Copyright: Corel


The Games Factory Help:Choices

This section contains quick explanations of many of the more common dialogue boxes.

See Also

Entering a number
Entering some text
Entering a Time Interval
Setting up a screen zone
Choosing an object
Choosing an object from the current game.
Choosing a Games Factory game
Choosing a colour
Choosing a Font
Choosing some music
Choosing a Destination Level


Entering a number

Enter a number by clicking the appropriate box and typing your value from the keyboard. Edit the number using the DELETE or BACKSPACE keys on the keyboard. You can move through the text using the cursor keys.

The values can be a simple number like 1, or a GF function like "Xmouse".

Numbers cannot include decimal points. Fractions are NOT allowed. Functions can be selected from a menu using the Edit button.


Entering some text

A few actions let you enter a command or filename. You can type the filename directly from the keyboard. Click OK to accept the settings.


Entering a Time Interval

Entering a Time Interval lets you choose a time interval from the screen. A time interval consists of boxes representing the minutes, hours, seconds, and hundredths of seconds. Click the "unit boxes" to select the box.

Enter a new value by typing in a value from the keyboard or use the slider to select a value. Dragging the slider left decreases the current value and dragging it to the right increases it.

After you've set your time interval, click OK to accept it, or press Cancel to abort.


Setting up a screen zone

Screen zones represent an area of the screen. The screen zone is displayed as a large rectangle with resizing handles.

If you know the dimensions of the screen, you can enter the size directly into the dialogue box. The Horizontal boxes set the X coordinates of the left and right-hand sides of the zone. The Vertical boxes enter Y coordinates of the top and bottom edges of the zone.

To enter a new value, click the X or Y box and type in your new value from the keyboard. As you make changes, you’ll see the zone resize itself in the screen.

Click OK to accept your zone size.

Alternatively, you can drag the zone shape by clicking the mouse button.

If you click inside the zone, the mouse pointer will change to a:

Hold down the left mouse button and drag the mouse to move the zone to a new position.

If you click one of the resizing handles around the edges of the zone, the mouse pointer will change to a double arrow:

Hold down the left button to drag the mouse to move the edge in the desired direction. Release the mouse button to accept the new size.


Choosing an object

The objects are displayed in a dialogue box on the screen. You can choose an object by clicking its icon.

If you don’t see the object you want, pick a different object from a library or another The Games Factory game.

See Also

This level
Other games
A Library


This level

The This Level button is selected as the default. It lets you choose an object from the current game. You can move between the levels using the < or > buttons.


Other games

Click Other Game to choose an object from another GF file. Use the Directories box to find the file you want to use and enter the File Name in the appropriate box.


A Library

Click A Library button provides a menu of the installed object libraries. You can select these libraries with the mouse to display their objects in the dialogue box.

Once you've chosen your object, you'll need to position it on the screen. Click OK to enter the starting point. There are two possibilities:

At actual coordinates

The simplest option is to read the location from a fixed screen location. You can type the new coordinates into the X and Y boxes.

Alternatively, you can position the object directly from the screen by dragging a "cross-hair" ( [image]) with the mouse.

Relative to

Enable the Relative To button to place the new object near an existing object. The coordinates can be taken from any object on the playfield. You’ll be asked to choose the object from a selector. You can set the position using the following options:

a)	The coordinates can start from the source objects Hot Spot or Action point.

b)	You can place you object from a User defined point or In the direction of the source.

c)	The object’s orientation can be either Normal or In the same direction as the source.


Choosing an object from the current game.

The control panel holds a list of objects which can be selected with the mouse.

You can select an object in two ways:

Click the icon with the right button.

Double click the icon with the left button.


Choosing a Games Factory game

This option is used to select an existing The Games Factory game from the disc. You’ll be presented with a familiar Windows file selector.

The File name enters your filename. As a rule, the extension should be “.gam”.

The Selection window holds a list of all the files in the current directory. You can examine one of these files by clicking the name. A snapshot of the first level will appear on the screen.

The directories window chooses a folder to be examined.

The Game Description tells you what the game is about.

The List files of type menu selects the type of file you want to load.

You can choose between

“.gam, .cca” for The Games Factory games or Corel Click & Create applications.

“*.*” for all files

Note: The Click & Create can only use the standard GF object types. If they don’t, you won’t be able to load them into The Games Factory.

