al a As well as images Once the changes are saved and the editor is closed the result can be seen inside the Book preview NOTE It is strongly recommended not to try to adjust the margins directly in the editor but to use the tool created specifically for that end Said tool can be accessed clicking in the Edit margins button in the page edition panel 3 11 Advanced settings for exits The exits and the Next scene structures have a second tab Advanced features that is to be explored yet in this manual This tab allows us to configure two parameter
24. in which they must be painted use the fT and J buttons Another interesting feature here is that the z coordinate of the player can be adjusted automatically without taking into account its layer This is interesting in situations where the player must be painted behind an element sometimes and in front of it other times The typical example would be something like the image above when the player moves forward must be painted in front of the table otherwise must be painted behind To get this effect you should deactivate the player s layer Select the scene node and in the main panel select the information tab Deactivate the option Aow to choose player s layer that it is placed at the bottom and the layer of the player will not be editable any more Then the game engine decides the z position where to paint the player comparing the coordinate y of the player and the other elements the greater y is painted on top 3 3 Exporting the games as Learning Objects An interesting feature of the lt e Adventure gt platform is that they allow game authors to package their adventure games as Learning Objects LO A LO is a self contained package which can be deployed in a standard compliant Learning Management System LMS such as Moodle Sakai WebCT Blackboard etc In this manner lt e Adventure gt videogames can be embedded in online courses just as a simple HTML document which eases the delivery of the games to the students
25. it possible to use different durations for each frame of an animation of slide in a slideshow as well as the use of transition effects from one to the other To use this editor we must click in the button called Create Edit that is placed in any animation resource needed for the game It looks like this Animation Information Documentation Idle character animation Use transitions Slides animation Frame Transition details The documentation field is used to make it easier to identify the animation in the editor but is not used in the engine Below we have the following checkboxes e Use transitions It activates the transition effects in between animation frames or slideshow slides e Slides animation Must only be used for slideshows it allows the possibility to set a frame or slide to be shown until the player chooses to go to the next one http e adventure e ucm es 63 lt e Adventure gt lt e UCM gt Editot User Manua In the timeline we can see for each frame beneath the image the time that is shown That way if a frame has 3000 written on it it means that it will appear for 3000 milliseconds before the next one is shown The buttons that appear under the timeline are used to add a new frame remove the selected frame move the selected frame forward in the timeline or move the selected frame backwards in the timeline The properties that can be edited for a frame t
26. lt e UCM gt e learning group Intended end user role Role of the person to which the game is oriented Supported values Teacher Author Learner or Managet Semantic density Please note that this field is a bit tricky as its meaning does not match to the intuitive notion of Semantic density The real purpose of this field is to indicate how much the game covers the domain knowledge The accepted values are Very low low medium high and very high Learning resource type It can take one of the next values exercise simulation exam self assessment or lecture Context Area of the educational system to which the game is oriented Accepted values are School Higher education training or other Difficulty The difficulty of the learning resource from very easy to very difficult Interactivity level Describes how much interactive this learning resource is It can take values from very low to very high but we recommend setting this value to high or very high Interactivity type Accepted values are active explosive or mixed Description This field has nothing to do with the general description It must describe the learning goals and the educational application context of the videogame Typical age range Typical age of the students to which the game is oriented for instance 16 25 Typical learning time Estimated time in hours and minutes to complete the whole game All t
27. scenes are supported slide scenes and video scenes The first one is made of a succession of slides which are full screen images displayed one after the other A video scene is as its name indicates a video which is played on the screen In this section will learn to produce new scenes and cut scenes 2 2 1 Adding a scene First you need to click with the right button of the mouse on the node called Scenes or Cutscenes in the left tree depending of the type of scene we want to create as the figure depicts Adventure editor NewTutorial File Adventure Chapters Run Configuration About Script tree model Scenes i en Information The scenes are the main element of an adventure The player can move through the scene and interact with the exits items and E Chapter Title characters that are placed in it E Add scene J List of scenes Bo Ite Rename element Scene identifier Number of exits Number of items Number of NPCs Delete element Sceneld l0 exits l0 items 0 NPCs Move element up Move element down Let s start creating a new conventional scene Once a new scene has been created we are ready to edit it http e adventure e ucm es 10 lt e UCM gt e learning group Appearance to be previewed Appearance 1 j L Nen appearance Lx Appearance In this panel you can edit the appearance of the element In e
28. the barrier until it fits our needs and finally we can optionally set its conditions A name can be given to a barrier but it will only be used for easier identification in the editor the same goes for the description http e adventure e ucm es 57 lt e UCM gt e learning group p Adventu re edito re File Adventure Chapters Run Configuration About Script tree model Barrier Documentation Conditions of the barrier E X coordinate 128 Y coordinate 431 Width 236 Height 254 Barriers and Leal pes I naear o H E Kitchen EE Restaurant Advanced features Trajectories are graphs that indicate where the player must walk there can only be one graph for each scene We emphasis the word must because in a scene where the trajectories are active the player will only move along these Both nodes and lines that go from one to the other indicate the lower central position of the player i e his feet when he moves Trajectories are disabled by default they must be activated in a scene by scene basis The checkbox to activate is named Use trajectories and can be found in the Documentation tab of the general scene panel Once the trajectories are activated in the Barriers and trajectories panel we can create and edit them To do this we must first define the nodes these are interest points in the path or can be just created with the lines in mi
29. the language of the editor English or Spanish only http e adventure e ucm es 72
30. the main folder of the release as they need to be in the same folder Otherwise the behavior of the applications will be unexpected In the main directory of lt e Adventure gt EAD_HOME thereafter three folders deserve your attention Those are Projects Exports amp Reports The Projects folder will contain by default of the adventure projects you create with the editor The second one Exports will allocate by default the executable versions of those projects that you create Finally the Reports folder will contain the assessment reports produced when the games are played using the game engine Please before using the lt e Adventure gt platform take some minutes to update your java JRE Java Runtime Environment version http www java com The release 0 9 has been compiled for the 1 6 version of the JRE For older versions of the JRE we cannot guarantee the applications will work properly we specially recommend JRE 1 6 0_02 download it here In addition if you find this project interesting you can find more information about our publications and other initiatives on our research group s Web site http www e ucm es such as the lt e Adventure3D gt project http e adventure3d e ucm es 1 2 Concerning this document Hello and welcome to the lt e Adventure gt platform In this tutorial you will learn how to produce and execute a complete functional game using our adventure editor It is not its aim to provide a f
31. to use but in this case the item will not be usable on its own as you will need to use it with another item to produce those effects associated with the action Give to You can specify the item could be given to a character The item must be grabbed first so it is already in the inventory Then the given item will be consumed and removed from your inventory The numbers of actions that can be defined for an item are unlimited Hence more than one action per type can be defined Then how manages the engine to determine which action should be executed in each case The answer is simple the game engine will pick the first action of that type which conditions are completely satisfied Do not worry about this we will come back to actions when we talk about conditions and effects This has been just an introduction about what you can and you cannot do with items 2 3 3 Documentation Adventure editor NewTutorial File Adventure Chapters Run Configuration About Script tree model Appearance Documentation t B A Chapter Title E 5 Full description of the item G Scenes H E Office H E Restaurant Cutscenes Books Items ER temid Set items amp Player i Characters Name of the item 4 Conversations 5 Advanced features Brief description of the item Detailed description of the item As for scenes you can attach some documentation to an item We wi
32. with a full size preview of the book will be shown on the screen This dialog contains 4 slide bars which can be used to gauge the top bottom left and right margins the margin is the distance between the edge of the screen and the beginning of the document All the changes on the book will be updated on the small preview that can be found at the bottom of the window However to get a full screen preview there is a special facility at the Information tab This is how the book looks like after selecting the document from the file system and adjusting the margins Preview of the book Gookld La grosella es ligeramente mas icida que su parente la grosella negra y se cultiva princip alent para producit mermeladas y platos cocinados en lugat de consimirse fresca En Escandinawa se suele emplear en la elaboraci n de sopas y postees de verano y en Alematia y en los Paises Bajos se usa en diversos rellenos para tartas http e adventure e ucm es 34 Valalatatatatatatatatatataa a a a A a a a a A a a a a a A A a a a a a ae a a a a a a a a a a ae n a a a a a A a a a a ee a a a a a a a a n nna a ee ee nana manne a a a a a a a n a a a a a a a anaes lt e UCM gt a a E e learning group Editor User Manual 2 7 Cut scenes As you have seen so far lt e Adventure gt games are structured and organized in scenes where the action takes place However you can use other types of scenes which differ completely from the concept
33. Adventure you can create different appearances for visual elements Therefore the appearance will change according to the conditions specified For each block Use the Examine buttons to select assets for the element and the Preview Play buttons to take a look at the selected assets Conditions of the appearance block a Advanced Features Background image of the scene os Foreground mask For the scene Preview of the complete scene 7 Show Player As you can see for scenes two tabs are available The documentation tab is available for all the elements in lt e Adventure gt In this case it admits the edition of a full description of the scene its name It is important no to mistake the identifier and the name of the elements which is their name on the left tree The name has any restrictions but the identifier must start by a character and cannot contain blanks Adventure editor NewTutorial Serp tree mode opearaes Documertaten Full description of the scene 5 Advanced features Use trajectory E Use trajectory Default initial position For the player Use a default initial position in this scene The player has painting layer Z Allow to choose the player s layer http e adventure e ucm es 1 lt e UCM gt
34. ace it on the scene 2 5 4 Conversations As you can interact with items you can do with characters as well But this interaction is sionificantly different For characters you cannot specify actions In contrast you can specify conversations which are successions of text lines that are spoken by either the main player ot a character Those are very useful for two purposes to guide the player in the game and to provide sometimes a source of information or evaluate the student through a multiple choice test More than one character and the player can take part in a conversation As in conventional Lucas Arts games the player can be prompted sometimes to select what line must be said next from a list of options Depending on the option selected the conversation will take one path or another Conversations are attached to characters so they are triggered when the player comes next to that character and selects to talk to him her The process of creating a new conversation and attach it to a certain character you have to use the conversations node on the tree Once the conversation is created you can attach it to a character Now we will see how to create conversations Firstly you must know there are two types of conversations Tree conversations A tree conversation is suitable when no loops must be supported in the conversation That is the conversation always reaches an end To create a new tree conversation press wi
