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- DUNE - Developer's Universal Non-programming Environment
-
- Typed by ZIGOR of THE PUNISHERS, with help from CAPTAIN ZED.
-
-
- INTRODUCTION
- Developer's Universal Non-Programming Environment - DUNE - is a games writing
- package from CRL that allows you to link together pictures, animations, text
- files, music files, sound samples and executable programs. In the finished
- product, the user is moved from one display to another simply by clicking on
- different areas of the screen.
-
- Each screen is made up of a picture or an animation and is called a SHOT.
- Sounds, text files or programs are linked to one particular shot. You define
- the way the user moves between one shot and another using BUTTONS and
- AVENUES.
-
- Writing a game using DUNE requires no programming ability - hence the name -
- although an understanding of the way the Amiga's operating system works is a
- help!
-
- DUNE currently works on the Commodore Amiga. It can be used on an A500 with
- one floppy drive although two drives makes it a lot easier. It is hoped that
- versions of DUNE will be available in the future running on PC compatibles,
- the Acorn Archimedes and the Atari ST [Not now you've gone bust - Ed.]
-
- This documentation refers to V2.2. If you have an earlier version of DUNE,
- please contact CRL for an update [You'll get fuck all reply - Ed.]
-
- BOOTING DUNE
- Boot the disk and load the DUNE program from Workbench. Press the Esc key
- when you see the DUNE logo to get back to the control screen.
-
- THE DUNE CONTROL SCREEN
- The Control Screen is split into four windows:
-
- The Shot Information window
- The current Button Information window
- A miniture of the current shot
- The Score Conditional Route window (not yet implemented)
-
- If you're starting a new game you need to remove any button data associated
- with the DUNE logo and define your own buttons or you may wish to get rid of
- the DUNE logo entirely and start your game with your own picture or
- animation.
-
- SHOTS
- Click the right mouse button and the menu bar will appear at the top of the
- screen. There are six menus - PROJECT, ACT, SHOT, BUTTON, DISK and TEST.
-
- Select the SHOT menu and move the mouse until NEW SHOT is highlighted.
- Release the mouse button to select this option. DUNE will re-initialise and
- all routine information will be zeroed. The DUNE logo will remain however,
- until you load in a new picture to replace it.
-
- If you wish to replace the DUNE logo with your own starting picture or
- animation, select LOAD from the SHOT menu and another menu will pop up asking
- you what you wish to load. Select PICTURE/ANIM and the file-selector will
- ask you which picture or animation you wish to load. Choose the one you want
- and it will be displayed briefly on the screen before you are returned to the
- Control Screen. DUNE will automatically detect whether you have chosen a
- still picture or an animation. The new picture or the first frame of the
- animation will be shown in the Minipic window.
-
- You can create the pictures to use in DUNE using any paint package or use
- digitised pictures, but they must be in ILBM format. Animations can be
- created in DPaint III provided they are saved as compacted animations, or
- using Photon Cel Animator.
-
- DUNE identifies the different shots that make up your game by the names you
- give them and saves the information associated with the shot to disk. If you
- name your first shot "STARTSHOT" it will automatically be loaded in when you
- boot DUNE. The name of the shot is displayed at the top of the Shot window.
- To change it, select CHANGE SHOT NAME from the SHOT menu and type in the new
- name.
-
- Whenever you name a shot or refer to it in Button Information, you must use
- the full pathname of the shot including the disk name which it is stored on -
- for example, DUNE:STARTSHOT.
-
- As well as the main picture or animation associated with a shot, you can have
- up to three picture overlays. A picture overlay is an ILBM picture which is
- displayed on top of the main picture but with the "background" colour
- transparent so the main picture shows through, for example, putting a border
- around the main picture. To use a picture overlay click on the "PICK
- OVERLAY" number. It will cycle through the numbers 1 - 2 - 3. When the
- number you want is displayed, type in the name of the picture to use as an
- overlay (not forgetting the disk name).
-
- BUTTONS
- In order to move from one shot to another you define buttons on the screens.
- When the user clicks on the button, a new shot will be loaded.