Click OK to load the current selection.

Click Cancel to jump back to the editor.

Click Help to display the on-line help for this topic.


Choosing a colour

This option enables you pick a new colour. You can choose the shade by clicking a new colour from the colour palette. After you've made your selection, click OK to accept it, or click Cancel to return to the original colour setting.


Choosing a Font

The Font selector lets you choose the size and style of your text. You can assign the text to any of the available TrueType fonts, and in any size. The sample box will display the new font you have selected.

The dialogue box is divided up into several sections:

The size menu displays the sizes which can be used for the font. The higher the number, the taller and wider the resulting text. The size is measured in units called points. A single point is 1/72 of an inch so seven point text is approximately 1/10 inch high.

The style menu enables you to display you text in either Normal, Bold, Italic, bold italic, or Underlined. Each typeface has a different range of options.

The effect boxes

Click these boxes to add either a strike-out or and underline effect.

Here’s what each type of effect looks like:

The colour menu enables you to choose a colour for your text. You can pick the colour from a range of sixteen standard shades. By default, the colours are quite light. You can deepen the colour by selecting Bold from the Style menu.


Choosing some music

You can choose your music using a selector:

The File Name box shows the list of the available files. The Games Factory can read files in three different formats:

MID and RMI files are used to store standard MIDI music.

GAM files store the music from a particular game.

Choosing the file type

Click the Choose from box to choose the file type. Midi enters your music from a midi file in ".MID" or “RMI” format.

Other Games loads some music from another GF file.

This Game loads some music from another Level.

Selecting the music

Click a filename to choose the file. If you’ve chosen a GF game file, the Sounds area will display a list of the available music tracks. If there are several, click the one you want to load.

After you’ve chosen the music, you can listen to the file by clicking the Play button.

Click OK to accept your selection. Click Cancel to abort.


Choosing a Destination Level

This dialogue box enables you to choose the destination level used by a jump.

You can move between Levels in several ways:

Game levels let you move to a new level using a Jump to Level action.

Picture or Animation levels let you move to a new level by clicking the level with the left or right mouse button, or after a selected time interval has elapsed. You can enter these settings using the Linking of Level option from the Level Set-up dialogue box.

Game file levels let you jump to a level after the game you’ve called has finished

In each case, you can select a level by clicking it with the left mouse button.

Click OK to accept the setting, click Cancel to abort from the screen.

If you’re entering an Action from a Game Level, click the Use a calculation button to enter the level number as either a value or expression.


Actions

Actions are used to do things, like playing a sample, setting a value, or destroying an object. Actions are dependent on the results of a test or "condition" in your game.


Action Box

An Action box enters an action into the Event Editor. Actions can be added by clicking the action box with either the left or right mouse button.

Clicking the left button selects the actions and allows them to be dragged and dropped into a new position.

Clicking the right button displays a menu that allows you to choose a new action for your game.


Action Icon

The Action Icon shows the type of action being entered into the Event, or Step Through Editors.


Action Marker

The Action Marker is a small indicator used in an Action box in the Event Editor. The action marker indicates that there is an action of a specific type assigned to that object. You can select the Action Markers with the either the left or right mouse button.

Clicking the left button selects the actions and allows them to be dragged and dropped into a new position.

Clicking the right button displays a menu that allows you to choose a new action for your game.


Action Point

The Action Point is a place on an object where an action will occur. An Action Point is used to assign an action to an object that needs to be released from a specific part of another object. For example, bullets need to be shot from the barrel of the gun.


Action Order Editor

The Action Order Editor allows you to change the order that actions will occur in your game when the test for a specific condition becomes true.


Active Objects

Active Objects are objects that respond to events in your game. Examples of active objects include spaceships, bullets, characters, bricks, balls, and racecars.


Alterable Attributes

Alterable Attributes are features that can be changed using actions. Examples of alterable attributes include coordinates, speed, and alterable values.


Alterable string

An Alterable string is used by a Text Objects to hold a fragment of text or a message. Alterable strings can be loaded using a Text paragraph, read from another object, loaded with a number, or entered from the keyboard using the "Ask for Input" option.