35. aditional GUP personalized actions only work when the Contextual GUI is used Each new action needs some icons the ones shown to the user which must be at least a button without being pressed and a highlighted button normally the button pressed icon is the same as this last one For example if we wanted to add a new Paint action we could create a new icon with a brush like the one shown in the following figure Normal Highlighted Pressed icon icon icon btnBrush png btnBrushHighlighted png btnBrushPressed png We must then add the new action to the desired object NPC or active area When we choose to Add Custom action the system we ask for a name After we give the action a name we will be asked for the type of action we what to create e Action these only need the object http e adventure e ucm es 61 lt e UCM gt e learning group Editor User Manual e Interaction these need another object NPC or active area to work just like use with actions In the example we chose Paint as the name for the new action and Action as its type We get the following result File Adventure Chapters Run Configuration About Script tree model Personalization Configuration o t t BBA Name of the action d Items a LibraryBookElaborationCr rans H Librar yBookShadesChoco B Librar yBookHistor yChocoll PoP FER Other configuration of the action
36. ags which will never change In lt e Adventure gt you can activate or deactivate flags by using effects You can define those effects in the next situations For actions items and active areas When the action is carried out its effects will be executed For conversations characters You can define effects in any node of a conversation Thus when the node is reached those effects will be executed http e adventure e ucm es 43 rea lt e UCM gt Editor User Manual For next scenes You can produce effects when the current scene changes In that case you can define effects which will be executed before the scene changes and post effects which will be executed once the scene has changed In our case if we want to get the flag meatGrabbed activated after the meat has been grabbed we must add a grab action for the item and edit its effects Adventure editor NewTutorial File Adventure Chapters Run Configuration About Script tree model Action Full description of the action J Chapter Title H Scenes H Cutscenes Books Items ud z Conditions of the action k Meat S Pie Fish Effects Set items on Player Use the buttons to add delete and move effects You can edit them by double clicking ag Characters 63 Conversations 5 Advanced features 4 To do that select the node of the action on the tree Then press on Add effect
37. and then the fields appropriate For such type ig Ref to Global state R Fields of the variable Variable name Comparison Value 0 Inf iTimesBookExamined w lt 3 1 3 Global states Finally lt e Adventure gt supports defining conditions over global states of the game Those Global states are just groups of conditions that are defined on a separate place to be reused mote easily and they can be referenced from different points of the games They are especially useful when in a videogame there is a relevant state depending on various flags and variables which determines the flow of the narration in several points To create a new global state we must expand the node Advanced features of the left tree gt Right click on the Global states node gt Add global state The panel shown on the right for the edition of the new global state is very similar to a conditions panel The only extra restriction here is that in a Global state you cannot define a condition which refers to the Global state itself Once the global state has been created it is ready to be referenced in any conditions block of the game It is a straightforward task when a new condition is created just press the third http e adventure e ucm es sj lt e UCM gt e learning group Editor User Manual toggle button of the Condition panel Ref to a Global State and select the id
38. anne a a a a a a a a a a nana anne lt e UCM gt e learning group Editor User Manual just need to perform a similar process to the definition of conditions on flags Lets see it through the previous example To limit the number of times the item Book can be examined we create a variable TimesBookExamined in order to keep the count of the times the book was examined After that we add a condition to the Examine action of the book The process is as follows First we create the new action Examine by right clicking on the appropriate node of the tree Then on the right panel we get just press the Edit Conditions button gt Add condition The difference is that now we press the toggle button situated in the middle Variables The last step is to fill the fields that are displayed below with the next data TimesBookExamined for the name of the variable lt as the evaluation function and 3 as value Adventure editor NewTutorial File Adventure Chapters Run Configuration About Script tree model Action GG e 4 eo amp Full description of the action j Chapter Title Scenes 4 Cutscenes Books 5 43 Items 3 08 Book a gt Conditions of the action B Sj Actions E i Conditions Conditions Main block Main block of conditions pee a Fl C i f ic EREE EE Select the type of condition
39. aragraph List of the available paragraphs a Chapter Title Use these fields For the edition of the selected paragraph S annin m ni dn ala g Scenes Book paragraphs i Gidea Path to the image of the paragraph PETTE Books cv lo TE Title paragraph assets image Fruit_cup_Full 250x337 pn MyFirstBook x up_full png Text paragraph Items Set items Preview of the selected image amp Player Characters Conversations 5 Advanced features Preview of the book NOTE This is a low quality preview of the book the real appearance in the game may vary The berries r ayh y Fugiih n hwy i bwai lem for one srel Sdble Mt Mosi ba Ks ere m ia nerd Hr kigtt ecila rece sueter Jos cnd tami wne a slont Sr pr Mosi seme sre nab a Lul sarc Y gt pobo wus lo Fim nn Sasia Ekada Finally if we click on the book node we will see the preview of the book n everyday English a berry is The berries a broad term for any small edible fruit Most berries are juicy round or semi oblong brightly coloured sweet or sour and don t have a stone or pit Most berries are edible but some are poisonous to humans Source Wikipedia 2 6 2 Formatted text books Now we are going to re implement the cherries book using HTML to achieve a better looking We must give some initial considerations regarding the creation of HTML content for lt e
40. button Examine and use the file chooser dialog that will appear on the screen to select the folder to explore or the EAD file to run j eAdventure Game Launcher Paniel sie the heicahenss hace Sauce Akaki soD DEP re py 005 ase Paniel and the Chocolate based Sauce Adventure LD chocolate_re_revisited_006 ead Paniel and the Chocolate based Sauce Adventure LD chocolate_re_revisited_007 ead Paniel and the Chocolate based Sauce Adventure LD chocolate_re_revisited_008 ead alor de Hematocrito test_mail ead alor de Hematocrito test_mail2 ead Titulo de la aventura tutorial_001 ead This is the description of the game currently selected This adventure describes the experiences of a young cook Paniel who is enrolled on a cooking course about advanced uses of chocolate in cooking The Final goal is to learn more about the world of chocolate from a practical side The student has to know what is behind the ingredients and the history of this product to make fancy and tasty sauces that can match with a selection of meals and meet the expectations of demanding customers The game was developed in order to demonstrate the integration of the lt e Adventure gt engine on an IMS LD compliant Learning Management System such as CopperCore The story was written by Daniel Burgos and Pablo Moreno Ger The XML script was written by Bruno Torijano and Pablo Moreno Ger Select the folder where the eAdventure files are located C Users Javi
41. dventure gt editor has an advanced edition mode for animations that you can use as section 3 describes Slide scenes are very useful as titles as well You can start and end all your chapters with a single image slide scene with the title of the chapter and the text The end respectively The result would be something like this Adventure editor NewTutorial Script tree model Cutscene t g s n Full description of the cutscene f Chapter Title Scenes B f Cutscenes Slides preview start Pip Slidescene MyFirstCutsc z B Books ES Items sel Set items amp Player e Characters p pomeres Panel and The Chocolate Based Sauce Adventure Se erent appearances for visual elements the Examine buttons to select assets for Edit conditions Set of slides of the slidescene 2 assets animation start Select Create Edit View Music of the scene 2 Select 2 7 2 Video scenes Creating and editing a new video scene is as simple as for slide scenes Just press in the node Cutscenes and select Add videoscene The panel is the same you got for slide scenes Now you just need to select your video by pressing the Select button You can use either the chooser to preview the video or the Play button you will find next to Select A priori the supported formats for videoscenes are MOV MPG and AVI Ho
42. e UCM gt e learning group Editor User Manual Adventure editor NewTutorial File Adventure Chapters Run Configuration About Script tree model eo BE ter Tad Use this section to edit a new assessment rule In lt e Adventure gt assessment rules are defined by the specification of a set of conditions esrb Flags that when satisfied make the game to set values to some properties Therefore you can edit that conditions as well as declare Scenes the properties to be set and its values Moreover you are allowed to type a brief concept for each rule as well as a piece of text to be Cutscenes printed in the assessment report m Importance amp Player Nor mal H a Characters H Conversations Concept Advanced Features Fin ip B Timers a Adaptation profiles E C Assessment profiles T o Assessment profile ass aa ssessment rule Af B N Global states E Macros Text to be printed The student s final grade is a C z zs Timed rules Timed rules allow the evaluation of the students taking into account the time elapsed When the initial conditions are satisfied a timer is launched starts counting and it is halted when the end conditions are satisfied Then the elapsed time can be computed and launch a set of assessment effects according to some time ranges Therefore a timed assessment rule can have many effect blocks Each block has a ti
43. e of the new flag meatGrabbed Add flag Delete flag http e adventure e ucm es 39 lt e UCM gt e learning group Editor User Manual You can use this dialog to add and delete flags and variables However if you want to delete a flag first it must not have references at all Besides note that flags definition has some restrictions you must respect no blank spaces are allowed and the first character must be a letter Once the flag has been created you can make references to it Then we can go to our fish item and add a new grab action Remember Expand the node of the item gt Right click on Actions gt Add Grab action After that press on Edit conditions You will get a dialog to edit the conditions Press the button Add condition and you will be prompted to choose a flag and a state active or inactive If you select active the condition will be true when the flag is true On the contrary if you select inactive the condition will be true when the flag is false by default all flags are inactive In our case we select active and the flag meatGrabbed Adventure editor NewTutorial File Adventure Chapters Run Configuration About Script tree model Action e amp Full description of the action j Chapter Title Scenes Cutscenes Conditions of the action eS A Act
44. e place where you want to put the element on the scene that is the x y coordinates and the size of the element However in lt e Adventure gt you can also edit the depth of the element For example let s suppose that we add a table in the scene as set item and we want to see the player behind It means when the player collides with the table it must be painted above the player You can choose which elements will be in front of and behind others providing the depth of the element in the scene z coordinate From now on we will name this the layer defined as the relative position of the element in scenes in regard to other elements To select the element layer you have to go to scene node in the left tree expand it and select Element references When you do it the next panel will appear http e adventure e ucm es 46 lt e UCM gt e learning group File Adventure Chapters Run Configuration About Script tree model Element references ee t 8 Item reference References list Current number of TE First Chapter Id of the referenced item mire 4 B B Scenes EN Library MasterCook Elementr S E Hall gs 0 amp player i Exits Full description of the referenced item 1 amp Rodo Active areas 2 Hallt Barriers and trajectory E Kitchen H E Restaurant nn Conditions of the item reference i PA Set items amp Player g a EES Preview o