-
- Buttons are polygons, any size or shape you like - a button can cover the
- entire screen. There is no limit to the number of buttons you have on a
- shot.
-
- To definea button, select ADD BUTTON from the BUTTON menu. Move the cursor
- down to the mini-picture and click the left button where you want one of the
- points of the polygon to be. When you move the mouse you'll see a line from
- the first point to the mouse pointer. Click the left button to define the
- second point of the polygon - and now you have a triangle joining the two
- points you defined and the mouse pointer. As you add points, you'll be able
- to see the kind of shape you are making.
-
- Obviously, a button must have at least three points or it wouldn't be a
- polygon - but there is no upper limit to the number of points it can have.
- Each time you click the left mouse button, another point will be defined.
-
- To finish the polygon, decide where the last point is going to end and click
- the right mouse button. This defines the point joining up the last point to
- the first and exits back to the control screen.
-
- If you decide you have put a button in the wrong place on the picture, select
- MOVE BUTTON from the BUTTON menu, click on the button you wish to move and it
- will disappear. Any information you have already entered about what happens
- when that button is selected will remain and you can redraw it in the correct
- place.
-
- To remove a button altogether, select DELETE BUTTON from the BUTTON menu and
- click on the offending button. This removes it and all data associated with
- it.
-
- If you add, move or delete a button in error, select BUTTON UNDO from the
- BUTTON menu to cancel the incorrect change.
-
- If the button you wish to add is quite small, you may wish to draw it on the
- full-screen picture. Select ADD BUTTON and hit the escape key to switch to
- the large picture. Draw your polygon then hit escape again to return to the
- Control Screen.
-
- AVENUES
- Once you've defined a button, you must specify what happens when it is
- selected - which new shot will be loaded and any other special effects such
- as sound samples or spot animations. This is called an AVENUE.
-
- Each button can have up to 256 avenues with probabilities assigned to each.
-
- Select a button by clicking on it in the mini-picture. If you have already
- defined one or more avenues for the button, the information for the first
- avenue will be displayed in the Current Button Information window. If no
- avenues have been defined, the information will be blank and you must add an
- avenue by clicking on the ADD button.
-
- The X and Y coordinates at the top of the window refer to the first point you
- defined, counted in pixels from the top left of the picture.
-
- To specify which new shot will be loaded when the avenue is called, either
- click on the "ROOT/PROG" box and type in the shot name (including the disk
- name) or select INSERT AVENUE from the BUTTON menu, then ROOT from the pop-up
- menu.
-
- If you have more than one avenue from a button, you must assign the
- probability of each avenue being called by typing a number into the "AVENUE
- CHANCE" box. For example, if you had two avenues leading from one button,
- each with a chance of 1 there would be a 50-50 chance of one being called.
- If one avenue had a chance of 9 and the other of 1, there would only be a 10%
- chance of the second being called.
-
- The chance defaults to 0 and even if you only have one avenue from a button,
- you must type a 1 in the chance box or the user will go nowhere.
-
- You can edit avenues you have previously defined; the UP and DOWN buttons
- cycle through the avenues for the selected button and the avenue number is
- shown.
-
- You can keep adding avenues by clicking on the ADD button, and the DELETE
- button removes the current avenue.
-
- ANIMATIONS
- If you load in an animation instead of a picture, you have further options
- available to you.
-
- When you load the animation, the first frame will be displayed in the
- mini-picture window. Any buttons you define for the shot will apply to the
- whole animation, but the avenues that lead from the button can apply to any
- or all of the animation frames.
-
- For each avenue, the number of the current animation frame is shown in the
- Curent Button Information Window. Next to that is a button saying either
- ENABLED or DISABLED. Clicking on the box toggles between the two. So for
- each button you can specify which avenue might be called if the user clicks
- on the button while a particular frame of the animation is on screen; you
- could have a button that will do nothing at all unless it is selected at
- exactly the right point in the animation.
-
- To go through the animation frame by frame, select NEXT ANIMATION FRAME from
- the BUTTON menu - or type the frame number directly into the box.