Alterable Values

Alterable Values store vital information needed for the running of the game. The Games Factory provides three Alterable Values for each object. These are represented by the letters A, B, or C. They can take any WHOLE value between -2000,000,000 and +2000,000,000. Fractions such as 1.5, or 3.141 are NOT allowed.

Alterable Values hold the statistics in an RPG. For example, the status of an attacker, or the value of an object.


Animation

Animation brings the objects in your game to life. The Animation is created by displaying a number of still pictures or "Frames" one after another in sequence. By making small changes to the object in each frame, the object will appear to move when the frames are played in sequence. Animations are supplied for most of the objects in The Games Factory, but it is easy to create your own animations using the built in Animation Editor.


Animation Frame

An Animation Frame is a single picture displayed in an Animation sequence.


Animation Sequence

An Animation Sequence is a series of still pictures used to animate an Active Object on the screen.


Arcade Game

An Arcade game is a type of game that pits a number of fast moving "bad guys" against the player. An example of an arcade game is Space Invaders.


Attributes

Attributes are any values or information that are used by an object. Typical examples of attributes include the Alterable Value of an Active Object, the Animation file of an FLI, and the Text in a Text Object.

There are two types of attributes: Alterable Attributes and Fixed Attributes.

Alterable Attributes are features that can be changed using actions. Examples of alterable attributes included coordinates, speed, and Alterable Values.

Fixed Attributes are features that can not be changed during a game. Examples of fixed attributes include the size of an object and the available movement directions.


Automatic Icon

An Automatic icon is used to display an object by using a small version of the first picture in the Animation sequence for that object. Automatic icons keep track of this picture, and automatically change the shape of the icon whenever the object is edited.


AVI

AVI stands for Audio Visual Interleaved. It is a file format for playing "Video for Windows" movie clips.


Backdrop

A Backdrop is a static picture that is used for the background area in your game.


Backdrop Objects

Backdrop Objects are objects that remain in the same position for the duration of your game. These objects are used for obstacles such as walls, doors, or rocks. A backdrop object can be changed to a Quick Backdrop object or an Active object in the Level Editor.


Backdrop Obstacles

Backdrop Obstacles consist of Backdrop or Quick Backdrop objects which block the movement of an Active Object in your game. Backdrop obstacles can added to your game using the Level Editor.


Ball Objects

Ball Objects simulate the movement of a bouncing ball. Ball Objects are great for games like Rebound, Arkanoid, Tennis, and Pinball. Ball objects can also be used for general purpose objects which can be controlled directly from your game.


Booting-Up

Booting-Up is a technical term for the process of starting up a program on the computer. It comes from the fanciful idea of pulling yourself up by your bootstraps.


Boot-Up Screen

The Boot-Up screen is displayed at the start of a program before the program is run.


Bounce Randomizer

The Bounce Randomizer adds variety to the way a Ball Object bounces against other objects in your game. The higher the Randomizer is set, the more random the bounces of the ball object will be.


Box mode (Collision detection)

Box mode is a method of collision detection between objects in your game. When Box mode is enabled, each object in your game is enclosed in an invisible box. These boxes can be tested using the "collision" option to find out if two boxes are touching and therefore, a collision has occurred.


Box mode (Capture menu)

Box mode imports a series of images from a disk using a single operation. Box mode is ideal for creating Animation sequences.

The format of this file is important.

The first point in your picture should be set to the colour used by your background (usually zero or transparent). The second should hold the colour of your box (usually 1).

Each image should now be surrounded by a ONE point thick box.


Button objects

Button objects let you generate clickable buttons on the screen. You can test these buttons from the Event Editor, and assign actions to them as needed.


Capture Menu

The Capture Menu loads an object with some previously prepared graphics from the disc. The Capture Menu is activated using the Import feature.

Transparent mode ignores anything drawn in the colour zero.

Box Mode grabs a whole series of images surrounded by boxes.

The top left point in this file should be set to the Transparent colour (normally zero).

The next dot should be set to the line colour used for your boxes. Each box should be exactly ONE point thick.

Full Window loads the entire picture.

Cancel returns you to the Picture Editor or Icon Editor as appropriate.


.CCA  files

These store Corel Click & Create applications on the disc. Providing the Click & Create application uses the standard GF object types, you can load these directly into The Games Factory. If you try to access other objects, the operation will be aborted automatically.