45. ed rule Moreover you are allowed to modify the initial state Fields in this panel a Adaptation profiles a Insert statement Delete statement Game state flag statements 1 3 5 3 Set the active profile for the chapter The last thing you need to do when you are done editing an assessment or adaptation profile is to set the active profile on the chapter panel To do this select the root node of the left tree and use the Select buttons you will find below the chapters title and description text areas Adventure editor NewTutorial File Adventure Chapters Run Configuration About Script tree model Chapter 00 t BB p Tide of the chapter Chapter Title Description of the chapter H E Conversations S Advanced Features Timers J Adaptation profiles oN Adaptation profile adapta Ea Adaptation rule 1 na Assessment profiles aS Global states http e adventure e ucm es 56 lt e UCM gt e learning group Editor User Manual 3 6 Active areas The active areas are rectangular portions of the background of the scene with which the player can interact They are very useful if we have rich background images with several items embedded on it or if the game is developed using photos of real scenarios Regardi
46. ement references E E Restaurant Cutscenes Conversations Advanced features The next panel you see will allow you to select the area the exit will occupy You just need to draw a rectangle with the mouse which will be red drawn Do not worry in the game the exit will be completely transparent here is given a color so you can know what you are doing Adventure editor NewTutorial File Adventure Chapters Run Configuration About Script tree model d t Full description of the exit Barriers and trajectory X coordinate 342 Y coordinate 298 Width 170 Height ff Element references o E E Restaurant Cutscenes if LS Advanced Features Then when the player points the mouse over this rectangle the name of the next scene Restaurant will be displayed After a click the player will be situated in the scene Restaurant http e adventure e ucm es 15 lt e UCM gt e learning group Editor User Manual 2 2 3 Initial positions in a scene If you execute the game we have created so far the player would move from the office to the restaurant through the exit When the player appeared in the new scene it will be located wherever the game wants To avoid that disgusting effect we are going to modify the initial position of the restaurant scene You can use the checkbox and the button on the bottom of the documentation panel of the sce
47. ent events in the game e Action cursor Ql a io View cursor Select View cursor Select View cursor Select View cursor Fd This type of cursor is not alowed For current gui Select Just customize a cursor by clicking on its Select button Choose an image and it will be used as cursor Note that not all the cursors are available for both GUIs Visualization gt Select Graphics Configuration This dialog allows us to choose the graphic mode of the game In lt e Adventure gt there are three supported settings The first one which is the default option runs the game in a 800x600 pixels window which is centred on the screen of the user Run in a window The second mode Run with a black background adds a black background to the window which hides the desktop This mode is especially adequate to avoid distractions of the students http e adventure e ucm es 70 lt e Adventure gt lt e UCM gt e learning group Editor User Manua The third mode is only supported on Windows systems and runs the game in full screen mode Nonetheless the resolution will be 800x600 anyway so its use is not recommended in screens with a really high resolution Graphic configuration for the adventure Graphic configuration For the adventure The adventure appears in a window on top of the users desktop Run with a black background The adventure appears in a window with the r
48. er workspace Exports http e adventure e ucm es 8 lt e Adventure gt lt e UCM gt e learning group Editor User Manual 2 Creating my first lt e Adventure gt game Once you have started the application you will see the next picture First of all let s have a look on what you can do here The adventure editor is organized following a simple structure On the left there is a data tree which is used to index all the elements that can be defined in a game When you click on a node of the tree on the right the options you can edit are displayed in a panel Therefore you can use the left tree to add remove access and organize the elements of the adventure You can perform those operations you can use the tree menu on top or by right clicking on the element Then when you select an element you can edit it on the right panel On top of both the menu bar allows you to edit other aspects of the game and will be later explained First let s explain the elements conforming an lt e Adventure gt game Adventure editor NewTutorial File Adventure Chapters Run Configuration About Script tree model Chapter Title of the chapter F hapter Titl f Chapter Title Chapter Title Scenes es Tigers Description of the chapter Books Items Set items amp Player amp Characters 2 Conversations amp Advanced features Assessment file of the chapter x Adaptation File of the chapter x
49. ersation preview MyFirstConversation In addition the options of an options node can be prompted in a random order to the player To get this you only need to activate the option Order options randomly on the pop up menu that appears after a right click on the node This is especially adequate when a conversation is used as a multiple choice test to evaluate the students as it makes cheating harder Graph conversations In addition to tree conversations you can create graph conversations in a very similar way The difference with tree conversations is loops are permitted here Hence you can link a node to whatever other node you want To make this process easier you can move the nodes along the panel so they will not overlap each other http e adventure e ucm es 28 lt e UCM gt e learning group Attaching a conversation to a character Now the conversation has been created you must attach it to a character if you want it to be triggered by interacting with that character This is not the only way to trigger a conversation as there is an effect for that purpose If you wish to do that select the character on the tree You will see there is a node hanging from the character node labeled as Conversation references Use this node to add a new conversation reference Then you only need to select which conversation you want to refer to 2 5 5 The player The player represents the avatar handled by
50. est of the screen in black the users desktop is hidden 6 Run in Fullscreen mode Windows only The adventure uses all the screen realstate available on the system Change player mode Convert to Third person mode Convert to First person mode As you know lt e Adventure gt supports two different kinds of games categorized according to how the player is percetved Using the mode Third person mode you will create adventures where the player is shown normally as in most conventional point and click games like for instance the MonkeyIsland saga On the other hand using the mode First person mode you will create adventures where the player is not shown The games created under this mode will look like the Mys adventure saga and specially devised for photo realism works You can change the current mode of an adventure game by clicking on this option of the Adventure menu Do not be afraid to do so as this process is completely revertible Assets management There you have options to add and delete assets of the different categories directly Remember those are automatically added to the project folder which contains absolutely everything in the game but they are never deleted For instance if you click on Manage image assets you will be prompted with a dialog like this where you can preview the items of the category and delete them or add new ones If you add some using this facility you will be able to se
51. et into the inventory An adaptation rule looks like this Adventure editor NewTutorial File Adventure Chapters Run Configuration About Script tree model Adaptation Rule e gt el Information Chanter Tike Use this section to edit a new adaptation rule In lt e Adventure gt adaptation rules are defined by linking a set of properties of i the Uol deploying the game to a specified state of the game Moreover you are allowed to type a brief description For each rule Description PEA Set items Adapt the game for novice students A Player Characters ves Conversations g Advanced Features Id re 2h Timers Adaptation profiles StudentSkills El Gee Adaptation profile adaptatic E Ia Assessment profiles UOL state a Global states g Macros Insert property Delete property Game State Initial scene optional Office Statements over flags Action HelpBook Insert statement Delete statement Besides you can edit the initial state of the game using the profile http e adventure e ucm es 554 lt e UCM gt e learning group _ lt e Adventure gt Editor User Manual Adventure editor NewTutorial File Adventure Chapters Run Configuration About Script tree model Adaptation rules summary e t Information These are all the adaptation rules specified so Far You can edit whichever by browsing the tree and clicking on the specifi
52. f the element location H 6 Conversations j Advanced features V Show Character references V Show set references Z Show Player In that panel you will find tree sub panels You can adjust the portion of screen each panel occupies by dragging and dropping the split bars Besides you can hide and show them completely by double clicking on them Information and conditions When you select a reference in the preview panel below or the references list night this field appears on the panel on top filled in with the information of the reference The first field is the name and it is not editable To change it you must go to the element edition panel Next you will find the reference documentation You can fill it in freely please note the doc here is not the doc of the element but of the concrete reference The last one is the Edit conditions button which allows you to add restrictions to the reference by flags variables or game states for more details see section 3 1 With conditions you can hide and show an element only in some desired situations Elements preview This sub panel shows how the elements are placed in the scene previewing the elements with the position size and depth they will have in the game To edit how the elements are organized you can modify the position by dragging and dropping along the scene Also you can modify the element s size by dragging and dropping the gree
53. game when you pass the mouse over this element 2 4 3 Add set item in scene In the same manner with the items once you have created a set item it can be referred in other parts of the chapter for example in the scenes In this section you will learn to reference set items in scenes As in section 2 3 you have to go to left tree and select the corresponding node In this case you should select the scene node where you want add set item reference expand it and look for the Element references node The process is equivalent to adding an item reference the only difference is that you should choose Add set item reference option see 2 3 4 section 2 5 Characters A character is an element which the player can talk to Characters usually known as Non Player Characters NPC are like items but with some differences On the one hand a character can be given a set of animations so during the game it looks like a living being On the other the only interactions you can get from a character is to give them objects and talk to them characters cannot be grabbed used or given In this section you will learn to create and edit all the aspects related to characters 2 5 1 Creating a new character The addition of new characters to the chapter follows the same simple rules that items For that purpose there is a node on the tree labelled as Characters Click on it with the right button of the mouse and between
54. ght Animation for speaking up down and right Animation for walking up down and right Animation for the use of objects Please notice that you do not need to specify animations for left directions as the right animation will be mirrored and displayed Besides since version 0 8 lt e Adventure gt includes as well a full animations editor which allows the creation of much more complex animations To run the animation editor you just need to press the Create Edit button that is associated with every animation Nonetheless this is an advanced feature and will be described later on in this manual 2 5 2 Documentation As well as items characters may be attached with some documentation Notice there are two more fields here the dialog colour and the voice For characters you can edit what the text said by the character will look like Specifically you can edit the colour of both the text and the border This is very useful when you have conversations where more than one character takes part so you can differentiate who is speaking thanks to the colour of the line e Adventure editor NewTutorial File Adventure Chapters Run Configuration About Script tree model i Ip Appearance Documentation e t et BEE j Chapter Title Edit font front color poe Pails b a pereettew tat Dine Edit Font Front color Edit Font border color Vista previa This is a preview test line