-
- You can also have a closing animation for each avenue that will run before
- the new shot is loaded in. However, the first frame of the closing animation
- MUST be the same as the first frame of the main animation, or the screen
- display will be corrupted. To use a closing animation for an avenue, either
- type the file name (including the disk name) into the box, or select INSERT
- AVENUE and ANIMATION from the BUTTON menu.
-
- When the avenue is called, the main animation will continue playing until it
- cycles back to the first frame and then the closing animation will run.
-
- SAVING THE SHOT
- Once you have added all the buttons and defined all their avenues, you should
- save the shot to disk. You can either save it under the name it currently
- has - select SAVE SHOT from the SHOT menu - or you can save it under a new
- name by selecting SAVE SHOT AS and typing in the new name.
-
- Then select NEW SHOT and load in a new picture, change its name, add the
- buttons and avenues, save it and so on.
-
- You can go back to a shot at any time and edit any of the buttons and
- avenues. Select LOAD from the SHOT menu and select SHOT from the pop-up
- menu.
-
- TEST MODE
- Once you have set up several shots, you will no doubt wish to see them in
- action! DUNE allows you to test your game at any point, starting from any
- shot you wish.
-
- The TEST menu has two options: TEST MODE ON and TEST MODE off. TEST MODE
- OFF is the option you have been using to make and edit the shots. If you
- select TEST MODE ON you will be taken to the current shot and will be able to
- click on various parts of the screen and see if all the right things happen.
- When you wish to return to the Control Screen, simply hit ESC key and the
- Test Mode will be switched off.
-
- SOUND
- DUNE allows you to make full use of Sound Tracker music scores and sampled
- sound. For each shot, you can have one Sound Tracker score, one sample which
- will play when the shot is loaded and a sample for each avenue which will
- play when a button is selected.
-
- The Begin Sample will play as soon as the picture associated with the shot is
- loaded. To specify the sample, type the name of the sample (including the
- disk name) in the Shot Information Window or select LOAD from the SHOT menu
- and then select BEGIN SAMPLE. You can specify the sample loop - how many
- times the sample will play - by typing the number into the box. The sample
- will play until it has completed the specified number of loops or until
- another sample is loaded. If you don't want the sample to start playing
- straight away you can delay it by clicking on the "DELAY FOR" box and typing
- in the number of seconds.
-
- The Sound Tracker score will play continuously from the time the shot is
- loaded until a new score or sample is loaded in - or until it is told to
- stop.
-
- The end sample will play as soon as the user clicks on a button to move to a
- new shot. Each avanue can have a different sample and you can either type
- the name of the sample directly into the box for the relevant avenue, or
- select INSERT AVENUE from the BUTTON menu and choose SAMPLE from the pop up
- menu. As with Begin Samples, you can specify the number of loops and the
- delay. The sample will play for the specified number of loops, or until a
- new sample or Sound Tracker score is loaded.
-
- You can stop a sample or Sound Tracker score from playing, without having a
- new sound by typing the keyword STOP on a later shot, instead of a new sample
- or score name. Silence is golden!
-
- If you can't remember which sample or Sound Tracker score you wish to use,
- you can select PREVIEW SAMPLE or PREVIEW SOUND TRACKER from the SHOT menu and
- listen to the result. When you have heard enough ,select HALT SAMPLE/TRACKER
- from the SHOT menu.
-
- Note: The player will not play recent Tracker modules, you will have to dig
- out your really old copy of Sound Tracker!!
-
- TIME LIMITS
- If you wish, you can set a time limit on a shot - if the user doesn't click
- on a route within a given time, they will be taken to a new shot against
- their will! Time limits are measured in microseconds (there are 999,999
- microseconds to a second, which should be sufficient for anyone!) and you
- enter the number of microseconds you wish to allow into the Shot Information
- Window and the name of the shot to which they will be sent if they are too
- late - or select EDIT TIMEOUT ROUTE from the SHOT menu and select the name of
- the shot.
-
- SCORING
- A game wouldn't be much fun without some way to keep track of how well - or
- how badly! - you were doing and DUNE provides you with ten different scores
- that can be updated in a variety of ways.