CD ROM

A CD-ROM is a special type of Compact Disc that can contain large amounts of graphics, text, or music for use in your games. The contents of a CD-ROM can not be changed once they have been created and therefore are used as Read Only Memory.


CD Audio Objects

CD Audio Objects are used to play an audio track from a normal music CD or from a CD-ROM.


Child Game

A "Child game" is a separate The Games Factory game with its own set of Storyboard levels, objects, actions, and events. It is launched from another The Games Factory game using a game Level. When the child game has finished running, the game will return control to the "Parent Game".

See: "Parent Game"


Child Objects

Child Objects are created by another object during the course of a game. Typical examples are the bullets in an Arcade game, or the small rock fragments in games like Asteroids.

See: "Parent Object"


Clone

A Clone is a copy of an object which has the same definition, but its own existence on the screen. These clones can be created clicking an object in the Object Selector and dragging and dropping it onto the playfield. Each clone has its own set of values, coordinates, and attribute options.


Collision Detection

Collision Detection is the process of testing for impacts between various objects in a GF game. There are three available tests for Collision Detection between objects:

Active Object tests for a single collision between two objects.

Overlapping tests whether the selected objects are continually overlapping on the screen.

Obstacle tests whether an object has hit a background obstacle.

Collisions can be tested in either box mode or fine mode. The mode you use to detect collisions can selected by choose the mode by setting a button in the Preferences dialogue box.


Command Icons

Command icons call up a specific option from the GF system.


Comments

Comments are text items that are added to the Event Editor to help explain your game to other users or developers. They are typed in from the keyboard, and can be highlighted in a variety of different styles.


Computer Controlled Movements

Computer Controlled Movements are used to propel an object through a pre-programmed movement pattern generated by the computer.

Available movement systems include:

Bouncing Ball movement where an object moves in a random bouncing pattern.

Path Movements where an object follows a specified path. This type of movement can be used for the aliens in an arcade game.


Conditions

Conditions are single tests that are performed at frequent intervals throughout the course of your game. Conditions like a player pressing a key, an object moving into a specified zone, or an object's value exceeding a certain range can be tested.

Conditions can be either true or false. If they are true, the selected actions will be performed. If they are false, the actions will be ignored.

See: Events


Coordinates

Coordinates are used to give the distance of an object from a fixed reference point or origin.

The position is read in two directions. The X coordinate measures the horizontal distance from left to right, and the Y coordinate measures the vertical distance from top to bottom.

The two coordinates are usually enclosed in brackets, and are displayed as follows:

(X-Coordinate, Y-Coordinate)

Example:

(10,50) Ten units right, 50 units down

(-10,-50) Ten units left, 50 units up

See: "X-Coordinates", "Y-Coordinates"


Counter Objects

Counter Objects are used to store the numbers in your game. Counter objects can be used for things like fuel gauges, speedometers, or the read-outs from the dials in the cockpit of a spaceship.

The counters can be displayed as a bar, an animation, or a simple number. Counters can also be hidden in the background for use in your own calculations.

Counters can be changed at any time using an Action from the Event Editor.


Create new object

Create new object is found in the Level Editor and is used to add a new object to a game. Create new object provides a list of the available object types that are ready for use in your game.


Data

Data is another word for information.


Device Driver

A Device Drivers is an independent program which manages a specific part of your computer system. Device Drivers are used for controlling printers, joysticks, CD players, or Level objects.


Dialog box

Dialogue boxes contain a list of options which can be selected with the left mouse button. A dialogue box appears in a window.

The following is an example of a dialogue box:


Display Order

Display Order is the order that your objects will be displayed on the screen. Normally, your objects will be displayed in the same order that they were created, so a new object will appear in front of an existing object. You can control the display order using the View option from the object's pop-up menu.


Edit button

The Edit button appears when you are entering a value into a dialogue box. Clicking the Edit Button displays the GF Expression Evaluator so you can enter an expression. Now, you can click on the Retrieve Data from an object button to access a range of GF functions.


Edit object

An Edit object is used to create an editable text field in your GF game. You can use an Edit object to create a User Entry zone or an Input field.


Eight Direction Movement

Eight Direction Movement assigns an "Active Object" to one of your players. This object can now be controlled using either the Joystick or the Keyboard.