55. group Editor User Manual 1 Check the adventure consistency Go to the adventure menu on the Windows menu and press the option Check adventure consistency If the adventure is consistent i e there are no mistakes impeding that the engine could read the game you can proceed with the exportation Otherwise you will need first to solve the problems encountered 2 Export the game as EAD file Follow the next process File Menu gt Export project gt Export as EAD file Then type how you want to name the file and select the destination folder and after a while be patient the process can take a bit long the game will be ready to be loaded with the game engine By default the parent folder of the file will be Exports located in the EAD_HOME Adventure editor New project File Adventure Chapters Run Configuration About Script tree model Chapter Q O0 t Title of the chapter Juego tutorial eAd Primer Capitulo aa Juego tutorial eAd Primer Capitulo 9 p Scenes Dida Description of the chapter Books Aqui podemos poner una descripci n del capitulo Items Set items amp Player Pa Chenin Guardar en di Exports H 3 Conversations G Advanced features BE bug_delete_reference ead oy Elementos recientes Escritorio chocolate_re_revisited_000 ead chocolate_re_revisited_00Lead chocolate_re_revisited_002 ead chocolate_re_revisited_003 ead chocolate_re_revisited_004 ead chocola
56. hat appear in the lower part of the editor when one is selected are the following Frame Transition details Duration assets animation Master_Idle_O1 png As we can see it is possible to change the duration of a frame as well as its image When we are editing a slide animation we have a checkbox to choose if the slide is automatically changed when it s time passes or if it must wait for the user to ask for that If we decide to use transitions these appear as a square between each frame Transitions have a duration too as well as an effect The panel for the edition of a transition is as follows Frame Transition details Duraton Where we can change the duration as well as the effect that we can choose from e NONE No effect is used for this transition the previous image will appear until the time is up e FADEIN The previous image fades out as the new image fades in The speed in which the images change depends on the duration e HORIZONTAL The previous image is moved from left to right as the new image appears in the same way e VERTICAL The previous image is moved from top to bottom as the new image appears in the same way At any time while we are editing an animation we can choose to use the Preview animation button to see the result we are achieving The OK button saves the changes and the CANCEL button undoes any changes in the animation http e adventure e ucm es 64 lt e UCM
57. he Preview Play buttons to take a look at the selected assets Conditions of the appearance block Edit conditions Set of slides of the slidescene x lt Select Create Edit View Music of the scene E The first allows you to set a description of the cut scene There you can specify what is for what is it about educational goals etc i e you are free to attach the information you think is relevant The second is just a text field where you can type the name of the scene This name will be used when the player locates the mouse on an exit which leads to this cut scene However both areas are optional you do not compulsory need to fill them The core which you are really obliged to select is the set of slides resource embedded in the Appearance panel Use the select button to deploy a chooser similar to the others you have previously used Then choose a valid slide scene Remember that all the slides of a slide scene as it happened with animations must have the same file name but appending the suffix _dd at the end For instance a set of slides named slides made up of 4 slides will http e adventure e ucm es 230 lt e UCM gt e learning group require naming the images slides_Ol ext slides_O2 ext slides_O3 ext and slides_04 ext respectively where ext can be jpg or png Note all the images must have the same format In addition the lt e A
58. he Monkeylsland or Myst sagas This genre is one of the most suitable for education due to its intrinsic features hence the choice The current release of the platform is version 0 9 which can be downloaded from http e adventure e ucm es In this web page you will find more information and sample games for you to try There are various downloadable versions of lt e Adventure gt Three are platform dependent Windows32 Linux amp MAC Leopard and another one is multiplatform We recommend using the platform dependent versions but anyway the multiplatform version should work fine if you have installed Java 6 in your computer JRE 1 6 0_02 recommended Besides we are dedicating our best efforts to improve our compatibility with MAC OS but it is still under testing We apologize for all the inconveniences and problems you could find in the MAC version All the downloadable versions of lt e Adventure gt located on the web page are mainly a zip file containing the editor and the engine files The editor is the application you need to produce the games The engine is what you need to use in order to play the games Both applications are compiled as java jars hence you only need to uncompress the files and execute the jar contained in it Moreover you will find two bat files for the execution of the applications under Windows OS and sh files as shortcuts for MAC and Linux Please do not remove or move any of the files contained in
59. he third section of the document In such case there is no need to take into account those considerations Once it is clear how to produce valid HTML documents for lt e Adventure gt let s start Suppose we have re implemented the pages described in section 2 6 1 using an HTML editor such as FrontPage obtaining the next document Las grosellas La prosella es ligeramente mas acida que su pariente la prosella negra y se cultiva principalmente para producir mermeladas y platos cocinados en lugar de consumirse fresca En Escandinavia se suele emplear en la elaboraci n de sopas y postres de verano y en Alemania y en los Pa ses Bajos se usa en diversos rellenos para tartas The text presents different fonts and colour settings Now we are going to create a book using this document The first step is to add a new book see section 2 6 1 and select Formatted text book The edition panel of the new book looks very similar to the one described in 2 6 1 Now the right panel supports the basic administration of the pages of the book that is add and delete pages alter their order etc After adding a new one the fields of the page that can be edited are displayed on the left panel Selected page 1 Local file Source of the content Local resource When this type is selected you can provide the content From a local file which will be added to the lt e Adventure gt File F URL When this type is selected you must ty
60. hese fields are defined following the IEEE LOM Learning Object Metadata standard If you have any doubt you can access it following this link http Itsc ieee org wel2 files LOM 1484 12 1 v1 Final Draft pdf You do not need to fill these fields if you don t want The game will be exportable anyway The results of the exportation are a ZIP file which will be saved wherever we decide in our file system However by default the LO exported will be stored in the Exports folder of the EAD_HOME The process to export the game as a LO 1s very simple Go to the File Menu gt Export gt As Learning Object Then you will be prompted to type the name of the learning object your name and the name of your organization and a last parameter which indicates how to execute the game on the student s browser The first field is not especially relevant you can leave the default LO name It is just used by the LMS to distinguish all the learning objects it contains On the other hand the author and organization names are compulsory due to security reasons Those parameters must be at least 6 characters long and must not contain blanks With both parameters the editor will generate a certificate to sign digitally the game so an Internet browser can execute it Finally the check box labelled as The applet runs inside the browser indicates if the game must be embedded into the Web browser if activated or if the game must run on a separate wind
61. ion For instance we can insert two lines The first will be spoken by the player and the other by our character As you see for each line you can change who will say it through a combo box and type the text of the line Dialogue node Hello We are editing a new conversation N Insert line 2 ee New line Delete line MyFirstChar Edit audio u Estefe Delete link Synthesize option http e adventure e ucm es 26 lt e UCM gt e learning group Editor User Manual Now we want the player to choose between two options Then an options node must be created and linked to the current node To do that click with the right button on the node and select Add option node Once you have done that you will see a new node with the text O drawn inside hanging from the first node This now is not a terminal node any more as there are other nodes below it hence a D is drawn inside instead of the initial T To add options in this node select it do right click and select Add options node You will see in the panel below a new line has been created along with a new dialogue hanging to the options node If you select that option line the node to which that option leads will be blue outlined Now we type the text of the option which will be drawn in the list of options and said by the player when selected For instance we type This is your first option Now we create
62. ions a Effects Conditions Add condition Conditions Main block Select the type of condition and then the fields appropriate For such type Main block of conditions Flag name Value active inactive Flag Var Comparison Function Fields of the Flag meatGrabbed w Note that the combo box containing the flags is editable Therefore you can type the name of the flag If this does not exist yet it will be automatically created so you do not really need to create it previously 3 1 2 Variables The flags system allows us to define the narrative flow in our videogames However the use of flags becomes really arduous in several situations For instance guess we want to limit to three the number of times a player can carry out a specific action be it to examine the item Book To remember those numbers we should define a flag for each possible value 0 1 2 amp 3 in this case For that reason lt e Adventure gt also includes variables The intuitive notion behind variables is that they are elements with a numeric value 0 by default This value can be modified during the course of the games To add a condition on the value of a variable we http e adventure e ucm es 40 Valalatatatatatatatatatatala a a a a a a a a a a A a a a a a a A A a a a a a a a a A a A a a a a a a ae a a a a a A a a a a eee a a a a a a a a nae a eee a a a a m
63. ive a brief explanation of what berries are Let s start adding a new title paragraph For instance we will type as a title the text This is the title of the book Adventure editor NewTutorial File Adventure Chapters Run Configuration About Script tree model Se t Selected paragraph None List of the available paragraphs J Chapter Title Use these fields for the edition of the selected paragraph number of paragraphs 0 Scenes Book paragraphs Cutscenes Books O Zs Title paragraph Items Set items amp Player E e Characters No paragraph was selected 63 Conversations 5 Advanced features tj Preview of the book NOTE This is a low quality preview of the book the real appearance in the game may vary The berries The second step is to create a Text paragraph Here we type the text we want to include for instance an extract obtained from Wikipedia about berries At last we add the image the image paragraph Here we can specify which image we want to be drawn In our case we select the image of a cup of berries http e adventure e ucm es 31 lt e Adventure gt lt e UCM gt e learning group Editor User Manual Adventure editor NewTutorial File Adventure Chapters Run Configuration About Script tree model Contents Doc amp Appearance p So ooa Selected paragraph 3 Image p
64. lect them in the editor when a chooser is prompted by clicking on the project folder on the bottom left only on Windows http e adventure e ucm es 71 lt e UCM gt e learning group Editor User Manual Image assets Preview of the image book red 200x143 png dish_fish 300x142 png fish 300x90 png Fruit_cup Full 250x337 png meat 300x137 png Chapters menu Use this chapter to change the current chapter you are editing add chapters delete chapters or edit the flags involved in the chapter Run Menu This menu is a shortcut for the execution of the games without the game engine You can run the lt e Adventure gt games by clicking on the Normal Run option of the menu or pressing the combination of keys Ctrl R Configuration menu This menu allows you to customize some aspects of how the editor looks like Those are Show item references by default If selected when you see the preview of a scene you will see all the item references Show character references by default If selected when you see the preview of a scene you will see all the character references Show set item references If selected when you see the preview of a scene you will see al the set item references Show start dialog If you deselect this option the next time you run the editor Set Language Use this menu to change