-
- If you select EDIT SCORES from the SHOT menu, a large (and rather confusing)
- window will open, showing you all the scoring information.
-
- For each of the ten scores you can choose whether it is displayed on the
- screen for the current shot. Simply click on the word "ON" in the display
- column and it will become highlighted. If you decide you don't want it
- displayed, click on the word "ON" again and the highlighting will be removed.
-
- If the score is being displayed you can select the font that will be used.
- An example of the current font is shown at the top of the window. Click the
- right mouse button to access the menu and you will find just one option -
- FONT. This menu lists the available fonts, allowing you to select one and
- specify the point size. All the scores will be displayed in the same font -
- you can't use different fonts for different scores.
-
- However, you can use different colours for the different fonts, but you can
- only use the colours from the palette of the picture used in the shot. For
- each score, you type in the number for the colour you wish to use. Since
- there is no easy way of knowing which number will give you which colour in
- the palette, I suggest you experiment by typing in different numbers and see
- what happens! (I suppose we will have to, 'cos of your lame efforts! ED.)
-
- Each of the scores can appear anywhere on the screen - type in the
- co-ordinates (in pixels) for the correct postion. If you wish to have any
- words associated with the score, for example "You have achieved the
- magnificent score of XXXXX points!!" or "You have XXXXX Imperial Groats" you
- will have to include the text in the picture, leaving a gap for the actual
- score.
-
- For each shot, you can change any or all of the ten scores.
-
- There are two ways to change a score. Firstly, if "SET" is highlighted, the
- number you have typed in the "CHANGE" column will replace the previous score,
- regardless of what the previous score was.
-
- Alternatively, if "SET" is not highlighted, the number you enter in the
- "CHANGE" column will be added to the previous score and if you prefix the
- number with a minus sign, the number will be subtracted.
-
- You can also combine the various scores. For Score 1, if you type +S3
- instead of a number (the 'S' must be in upper case) then the contents of
- Score 3 will be added to the contents of Score 1 and the result placed in
- Score 1. Or if you use a minus sign, it will be subtracted. Of course, if
- "SET" is not highlighted, the contents of Score 3 will replace the contents
- of Score 1.
-
- You can combine or replace as many of the ten scores as you wish using this
- method, but you must remember that the scores are updated sequentially from 1
- to 10 - so adding Score 3 to Score 1 will use the contents of Score 3 from
- the previous shot and not take account of any changes you make to Score 3 on
- the current shot.
-
- When you have finished editing the score data, click on the top left of the
- window to close it. To save the data, you need to save the shot.
-
- TEXT FILES
- DUNE lets you display up to five text files on the screen for each shot.
- They all apear at the same time, when the shot is loaded in, on top of the
- picture associated with the shot. They are "transparent" to the picture and
- to each other, so careful placing is needed to avoid them overlapping or
- getting lost in parts of the picture.
-
- You can create the Text Files in a Word Processor or Text Editor, but they
- must be saved as ASCII.
-
- To specify which text files you want to use, select EDIT TEXT from the SHOT
- menu. The text window will appear.
-
- For each of the five files you want to use, click on the word "NEW" and the
- file selector will come up, allowing you to choose your file. Or you can
- type the name directly into the "FILE NAME" box (as always, don't forget the
- disk name!!)
-
- An example of the font the files will use is shown at the top of the window.
- To change the font, click the right button and choose a new font from the
- FONTS menu, selecting the correct point size.
-
- All five text files will be displayed in the same font and point size.
-
- However, each file can appear in a different colour. Click on the "COLR"
- column and type in the number of the colour you wish to use. As with scores,
- you'll have to experiment to see which number produces which shade.
-
- You can also specify the X and Y co-ordinates for the start of each text
- file, in pixels from the top left of the screen.
-
- Each line in the text file will continue until there is a carriage return.
- There's no word-wrap, so you need to put the returns in the correct place
- when you type the file.