By default, you can move these objects in a maximum of eight different directions. If you want to restrict your object still further, you can choose the possible movement directions.


Events

Events enable your game to react to certain situations. An event contains a series of "conditions" that are set to occur as the game is completed. If all of the conditions are true, the selected actions will be performed. If any one of the conditions are False, the actions will be ignored.


Event Editor

The Event Editor provides the intelligence for your games. All of the possible events and the required actions to be taken if all of the conditions are met are specified in the Event editor. The Editor is arranged as a simple grid, rather like a spreadsheet.


Event Grid

The Event Grid is a series of boxes which are displayed in the Event Editor" Each box can contain an optional set of actions which will be performed when the event becomes true.


Event Group

An Event Group holds a series of Events, Conditions, and Actions which can be treated as a single unit in your game. Event Groups can be either local or global.


Expression

Expressions are calculations involving numbers, Alterable Values, or Functions. GF expressions can also take their values from an object.

Here are a few examples:

Random(5)+1

Value("Ship")*10

Width("AVI")/4


Expression Evaluator

The Expression Evaluator is a form of calculator that can be called up using the Edit button from a GF dialogue box.


Fade

A Fade is the process of dissolving the screen between your various Game Levels.

There are two types of fade effects:

Fade In -creates a transition from the previous screen to a new one.

Fade Out -creates a transition from the current screen into the next Level screen.

Fades will be called automatically when you change levels in the game.


Fade In

A Fade in is used when new level starts. The screen will display the previous level or a solid colour. The screen will dissolve into the new level using a fade effect. The Games Factory provides dozens of fade effects to choose from but it is also possible to create your own transitions.


Fade Out

A Fade Out is used when the current level ends. At the end of the current level, the picture will be gently transformed it into a solid block of colour using a fade effect. There are dozens of fade effects in the GF fades directory.


File Selector

The File Selector provides a standard way of loading or saving games on the disc.


Filters

Filters limit the Event Grid to only those events which affect a specific object.


Fine mode

Fine mode is used by the collision options to test whether two objects are visibly touching. Fine mode is slower than box mode but is more accurate.


Fixed Attributes

Fixed Attributes can not be changed during a game.

Typical examples of fixed attributes include the object’s size, and available directions.


Fixed Menus

Fixed menus appear as a list of titles along the top of the current window. When these titles are selected with the Left Mouse button, a list of the available options will drop down.


Fixed Values

Fixed Values identify an object using a fixed number which is chosen at random when the game is started.


Flags

Flags record the on or off values in the game. Each Active Object can have up to 32 of these values numbered from 0 to 31.


FLI Animation

FLIs are Autodesk compatible Animation files which can be played at any point in your game.


Floating Menus

Floating Menus are displayed directly under the mouse pointer. The Games Factory displays these menus whenever you click on an object or select an event.


Focus

Windows only lets you control a single Edit box at a time. If you have several of these objects on the screen, the users will be able to choose between them by clicking the contents with the mouse. They can then scroll through the list using the arrow keys, or select an option with the mouse.

In technical terms, the currently selected object has the "focus" of the user's attention. You can set this focus in your game using the Get Focus action. This activates the current object and selects it for the user. This object will now be used for all future keyboard commands.


Fonts

Fonts are a set of characters in a given typeface and point size. For example, 10 point Times Roman. Most fonts are available in families that include different weights or styles such as bold and italic.

10 pts 18 pts 36 pts


Frames

A Frame is a single element in an animation or Multimedia sequence:


Frame mode

Frame Mode enables you to control your position in a multimedia sequence using a series of numbered frames as reference points. Each frame is assigned a number starting at 0.

Frame mode works like the "pause" option on a Video recorder and enables you to step though the video frames one shot at a time.


Functions

Functions change the contents of an Alterable Value or the state of an object. They can be accessed via the Retrieve Data from object button in the GF Expression Evaluator.

Examples:

X("Object")

Y("Object")

Random(10)

Value("Object")

Xmouse

Ymouse


.GAM files

".GAM" files store your GF games on the disc.


Game Level

A Game Level holds a series of objects, actions, and events that can be used in your GF game.


Game File Level

A Game file Level launches an entire GF game from the disk. These levels can be used to split your game into simpler, easy to manage sections.