65. lides can be played to provide information or explanation at some points in the game Useful since it allows to change the scene without using an exit Allows pseudo random behaviours in the adventures implement 45 lt e UCM gt e learning group Editor User Manua coming back to the last visited navigational environments when scene you cannot know which is the next scene to visit a priori Launch macro Launches a macro set of Facilitates the reutilisation of the effects effect blocks 3 1 9 Macros Finally lt e Adventure gt supports the creation of groups of effects macros These groups of effects are given a unique ID so you can make references to them at any point which eases the maintenance of the games and the reuse of the effects To create a macro go to the Advanced Features node gt Macros gt Right click gt Add macro Then type the ID and the macro will be created There you will be able to add and remove effects as for any other effects block of the game You have only one restriction you will not be able to add a Launch Macro effect to trigger the same Macro you are editing To launch the macro just use the Launch macro effect from any other effects block in the game 3 2 Organizing the elements in the scene Layers All along this document you have learnt to instantiate items set items and characters in the scenes Usually this process consists mainly of setting th
66. ll have a brief look on this As you see there are four fields for you to fill The first one allows you to specify a complete specification of what the item is The other three will be used to display info about the item in the game The name is the piece of text that will be displayed over the cursor when it is on the item The brief description will be displayed when an item is looked and the detailed when it is examined http e adventure e ucm es 19 lt e UCM gt e learning group Editor User Manual 2 3 4 Adding an item in a scene Once an item has been created you can refer to it wherever in the chapter For instance you can make the item be present in several scenes Now we will learn how to place those items in the scenes The first step is to select the node of the scene in the tree Then expand its node and you will see a node labeled as element references which is initially empty After doing right click on it you can add an item reference to the scene You will be prompted to select which item you want to refer to displaying a combo box with all the existing items in the chapter In our case we must select Book and press ok Now we just need to click on the preview of the scene to select the position where the item must be Adventure editor NewTutorial File Adventure Chapters Run Configuration About Script tree model Item reference t 4 B Id of the referenced item
67. me range which determines if the effects of that block must be triggered That is if the elapsed time is within the range the effects are triggered Otherwise the next effect block if any is checked If the elapsed time is not within any of the ranges the rule has no effect on the evaluation of the student http e adventure e ucm es 53 lt e UCM gt e learning group Editor User Manual j Adventure editor NewTutorial File Adventure Chapters Run Configuration About Script tree model Assessment Rule Information In this section you will be able to edit a temporized assessment rule These are similar to assessment rules but they count the time between two events defined by the sets of initial and end conditions These rules support various effect blocks so depending on the time range where the elapsed time fits the effect block will be different Importance 3 H Characters End of the game Conversations Advanced Features Conditions D pom N i Cd Assessment profiles o B Assessment profile as Effect Eo Assessment rule Effects browser Time gap Timed rule TimedA a Min time 120 Max time O dus Text to be printed The player needed more than two minutes to complete the game i List of properties All the effects of the different assessmen
68. mple when we choose an image the following panel appears showing the preview of set item File Adventure Chapters Run Configuration About Appearance Documentation Appearance to be previewed Appearance 1 Appearance In this panel you can edit the appearance of the element In e Adventure you can create different appearances for visual elements Therefore the appearance will change according to the conditions specified for each block Use the Examine buttons amp Set items to select assets for the element and the Preview Play buttons to take a look at the selected assets or Conditions of the appearance block Sol HallTableFront Player gf Characters m Imagen del objeto H 4 Conversations E3 Advanced features x poopie seu ev ene Graphical preview of the set item http e adventure e ucm es 22 lt e UCM gt e learning group As you see we have added a table If you introduced a non descriptive id you can change it in the same way that we described in 2 3 1 section 2 4 2 Information It is possible to attach a determinate documentation to a set item As you can see in main panel in the information tab there are two editable fields for user information The first one allows you to give a complete specification of the set item The second one allows you to give a noun for the set item but as opposite to objects it will not be used during the
69. my d New project 1 T tulo de la aventura Elementos J New project 2 amp New project recientes J New project 3 d Nuevo archivo C Users Javier workspace Projects New project Complete path J Prueba Opened yesterday Escritorio amp Prueba2 Description of the adventure Una Carpeta File Descripci n de la aventura Esta es la a UnaPrueba eS x EN a d escripicion qu aparecer en la Juego i pantalla de carga del motor Documentos Una Carpeta Player mode 3rd or 1st person A Current mode Equipo File ist person When this mode is selected the player is not painted in the game as if the UnaPrueba user were directly embedded in the game This mode is suitable for the production O I Cancel of Myst like adventure games UnaPrueba Nombre de archivo Archivos de tipo Project folders and lt e Adventure gt Files ead Exporting a project as an ead file As it has been previously mentioned the basic work unit in the editor is the Project However a project may contain hundreds of files which can harden the delivery of the games to the students Thus the game engine loads the games as ead files which are just simple zip files containing all the resources of the adventure Therefore you need to follow the next steps in order to export a project as an ead file http e adventure e ucm es 6 lt e UCM gt e learning
70. n Guess we are defining a game in which we have two items a piece of meat and a piece of fish The point is we want that the player could grab the fish only after have grabbed the meat In our adventure such condition is translated into the flags language we must define a flag meatGrabbed which is false all the time until the meat is grabbed From that moment the flag will get its value set to true and therefore the fish will be accessible to the player Let s track the whole process from the beginning First we need to add a new flag To do that go to the Chapters menu on the menu bar There select the option Edit chapter flags You can perform this operation also pressing Ctrl F A dialog like the one below will be shown Press on the button Add flag and type meatGrabbed Then press ok and a new flag with 0 references will be created e Adventure editor NewTutorial File Adventure Chapters Run Configuration About Script tree model Appearance Documentation t Appearance to be previewed IE Chapter Title Appearan Scenes Flags amp Variables Cutscenes T Books iy Xy ent appearances for visual elements 4 Items Flag Variable the Examine buttons to select assets For the E Book E k Set items Flag name References amp Player Characters gt 63 Conversations 5 Advanced features Flags Please specify the nam
71. n square you will find on one of the corners of the element In addition at the bottom of that panel you will find several check boxes Show set items references Show character references etc to select what kind of elements must be included in the preview items set items characters and player If some elements disturb your vision when you are editing the scene you can remove it temporally It is important to emphasize that this changes only affects at this panel all added references will be shown in the game http e adventure e ucm es 47 Valalatatatatatatatatatatala a aatatatatatntatatnaaaa a aanaatnananna aa a a a a a a a a a a a a A a a a a a A a a a a a eee a a a a a a a a anaemia nana manne a a a a a a a n a a a a a a a nae lt e UCM gt e learning group Editor User Manual References list The references list you find on the right of the panel shows all the references and the player of the scene ordered according to their layer The idea is that the lower an element is in the table the more they are at the front That is elements at the bottom of the list with lower depth are painted before the other elements In short if you want an element A to be in front of an element B make sure that element A has a greater layer for instance 5 than the element B for instance 2 In this panel you can add or remove references using the and buttons To change the layer of the elements i e the order
72. nd and we must try to limit their number as much as possible to reduce complexity and then lines or sides between them There can be loops although in that case we cannot be sure that the path chosen by the player will be the best one from one point to another http e adventure e ucm es 58 lt e UCM gt e learning group File Adventure Chapters Run Configuration About Script tree model Barriers and trajectory ee t B B Information The barriers are transparent rectangular objects defined in the scenes Those rectangles block the movement of the player when r the conditions are validated as true The trajectory is a set of nodes and sides that limit where the player can be and how he can ag get form one point to the other ae ra Ce 4 48 Element references c E Kitchen H E Restaurant H E Workshop Cutscenes Books S Advanced features Show Character references E Show Exits Show Trajectory As we can see in the last figure we have a set of tools just over the preview of the scene that we will use to edit trajectories and barriers The tools are in this order e Edit nodes It is used to edit nodes select move and rescale as well as the creation of new nodes by clicking in an empty space e Edit sides It is used to create new sides or paths between nodes To use this tool you must first select one node an then the other e Select initial node
73. nditions of all the next scenes added The first next scene satisfying all its conditions will be used http e adventure e ucm es 38 Valalatatatatatatatatatataa a a a A a a a a A a a a a a A A a a a a a ae a a a a a a a a a a ae n a a a a a A a a a a ee a a a a a a a a n nna a ee ee nana manne a a a a a a a n a a a a a a a anaes lt e UCM gt e learning group Editor User Manual 3 Perfecting my first lt e Adventure gt game Advanced Features Now you have the knowledge required to start creating lt e Adventure gt games However lt e Adventure gt supports further features enhancing the capabilities of the lt e Adventure gt games In this section we will learn these features 3 1 Conditions and effects So far we have learned how to create and edit the elements of an lt e Adventure gt game However a couple of items characters and scenes do not make a game To do so you need to drive the story of the game achieving a narrative behavior In lt e Adventure gt the story is driven by flags and variables Flags are like lockers defined by the designer of the game which at any time can be evaluated as active or inactive just as a locker can be locked or unlocked Variables are entities that are assigned an integer value at any time In this manner we can define flags and variables and establish conditions on the value of these flags and variables Let s go through this with an example 3 1 1 A simple conditio
74. ne to get a preview of the scene and select the initial position of the player by simply clicking on it The first step is get the Restaurant node selected on the left tree Then go to the documentation tab and activate the check box Use a default initial position in the scene Then click on the button below l Adventure editor NewTutorial File Adventure Chapters Run Configuration About Script tree model Documentation eo 8 t p O Full description of the scene JE Chapter Title B Scenes i Office Me frestaurant Exits Active areas fi Barriers and trajectory i Element references Cutscenes Name of the scene Books Items BA Set items amp Player Use trajectory amp Characters Use trajectory Conversations E Advanced features Default initial position For the player Edit the default initial position of the scene The player has painting layer 7 Allow to choose the player s layer Then you will see a preview of the scene Click on the position you want the player to appear on and the player will be drawn there each time the scene is rendered The next image depicts that assuming you have already edited the player which in our case is a chef Adventure editor NewTutorial File Adventure Chapters Run Configuration About Script tree model Documentation t B amp Full description of the scene E Chapter Title