-
- When a carriage return is reached, the new line will start directly
- underneath the first line using the same X co-ordinate. The Y co-ordinate
- will be increased by the value in the "SPAC" column. This is the spacing
- between the top of one line and the top of the next. You may have to
- experiment with this to make sure the lines aren't overwriting each other -
- particulary if you are using a large point size.
-
- If the text file is too long to fit in the available space, it will fall off
- the bottom of the screen but if you are only missing a few lines, try
- reducing the spacing or using a smaller point size.
-
- When you have finished with the Text display Window, click on the top left
- corner to close it. Don't forget to save the shot, or the information will
- be lost!
-
- ACTS
- Buttons are static. Clicking on a button will take the user to the same
- destinsation - barring probabilities from avenue chances - no matter how many
- times they do it.
-
- However, there is another method of moving from shot to shot that is dynamic
- and can result in a different thing happening each time. This is called an
- ACT.
-
- Unlike all the features of DUNE discussed so far, an act is not associated
- with a particular shot. It stands alone and can be called from any shot.
-
- Just like shots, acts have to be named in order for them to be safely stored
- on disk. Select NEW ACT from the ACT menu and you will be asked to give a
- name to the act. Once again, don't forget the disk name! Selecting EDIT ACT
- NAME willl let you change it if you get it wrong.
-
- Select EDIT ACT DATA and the Act Window will appear.
-
- The best way to think of an act is as a list of instructions. A typical act
- might look something like this:
-
- Top Of File
- DUNE:shot1
- DUNE:shot1
- DUNE:shot4
- GAME:dead
- End of File
-
- The "Top Of File" and "End Of File" are simply markers to help you see where
- you are in the list of instructions.
-
- DUNE uses this of instructions by working its way down it from top to bottom,
- implementing the next instruction each time the act is called.
-
- The first time the act is called the shot specified in the first instruction
- will be loaded - in this case, shot 1 on the DUNE disk. The second time the
- act is called, it will go to the second instruction - again, shot 1 and the
- third time the third instruction - shot 4 and so on.
-
- When you first open the Act Window, the list will just contain the Top Of
- File and End Of File markers. The End Of File will be highlighted.
-
- To construct the list of instructions that make up an act, click on the
- "ROUTE TO ADD" box and type in the name of the shot and then click on "ADD
- ROUTE". The route will be added to the list, above the highlighted entry.
- You can add a route anywhere in the list by clicking on "UP" and "DOWN" to
- move the highlighter bar.
-
- Click on "DELETE ROUTE" and the highlighted route will be removed.
-
- Keep on adding new routes by clicking on the "ROUTE TO ADD" box and editing
- the shot name appropriately.
-
- Once you have completed the list of instructions that make up an act, click
- on the "ROUTE TO ADD" box and type in the name of the shot and then click on
- "ADD ROUTE". The route will be added to the list above the highlighted
- entry. You can add a route anywhere in the list by clicking on "UP" and
- "DOWN" to move the highlighter bar.
-
- Click on "DELETE ROUTE" and the highlighted route will be removed.
-
- Keep on adding new routes by clicking on the "ROUTE TO ADD" box and editing
- the shot name appropriately.
-
- Once you have completed the list of instructions for the act, click on "SAVE
- CHANGES" to save the act to disk and the window will close.
-
- To call an act, put the name of the act (including the disk name) in the
- button avenue information, instead of a shot name.
-
- You can set up as many acts as you want and call them from any shot, using
- the avenue chance to set probabilities.
-
- If you call an act that has finished - ie. all the instructions in the list
- have been carried out - it will go back to the beginning and carry out the
- first instruction again.
-
- You can also nest acts, so that one act will call another, by adding the name
- of the act to the list of instructions for another act. When the second act
- has finished, it will return to the next entry in the first act.
-
- At any time, entering the keyword "SceneEnd" for an avenue instead of a shot
- or act name will jump you to the next instruction in the act that was last
- called.
-
- Selecting LOAD ACT from the ACT menu will load in a previously saved act,
- allowing you to modify it.
-
- THE DISK CACHE
- DUNE will set up a disk cache and keep the shots you have used in memory,
- thus saving the time it takes to pull pictures and samples off disk. There
- is an option to clear the cache in the DISK menu.