The game that stores the level in its Storyboard is known as the "Parent game" and the level that is loaded is called the "Child game".


GF

A shorthand name for The Games Factory.


Global

The term Global is used for objects or event groups which exist for the duration of a game. These global objects or events can be turned off by an action.


Global Objects

Global Objects exist for the entire game rather than just for one level. Global Objects can be created and destroyed at will. In contrast, Local Objects will be destroyed automatically at the end of each level.


Global Event groups

Global Event groups are collections of events which continue to work for the duration of the game. They can be activated or deactivated using a simple action from the Event Editor.


Global Values

The Games Factory provides you with up to sixteen Global Values, numbered from 1 to 16. These values keep their contents whenever you move between Levels. You can use them as a fast way of transferring information between Storyboard levels.


Gradient Fill Patterns

Gradient Fill Patterns are useful for creating attractive backgrounds for your games. Any Quick Background object can be optionally assigned to a colour gradient. A gradient fill displays a progression between two colours in the colour palette. A gradient fill can be generated from left to right, or top to bottom. The result is a smooth wash of colour which is perfect for skylines or seascapes.


Handy Hints

Handy Hints provide helpful messages which are displayed whenever the mouse over an object or icon. These handy hints can be turned off using a simple option from the Edit/Preferences menu.


Hiscore Objects

Hiscore Objects record the scores of the best players on a disc. These scores can be displayed or changed at any point in your game.


Hot Spot

A Hot Spot indicates the position of an invisible "handle" on an object. This handle is used as the starting point of the object's coordinates, and it can be changed using the Picture Editor.


Icons

Icons are small pictures which can be selected by the mouse to perform an action. There are two basic types of icons

Command Icons

Object Icons.


Icon Editor

The Icon Editor is used to change the appearance of the Icon for any object. The Icon Editor is very similar to the Picture Editor.


Initial direction(s)

The Initial Direction sets the direction(s) an object can move at the start of a game. The available direction(s) may changed as the game progresses.


Joystick 1

Joystick 1 is the joystick plugged into the LEFT joystick port. If only a single Joystick is being used, it must be plugged into the left joystick port.


Joystick 2

Joystick 2 is a Joystick plugged into the RIGHT port. Many computers have only a single joystick port so use this option with care.


Jump Strength

The Jump Strength sets the speed at which a character in a platform game can jump.


Levels

Levels split your game into separate sections, each with its own unique set of challenges. The Games Factory allows you to use as many levels as you like.


Ladder

Ladders are backdrop objects which can be climbed by a player controlled Platform Movement. You can set these ladders up using a simple option from the Obstacle menu for each backdrop object.


Level Grid

The Level Grid divides the play area into a number of rectangular sectors. Each object can now be positioned in units of a single sector.


Level Editor

The Level Editor provides you with everything you need to create a level in your game. You can use the Level Editor to set the position, movement type, and animations of the objects in your game.


Library

A Library is a set of predetermined objects which can be selected at any time from the Level Editor. You can also create your own libraries using a simple menu option.


Library Menu

The Library Menu is a pull down menu on the Toolbar. It can only be used from the Level Editor. Each option represents an entire library of objects which can be loaded into the Object Selector with a single click of the Left mouse button.


Limit Conditions

Limit Conditions control how your events will be tested during your game. Options are provided to repeat your tests, stop after a single check, or restrict selected actions.


Lives Objects

Lives Objects display the number of lives the player has left during the game. You can display the lives as either a simple number, or a complex graphic.


Local

Local refers to objects or event groups limited to the current Game Level.

See: Local Objects, Global Objects


Local Objects

Local Objects only exist for the duration of the level they were created in. These local objects will be destroyed automatically when the level ends.

See: Global Objects


Local Event Groups

Local Event Groups are discarded after the current level.

See: Global Event Groups.


MCI Objects

MCI Objects provide fine control over any multimedia device which understands the official Media Control interface.


Menus

Menus are lists of options which can be selected by clicking on them with the mouse.

See: Fixed Menus, Floating Menus, and Sub Menus.

Each game has its own menu bar. You can define this using the “Change menu” button from the Game Set-up dialogue You can read the user’s selections using the “Has an option been selection?” condition from the Event Editor. It’s listed under the “Special” options.


MIDI

MIDI is a standard format for used for recording professional quality music.