75. ng the interaction with active areas those are just as items which are embedded into a single scene Their area can be delimited as for exits and contains the same descriptions and actions that items Adventure editor NewTutorial File Adventure Chapters Run Configuration About Script tree model 7 Active area Conditions of the active area X coordinate 539 Y coordinate 397 Width 164 Height 127 of fi Barriers and trajectory y Element references 7 ial Restaurant Cutscenes Books ey Conversations Advanced features Q Timers Adaptation profiles B Adaptation profile adapta Ea Adaptation rule 1 m Assessment profiles SS Global states 6 3 7 Trajectories and barriers NOTE The barriers and trajectories are only available in the Third Person mode The barriers are just like the exits and active areas rectangular regions that are defined in a scene The barriers have a very specific functionality stop the player the other characters aren t affected by barriers from going through a region The barriers have a set of conditions in such a way that when a barrier with its conditions active is in the way of the player while he is moving he stops right before it If the barriers conditions are no longer satisfied it disappears To edit a barrier we follow the same process as for any other element We must first add a new barrier to the scene and then we move and resize
76. ns Main block Main block of conditions Comparison Function Ps tive Conditions Conditions Either black 1 x Either block of conditions 1 Comparison Function eggsGrabbed http e adventure e ucm es 42 lt e UCM gt e learning group lt e Adventure gt Editor User Manual 3 1 5 What you can do with conditions So we know how to define conditions You can use them in almost all the contexts changing the behavior of the game For actions items and active areas For conversations characters For scenes For barners to force a barrier to block or unblock the player go through it depending on a group of conditions To change where you will go when pressing on an exit You can define several next scenes for an exit and the first whose conditions are satisfied will be picked For item set item and character references Hence the elements present in a scene will be allowed to change during the game To adapt the appearance of an element All the elements in lt e Adventure gt allow you to create different Appearance Blocks The resources used for each appearance block will be different Then when an element is displayed the appearance used will be the first which conditions are satisfied For instance we can do so to put our fish on a plate in a certain moment of the game by using two different images Appearance Documentation Appearance Documentation
77. nt _bg jpg Escritorio X Preview of the background Documentos A Equipo http e adventure e ucm es 13 lt e UCM gt e learning group Editor User Manual After that the scene is previewed in the panel Adventure editor NewTutorial File Adventure Chapters Run Configuration About Script tree model Appearance Documentation o jB Appearance to be previewed JE Chapter Title Appear ance 1 5 Scenes Appearance a EE g Cutscenes In this panel you can edit the appearance of the element In e Adventure you can create different appearances For visual Books elements Therefore the appearance will change according to the conditions specified For each block Use the Examine buttons Items to select assets for the element and the Preview Play buttons to take a look at the selected assets Conditions of the appearance block gp Characters ined C ti 5 onversations Background image of the scene Advanced features J assets background hall_bg ipa Foreground mask for the scene 94 assets background hall_fa ipg Music of the scene E a Preview of the complete scene In the scene you can also define exits active areas barriers and trajectories and references to items set items ot characters Exits are just simple transparent rectangles that when are pressed with the mouse leads to another scenes We will take up again this poin
78. nventory is not visible everytime so the user can bring it up whenever he wants Next you will see an example of the same game using Traditional GUI first and then Contextual GUI Traditional GUI http e adventure e ucm es 68 e Adventur e gt lt e UCN group Editor User Manual E Talk to This kind of GUI is very similar to the first point and click adventure games of LuscasArts At any moment of the game there is a panel covering the bottom of the screen where you can select what you want to do actions using the buttons on the left and your inventory is presented on the right Contextual GUI As you see in this case the GUI panel is not always shown On the contrary if you point your mouse on an item or character you will see its name and the cursor will change Then you know there is something you can do with it If you click on it the different options will be displayed there as small icon buttons The inventory is only displayed when you point the mouse overt the top or the bottom of the screen http e adventure e ucm es 69 lt e UCM gt e learning group Editor User Manual Visualization gt GUI Customization lt e Adventure gt lets you customize some aspects of the graphical interface For this release you can only customize the cursors used in the game but soon new functionalities will be added el GUI Customization Here you can customize how the mouse looks For differ
79. oeo r BEBE J First Chapter Id of the referenced character o Scenes Rocio ii Library G E Hall Full description of the referenced character D E Exits fi Active areas _ E A Barriers and trajectory Eg Element references Ref HallTableFront Bret Rocio Ref MasterCook Conditions of the character reference il Kitchen 2 Restaurant H E Workshop Position of the item reference Oe X coordinate 607 Y coordinate 537 Show set references Show Trajectory The influence area of the NPC Rocio is the green shadow around the image The character will be able to talk to this NPC from any point in the trajectory inside this area 3 8 Timers Timers allow us to trigger an effects block periodically Its usage is very simple 1 When the znztal conditions are satisfied it starts counting 2 While the end conditions the effects block is triggered each Time seconds The parameter Tizze is obviously configurable 3 Once the end conditions are satisfied the count ends and the post effects are triggered If we only want to get the effects block triggered once you can just include an activate effect in the effects block that activates the flag endTimer Then include the condition endTimer active on the end conditions Define timers carefully A common mistake is to define a timer with no end conditions An empty set of conditions is always evaluated as true so as so
80. of a scenario where items and characters are placed These are cut scenes pieces of media documents which are full screen displayed when the player reach them and which lead to other scenes or cut scenes when they are done These cut scenes are of two kinds slide scenes and video scenes As you can imagine the first is a set of images which are displayed one after the other as slides and the other is just a video in MPG MOV or AVI format 2 7 1 Slide scenes Let s begin creating a new slide scene This is as easy as creating new elements have been so far Hence perform a right click on the node Cutscenes and select Add slidescene Select a valid id for the slide scene and then you will get a panel on your right like the one below Adventure editor NewTutorial File Adventure Chapters Run Configuration About Script tree model Cutscene C6 f Full description of the cutscene f Chapter Title Scenes B g Cutscenes E Books H A Items Set items amp Player E Characters H 3 Conversations E 5 Advanced features Name of the cutscene Appearance to be previewed Appearance 1 Appearance In this panel you can edit the appearance of the element In e Adventure you can create different appearances for visual elements Therefore the appearance will change according to the conditions specified For each block Use the Examine buttons to select assets For the element and t
81. of rules defined as conditions over the set of flags and variables of the game When those conditions are satisfied the rule triggers some effects oriented to adapt the learning experience in the first case and to produce and assessment report in the second case The key behind the edition of the profiles is that you can have several assessment and adaptation profiles for each game for diverse audiences and contexts Besides each chapter can have its own assessment and or adaptation profile To edit all these features you must go to the Advanced features node on the left tree 3 5 1 Assessment profiles Let s start by creating a new assessment profile Expand the Advanced features node and then go to the Assessment profiles node gt Right click gt Add new assessment profile The editor will ask the name of the xml file which will store the profile profiles are stored separately to the definition of the chapters Then we are ready to edit the profile As the next figure depicts the main panel of the profile has a section on the top where we can tell the game engine to show the assessment report to the student as feedback when the game is completed In addition when this option is selected we can activate the next option which will tell the engine to send the report via e mail usually to the teacher Due to privacy reasons the assessment report cannot be sent via e mail if the student does not agree with it http
82. of the global state desired This condition will be evaluated as true when the global state is true that is when its block of conditions is evaluated as true 3 1 4 Either conditions blocks As you would have noticed in the conditions dialog there are three buttons Two of them are very obvious as they allow you to add and delete conditions The third one labelled as Add either condition block will add a new tab next to the current one Main block Each tab is a block of conditions that must be true to consider the block is true The condition will be true when at least one of the blocks is true blocks are evaluated using the or logic operand That is useful to create conditions depending on several flags If some of the flags must be active or inactive at the same time they will be located on the same block and conditions If only one of them needs to be active or inactive you will add them in different blocks or conditions Let s give an example Guess we have an item Meat which can only be grabbed if the item Fish has already been grabbed and the iten Milk or the item Eggs has been grabbed or both 1f when these four items are grabbed the flags meatGrabbed fishGrabbed milkGrabbed and eggsGrabbed are activated respectively the condition which models this behaviour will have two either blocks and will look something like this Conditions Conditio
83. om the scene Puts an item in the inventory Cancels the default action Makes the player to say a single line Makes a character to say a single line Displays one of the books defined in the game Plays the selected sound Plays a new animation Makes the player to go to the selected position x y Makes the selected character to go to the selected position x y Triggers conversation the selected the selected Triggers conversation Changes the current scene Depending on a given probability the game engine decides the effect to launch from a list of two effects lt e UCM gt e learning group A typical use for this effect is to make objects disappear when they are grabbed Typically used when objects are grabbed Use it when you do not want an item to be grabbed for grab actions or to avoid an item to be consumed when it is given to a character You can use this kind of effects when an action is forbidden You can use this kind of effects when an action is forbidden This effect can be used to provide some information for a limited period of time Can be used to produce sound effects for actions as those sounds are played once Can be used to trigger sets of slides A typical behavior in adventure games characters and players move while speaking You can use this effect to provide interactive guidance at some points in the game A video or set of s
84. on as the timer is triggered the end conditions will be evaluated as true and then the timer will end without triggering any effects in the game http e adventure e ucm es 60 lt e UCM gt e learning group Editor User Manual Adventure editor NewTutorial File Adventure Chapters Run Configuration About Script tree model Documentation of the timer Se 8 amp 9 ce Documentation of the timer j Chapter Title Scenes c i Office il Restaurant Cutscenes Books t Items Set items amp Player p40 4m 0s E f Characters Conversations a 5 Advanced E Conditions to start the timer F amp Timers Petit iiteconcitions sss Q 4 Adaptation profiles Conditions to stop the timer H Assessment profiles aS Global states Coo Edtendcondtions O OE A Macros H A Effects to be executed if the timer expires Edit effects Effects to be executed if the timer is stopped Edit post effects 3 9 Custom actions By default the player can only use a limited number of predefined actions for each object grab examine and use for each NPC examine talk and use with and for each active area grab examine use and use with Using custom actions we can extend the way the player interacts with his surroundings by adding a completely new set of actions This as good a time as any to remind you that for evident reasons if you play around with the Tr