-
- AVENUE PREFIXES
- When you type the information for an avenue into the Current Button
- Information Window, if you prefix the name of the shot or act with a
- circumflex (^), DUNE will add it to a stack. The stack can contain up to 50
- different avenues. Then, on another shot, typing in the keyboard RETURN
- instead of a shot or act name will retrieve the avenue from the top of the
- stack, removing it from the stack.
-
- You can also run executable files from within DUNE. Instead of the shot or
- act name, type the name of file you wish to run (including the disk name) and
- prefix it with an exclamation mark (!). This means that if you wish to
- include a section in a DUNE designed game that could not be written with DUNE
- itself, you can jump into a previously written program. When the program has
- finished running, you will be returned to the shot that the program was
- called from. This is also useful if you wish to use DUNE as a shell from
- which to run other programs.
-
- HINTS AND TIPS
- Before using DUNE, should design the game on paper and decide which pictures
- you are going to use for each shot and more importantly, what name you are
- going to give each shot. Otherwise you will get confused when you set up the
- avenues and risk forgetting which avenue leads where or getting the shot
- names wrong.
-
- Put the pictures for a DUNE game onto the same disk that you are going to
- save the shot onto - and the same goes for music files, samples and text
- files.
-
- To minimise confusion when using the file selector, make full use of file
- extensions to distinguish between pictures, shots, acts, etc - or keep them
- in seperate directories on the disk. Recommended file extensions are:
-
- .PIC - Picure
- .ANM - Animation
- .SHT - Shot
- .ACT - Act
- .SAM - Sample
- .STR - Sound Tracker
-
- Test your game every time you finish setting up a new shot. If it doesn't
- give you the results you expected, check you have spelt the shot or act name
- in the routing box correctly and that you have included the disk name. Check
- you haven't left the avenue chance to zero.
-
- When you have finished writing your game using DUNE, CRL will compile it into
- a working game. (Ha!! Some chance! Ed.)
-
- THINGS TO COME *
- *(Not from CRL, now they've gone bust! We shall add them here anyway,
- for a laugh!! Ed.)
-
- DUNE is still under development and each version will contain new features.
- The following enhancements will be implemented soon.
-
- OVERALL TIME LIMIT - You will be able to specify an overall time limit within
- which the user must have reached a particular point in the game.
-
- SCORE CONDITIONAL ROUTES - You will be able to add conditions to the routes
- based on the current score - for example if Score 1 is greater than or equal
- to 50, use this avenues otherwise use that avenue.
-
- DISK SWAPS - You will be able to specify how you wish disk swaps to be
- handled and there will be the capability to add a sampled voice asking the
- user to insert the required disk.
-
- If you have any ideas for features you would like to see in DUNE or if you
- think any feature could be made easier to use contact CRL.
-
- THE MENUS/KEYBOARD SHORTCUTS
- Most of DUNE's menu options have keyboard shortcuts which are shown beside
- the menu options. They are accessed by pressing the Amiga key at the same
- time as the appropiate letter (In the brackets).
-
- PROJECT
- Edit Global Data Not yet implemented
- Quit DUNE (Q)
-
- ACT
- New Act
- Edit Act Name
- Load Act
- Edit Act Data
-
- SHOT
- New Shot (N)
- Change Shot Name (C)
- Load...
- Shot (L)
- Picture/Anim (I)
- Begin Sample (7)
- Sound Tracker (K)
- Save Shot (S)
- Save Shot As (A)
- Preview 8SVX Sample (8)
- Preview SoundTracker (P)
- Halt Sample/Tracker (H)
- Edit Time Out Route (Y)
- Edit Scores (0)
- Edit Text (X)
-
- BUTTON
- Next Anim Frame (=)
- Add Button (B)
- Move Button (M)
- Delete Button (D)
- Insert Avenue...
- Route
- Animations
- Sample
- Button Undo (U)
-
- DISK
- Clear Cache
-
- TEST
- Test Mode On (T)
- Test Mode Off (O)
-
- End.
-