85. oo a corporate e mail server etc The next two fields usually match to the username and password we use to access our e mail mail box To add new rules we only have to right click the node Assessment report There are two kinds of assessment rules Assessment rules and timed rules Assessment rules An assessment rule has the next fields Importance By default it will take the value Normal Other accepted values are Very ow low normal high and very high Concept Short description of the concept which tries to evaluate the rule For instance Basic cooking skills Conditions The set of conditions that must be satisfied in order to trigger the effects of the rule The typical use is to define the conditions of the rule depending on a flag which is activated when the student performs an action Text This text will be written directly on the assessment report just below the Concept which is written in bold format For instance here we could type The student does not marriages properly the meat and the sauce Properties Each property is a pair attribute value When the conditions are satisfied the attributes are given such values The typical use is to compute the final grade of the student These properties will not be written onto the report but sent to the LMS if possible so the server can process and attach the results to the profile of the student http e adventure e ucm es 52 lt I lt
86. oring tool You can use Microsoft Word Open Office FrontPage or any other tool that supports the creation of RTF Rich text format or HTML documents Those documents will be used as pages so then the pagination is not managed by the engine However the present lt e Adventure gt release has embedded a simple HTML editor Then you can use it to modify and create your HTML documents as section 3 describes Let s give a better explanation using an example Go to the left panel find the Books node and add a new book following the same process for other elements Then you will be prompted to select between two types Simple content books and Formatted text books Select the first option and you will see a panel like this http e adventure e ucm es 29 lt e UCM gt e learning group Editor User Manual Adventure editor NewTutorial File Adventure Chapters Run Configuration About Script tree model e 8 t Selected paragraph None List of the available paragraphs J Chapter Title Use these fields for the edition of the selected paragraph Current number of paragraphs 0 a Book paragraphs Cutscenes 5 Books B Items No paragraph was selected SE Conversations Advanced features preview of the book NOTE This is a low quality preview of the book the real appearance in the game may vary
87. other options Add NPC is displayed Press on it type the id for the character and a new character will be created The main difference you will realize comparing characters and items is characters allow much more assets to be specified Those assets are the animations that are to be displayed in different situations This will give the character the impression that he or she is truly speaking grabbing something When we come to animations in lt e Adventure gt we must give some details Firstly take into account that an animation in lt e Adventure gt is a succession of images that will be drawn one after the other To identify which JPG or PNG images compose the animation and in which order they must be drawn you must create those images with the same name but appending the suffix _index where index is the two digit number that specifies the order in which the image must be displayed For instance an animation called characterTalkine made up of 5 jpg images will need to get its files named as characterTalking 01 pne characterTalking 02 pne characterTalking 03 pne characterTalking 04 pne and characterTalking _05 pne respectively 2 NPC is the acronym of Non Playing Character http e adventure e ucm es 23 lt e UCM gt e learning group Editor User Manual Specifically the animations you can edit for characters are Animation for looking up down and ri
88. ow on top if the checkbox is deactivated http e adventure e ucm es 50 lt e UCM gt e learning group When these fields are filled press OK and then select the folder where to export the game and the file name 3 4 Exporting games as self contained Java ARchive files JAR Another interesting feature of lt e Adventure gt is that it supports the exportation of the games as Java ARchive file In this manner both the lt e Adventure gt engine and the game as packaged as a single JAR file which can be executed on your system by doing a double click The only requisite is to have installed the Java Runtime Environment at least version 1 6 0_02 on your system This eases the distribution of the videogames when there is not a LMS to centralize the process The process to export the game as a JAR file is very similar to the one described in the previous section Go to the Fie Menu gt Export project gt Export as standalone jar based game Select the target folder and the file name and after a while the jar file will be created 3 5 Adaptation and assessment profiles Two of the most popular trends in online learning nowadays are how to adapt the learning experience to the needs of each student known as adaptation and how to track and assess that learning experience Thus lt e Adventure gt supports both features Those characteristics are defined through Adaptation and assessment profiles Each profile is a set
89. pe the URL containing the content Note therefore the page will be available as long as the URL is accessible Path of the Selected asset b 4 Select Create Edit Edit margins http e adventure e ucm es 39 e learning group lt e Adventure gt lt e UCM gt i Editor User Manua As the figure above depicts we can choose between two different sources to retrieve the HTML document from The first option is to include the HTML document as local resource supposing that the file is in our system If we select this option which is the default option the selected file will be automatically copied to the project folder On the other hand we can provide the editor the URL of the document The advantage of this approach is that the document does not have to be compulsory in the system as it can be placed wherever on the Internet Hence if the document changes there is no need to update the game as it is retrieved online every time the game is launched Under the radio buttons we find the utilities to select the path URL of the document create a new one or edit the existing one only for local resources The left icon will turn into a green tick if the document is correct and a red cross otherwise This is especially useful when the source of the document is a URL Finally at the bottom there is a button Edit margins which is useful in order to adjust the layout of the page If the button is pressed a dialog
90. r open existing projects Creating a new project Since lt e Adventure gt 0 5 the games are managed as projects which are just folders containing all the assets of the game To get the games running in the game engine firstly we will need to export the projects as ead files To create a new project you just need to press the Create new button Then you will be prompted to introduce the name of the root folder of the project and its parent folder by default this folder will be Projects a folder contained in the EAD_HOME You must take into account that the name of the folder can only contain numbers characters blanks and the following symbols 6 _ Any other characters such as amp o are completely forbidden in the name of the projects http e adventure e ucm es lt e UCM gt e learning group Editor User Manual Two different types of projects can be created with the editor each represented by a graphic motif in the dialog Those will lead to the creation of adventure games properly talking Why two different icons for an adventure game The answer is easy lt e Adventure gt is devised for the development of two kinds of games For simplicity from now on we will refer to both types as Monkeylsland like games which will be named Third Person Adventures and Myst like games which will be named First Person Adventures The main characteristics of both types are Third Pe
91. rson Adventures The player is represented by an avatar which is drawn onto the game all the time It needs some time to go from place to place and when he speaks the text is displayed just over his head First Person Adventures There is no avatar for the player The player explores the game himself and transitions between scenes are instantaneous Usually these games are designed using photos to configure the scenes Hence the player interacts in first person with a very real looking world in which you can turn or go back in the scene bi clicking left right down etc Loading an existing project an ead file or a recent project You can use the start dialog to find and load files and projects Besides you will find a list of recent projects for your convenience By default the Open Dialog will be pointing to Projects which is in the EAD_HOME This folder is devised to hold all the projects but you can place them where you want in your system however you must always consider the name restrictions aforementioned To open a project you will need to select the folder of the project and press on Open Besides this tab can be used to import ead files as a new project or Welcome to the lt e Adventure gt editor x Welcome to the lt e Adventure gt editor New Open Recent New Open Recent Buscar en di Projects m E9 EE Opened today Adventure data t a New project i File Title of the adventure
92. s The text to display when the cursor is over an exit and the image of the cursor as well The usage of custom cursors is as follows In first place the Next scene structure is checked In case it contains text label cursor personalization those values are retrieved and used when rendering the scene If not the http e adventure e ucm es 65 raaa a a n a n n a a a a a a a a a a a a a a aaa A a a a a A ana a a A a a A nana eee nana eae aaa nana eee ee aman aaa a a a a a a nana ae a a aay lt e UCM gt e learning group Editor User Manual whole Exit is checked If the game engine does not find personalized data there it will next check the custom cursors of the adventure see next section At last if no custom cursors are found at all the game engine will use the default cursor and the name of the scene to go Exit Advanced options Information Here you are allowed to customize the look of cursor shown when the mouse is over the exit as well as the text displayed Initially the default cursor is shown and the text displayed will be the name of the scene you will get through this exit so it is not compulsory to specify those values However you can customize both cursor and text For the exit general case and For each next scene The text or cursor edited For the exit will only be used in case it was nok customized For the next scene Displayed text on the exit Customized text Go to restaurant Cursor Cur
93. sor preview 7 Customized cursor gt lt qui cursors burger png 3 12 Other options In this section we describe how to use the menus of the menu bar to customize further options of the lt e Adventure gt games File menu This menu provides conventional options to save load and create new lt e Adventure gt files Adventure menu This menu provides options for the edition of general data of the adventure Those options are next described Check adventure consistency This option of the menu generates a report with all the incidences that will prevent the game to be executed For instance an aspect that will lead to invalidation of the file is to keep a scene with no background http e adventure e ucm es 66 lt e UCM gt e learning group Editor User Manual Adventure editor NewTutorial File Adventure Chapters Run Configuration About Script tree model O0 t B E l Adventure consistency ae namai T The adventure is inconsistent and will be unplayable until the Following errors are solved Chapter Title gt gt Scenes gt gt SceneId gt gt Resources block 1 gt gt The indispensable asset background is not linked to an asset Edit adventure data Provides a dialog for the edition of general data of the game That is a title and a description Besides it displays information about the current mode of the game player visible or transparent
94. t later on when we know how to create items set items and characters For now let s see how to create an exit to link the scene with other scenes 2 2 2 Linking scenes adding a new exit We need to create exits if we want scenes to be connected Otherwise the player will be trapped in the same scenario all the time Suppose we have two scenes the one we created in the last section which have been renamed to Office and a new one called Restaurant As you see our office has a door which is opened We can use that graphical feature to link the scene with the restaurant so when the player clicks there moves automatically to the restaurant The first step is to press on the node Exits which hangs from the node of the scene Perform a right click and select Add exit Then you will be prompted to choose which scene you want the player to move to In our case it is the scene Restaurant http e adventure e ucm es a Seaver oo a Fn e learning group Editor User Manual Adventure editor NewTutorial File Adventure Chapters Run Configuration About Script tree model Exits o t 4 Information The exits are areas defined in the scenes From which the player can access to other areas When the player moves to an exit it can travel to another scene or cutscene depending on the next scene that is defined and active in the exit Active areas Barriers and trajectory i El El
95. t rules are written onto two assessment reports The first report which is XML based can be sent to a LMS while the second is HTML based and can be used as a source of feedback for the student or as a report for the instructor see figure below Incorrect food combination 0 0 14 Tries to grab the fish before the meat is grabbe End of game 0 10 32 The player has completed the game successfully http e adventure e ucm es 54 lt e UCM gt e learning group Editor User Manual 3 5 2 Adaptation profiles The adaptation profiles are generated analogously to the assessment profiles This allows the automatic adaptation of the learning experience according to a set of external properties which are delivered from the LMS usually when the game is launched The game engine checks the status of these external conditions at the beginning of the game and when the values of the properties match the ones defined in the adaptation profile some flags are activated or deactivated to adapt the game accordingly A typical example of adaptation is the one in which the difficulty of the game is gauged according to an initial categorization of the skills of student e g novice intermediate expert Then we can associate with the game editor that if the property KnowledgeLevel of the LMS has the value Novice the flag NeedsBackgroundReading is activated and as a consequence a special book is unlocked and s
96. te_re_revisited_005 ead chocolate_re_revisited_006 ead chocolate_re_revisited_007 ead chocolate_re_revisited_008 ead F Documentos T Equipo test_mail ead test_mail2 ead tutorial_00Lead a U d es bem a a A Nombre de archivo Red Archivos de tipo lt e Adventure gt Files ead Importing an ead file as a new project You can also import EAD files as new projects Just follow the next steps Fue menu gt Import gt Import game as new project Use the file dialog that will appear on the screen to select the EAD file to import After that you will see another one to select the folder of the new project Then the game will be decompressed in the folder and the project will be loaded Running an adventure name with the game engine As it has been previously mentioned the lt e Adventure gt game engine can only load the games as EAD files To get the game engine running you just need to follow a process which is completely analogous to the execution of the game editor You will get a dialog like the next one This dialog allows us to explore folders and select the adventure we want to launch http e adventure e ucm es 7 lt e Adventure gt lt e UCM gt e learning group Editor User Manual By default the contents of the Exports folder will be shown on the screen for convenience of the game authors To change the current folder use the
97. th the right button on the conversations node of the tree type the id of the conversation and you will be ready to edit it The conversation will be drawn as a set of nodes painted as black circles which are linked to other nodes There are three types of nodes Dialog nodes Those nodes contain a set of lines which are spoken by the player or a character in the order specified Option nodes http e adventure e ucm es 25 lt e UCM gt e learning group Those nodes contain some options to choose one when the conversation reaches that node The option selected will be the next line spoken by the player and it will move the conversation from this option node to other node Terminal nodes Those are dialog nodes The only difference is that those nodes cannot be linked to any other as the conversation will end when they are reached after the dialog they contain has been completely spoken Let s start editing the conversation You can select whatever node you have already created by left clicking on it Then its outline will be drawn red instead of black and the fields you can edit will be displayed on the bottom With the right button of the mouse you can display options to link in different ways this node to others For instance we will select the single node you have when the conversation is created You will notice it is terminal as a big T is drawn inside Then we use the Insert line and
98. the object or character and is only editable when the scene has trajectories However this is an advanced features and thus it is described in the section Trajectories and barriers in chapter 3 2 4 Set items The set items are merely decorative as the player cannot interact with them Let s see how to create such items and how add them in a particular scene 2 4 1 Create new set item The set item creation process is similar to create an item First you have to do right click on the Set items tree node Then a list of all the set items created so far will appear Later you have to click on Add set item Next fill in the set item identifier It must to be valid and unique http e adventure e ucm es 21 lt e UCM gt e learning group File Adventure Chapters Run Configuration About Script tree model Set items O0 t BE Information The set items are elements that the player can t interact with They are merely decoratives items and only they can be placed in scenes with this purpose List of set items Add set item Rename element Delete element Move element up Move element down Once the set item has been created we will see the edit panel which is similar to the objects edition panel First you can found Appearance tab This tab lets you assign an image to the set item There aren t restrictions with image size For exa
99. to the conditions specified for each block Use the Examine buttons to select assets For the element and the Preview Play buttons to take a look at the selected assets Conditions of the appearance block Edit conditions Background image of the book 9 assets special DefaultBook ipa Graphical preview of the book NOTE This is a low quality preview of the book the real appearance in the game may vary http e adventure e ucm es 30 Valalatatatatatatatatatataa a a a A a a a a A a a a a a A A a a a a a ae a a a a a a a a a a ae n a a a a a A a a a a ee a a a a a a a a n nna a ee ee nana manne a a a a a a a n a a a a a a a anaes lt e UCM gt e learning group Editor User Manual 2 6 1 Creating new paragraphs Then we can start creating paragraphs You can add as many paragraphs as you desire and the engine will automatically spread them in several pages when they do not fit in a single one Use the Contents tab to manage the paragraphs of the book For instance we are going to create a book with a text paragraph and an image paragraph We will also create a title paragraph which is the same as a text paragraph but which will be rendered using a larger font size to make it look more important There is another type of paragraph supported by lt e Adventure gt a bullet paragraph This will be useful when you want to organize text in several points We will use our book to g
100. u want the player will move to a scene or cut scene when the cut scene is done or the option Add end scene if you just want the game will finish after the cut scene For example we will link our start slide scene to the first scene of the game so after the title the game truly begins We just select Add next scene and after that select the scene you want to move to in our case Office http e adventure e ucm es 37 lt e Adventure gt lt o UCM gt e learning group Editor User Manual Adventure editor NewTutorial File Adventure Chapters Run Configuration About Script tree model Cutscene O o BB Full description of the cutscene H S Advanced features Appearance to be previewed Appearance 1 J New appearance X Appearance In this panel you can edit the appearance of the element In e Adventure you can create different appearances for visual elements Therefore the appearance will change according to the conditions specified for each block Use the Examine buttons to select assets For the element and the Preview Play buttons to take a look at the selected assets Conditions of the appearance block Set of slides of the slidescene OG esas ae You can add as many next scenes as you find necessary The engine will decide where to go checking the co
101. ull detailed document covering all the aspects of both lt e Adventure gt editor http e adventure e ucm es A lt e UCM gt e learning group Editor User Manual and game engine but a brief guide to introduce a novice user in the development of an adventure game from the beginning to the end More documentation will come soon 1 3 Getting started Basic projects management Now you have been introduced to the platform let s get started Firstly we will get in touch with the adventure editor Once you have executed the application you will see a dialog like the following l Welcome to the lt e Adventure gt editor Information Welcome to the lt e Adventure gt editor To get started using the editor you must choose between the options prompted here You can create a new file by clicking on the button you can find below You jjare allowed to create two different type of adventure games this choice can be modified later Adventures where the player is show normally as for instance the MonkeyIslandTM saga 3rd person model Adventures where the player is not show giving the impression that the user is directly inside the game as in the Myst saga lst person mode If you do not want to create a new adventure project you can open an existing one by browsing the tabs above E Do not show this dialog again Through this dialog you will be able to create new adventure projects o
102. ument describes the same functionality can be obtained combining set items and ayers Music optional The background music of the scene which will be played all the time in a loop MP3 and MIDI formats are accepted For instance we will add background and foreground to the scene To add both assets we just need to press the select button Then a chooser utility will be displayed http e adventure e ucm es 12 lt e UCM gt e learning group Editor User Manual Choose a background image E pan Elementos recientes Escritorio restaurant_bg jpg Preview of the background The chooser allows you to select a valid asset Remember only 800x600 images are valid for background assets On the bottom the asset is previewed When you select an asset and press ok this will be automatically added to your adventure file There is a shortcut for you to access the assets you have already used If you press on the Project button on your left the assets of that category already included in the game will be displayed Once the background image has been added we are ready to add the foreground mask As you see the selected background has a computer desk at the front When the player or a character moves to that part of the scene we would like it to be drawn behind this object so we insert a foreground mask Choose a background image Buscar en m NewTutorial Ts hall_bg ipg ay Elementos recientes restaura
103. wever you must take into account that there are lots of different codecs for all these formats and some video clips may not work properly in lt e Adventure gt due to the use of an unsupported codec and this is independent of the format of the clip http e adventure e ucm es 36 lt e UCM gt e learning group CODEC FAMILY SUPPORTED AVI MPEG 4V YES FEDS VIDEO FLASH c AVI C PAVE tmp MWI 26 C ZZ OlOJOJO J O AI WMV Ay WMV2 Win Media Video 8 N PAV DIVX3low MPEG AVI S Mpeg4V2__ Microsoft MPEG 4V2 AVI PAVE DIVX MPEG AV O O MPG YES O O O Z O Z e es N lt A A ES Fa 4 4 D EG 1 2 3 PMOV Bes 263 MOV Ave AVE Z y y m m H y The table includes much more tests for AVI video clips than for any other format However all the conclusions about the codecs supported in AVI format can be generalized to the other formats 2 7 3 Linking cut scenes to other scenes As with scenes cut scenes can be linked to other scenes or cut scenes This is an essential behavior as if a cut scene with no links is reached the engine will not know where to go next therefore blocking the game This process is very similar to linking scenes except that now we cannot talk about exits cut scenes are not navigable as scenes You just need to do right click on the node of the cut scene you want to connect and select the option Add next scene if yo
104. who is playing the game Is this character who interacts with other characters or items The fields you can edit here are exactly the same as for characters The only difference is a player cannot own any conversation There are two modes for the player Visible adventures in Third Person mode and Transparent adventures in First Person mode To learn about that see the last section of this document 2 6 Books Conversations are a good source of information as it has been exposed previously Nonetheless lt e Adventure gt is devised to produce educational videogames which will require sometimes the delivery of huge amounts of data to the learner For that purpose you can include in game books in lt e Adventure gt games Those in games will be available when and how you specify and can be produced in two different ways Firstly you can produce simple books without the support of any other authoring tool just using the adventure editor This kind of books may contain a succession of text bullet and image paragraphs The engine will deal with those paragraphs placing them one after the other in the book and using different pages if they do not fit in one page The books produced of this type will be simple but easy to create as you do not need to deal with pagination margins etc The second type of books is known as formatted text books Those books will have a richer appearance but to produce them you will need an external auth

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