Mod

Mod is a function which returns the remainder of a number after a division.

e.g.

5 mod 2 = 1 (5 = 2*2 + 1 left over)

5 mod 3 = 2 (5 = 3*1 + 2 remaining)


Mouse Controlled

The Mouse Controlled option lets you assign an object to the mouse. The movement of your object can be restricted to a specific screen area if required.


Mouse Zone

Mouse zones are rectangular areas which can be tested for the presence of the mouse pointer.


Movement Selector

The Movement Selector is a dialogue box that can be viewed when the movement option is selected from an object’s pop-up menu.


Mosaic Fill Patterns

Mosaic Fill Patterns generate an effect very similar to Windows wallpaper. Mosaic fill patterns can be used to add texture to a Quick Background object.


MPEG

Motion Picture Expert Group (MPEG) is the latest file format for Multimedia movies.


Multimedia

Multimedia is a standard term for any display which includes music, sound, pictures, or film clips.


Multimedia Device

A Multimedia device is a program or add on which lets you play multimedia effects on a computer.


Multimedia Objects

Multimedia Objects let you add high quality sound and movie clips directly from The Games Factory

Available multimedia objects include:

CD audio Objects -music from a normal CD

AVI Objects -Microsoft Video for Windows

QuickTime Objects -movie files from an Apple Macintosh computer

MCI Objects -Any device which uses the Media Control Interface


Music

Music can be added to your game. It can be played from either a "MIDI" compatible music file, or straight from the audio track of your CD-ROM.


Obstacles

Obstacles are immovable background objects which block another objects progress. Typical obstacles include walls, doors or towers.

See Background Obstacles


Objects

Objects provide the raw materials for your games.

There are many types of objects including:

Active Objects -used for spaceships, balls, or aliens.

Backdrop Objects -provide fixed barriers such as walls.

Counter Objects -hold the numbers used for your calculations.

Lives Objects -indicate the number of remaining lives.

Score Objects -hold the current score.

Question and Answer Objects -ask the player questions.

Button objects generate clickable buttons for control panels

Hiscore Objects -save the best scores achieved in the game.

Multimedia Objects -display movie clips or play music from the CD.

Mixer objects control your MIDI music and sound effects.

Edit box objects display scrolling areas of Text.

Most of these objects can be either Local or Global


Object Bank

The Object Bank contains all the objects used by your current game. The Object bank is updated automatically, and is saved along with your games. It is displayed in a small window near the top of the Level Editor.


Object Group

An Object Group is a collection of objects dedicated to a single purpose. Object groups can be tested and changed using a single icon from the Event Editor.

All the objects in your groups MUST be of the same type.


Object Icons

The Object Icons represent a single object which can be manipulated in your game.


Object Library

An Object Library is a collection of objects stored on the disc and are ready for immediate use in your game. These libraries can be accessed directly from an icon in the Level Editor. You will find the object library to the left of the Playfield.


Object Preferences

The Object Preferences are a series of options which choose how an object will be controlled from The Games Factory.


Object Selector

The Object Selector is a small window near the top of the Level Editor which contains all the objects used by the current game.


Origin

The Origin provides a fixed reference point for all coordinate calculations. It can be moved to a new position using an option from the Preferences box to any point on the game area.


Parent game

A "Parent game" contains a game Level which will launch a separate game from the disc.

The new game is called the "Child game". The "child game" is a separate game with its own set of Storyboard levels, objects, actions, and events. The "child game" is created in The Games Factory using the same method used to create the "parent game", and can be loaded and edited independently from its parent.


Parent Objects

Parent Objects generate new objects during a game.

See: "Child Objects".


Palette

A Palette is an array of colours that can be selected by clicking the mouse button. These colours can be used in any picture or movie in The Games Factory.


Paragraph

A paragraph is a section of text in a Text Object. Each object can have any number of paragraphs only a single paragraph can be displayed at a time. You can move between the paragraphs using a range of actions from the Event Editor.


Password

The Password is an optional phrase or keyword which can jump directly to a selected level in your game.


Path Movement

Path Movements flip an object through a complex movement pattern entered from the screen. Paths can be recorded directly using the mouse, or generated one line at a time from the Path Editor.


Path Editor

The Path Editor allows you to add pre-recorded movement sequences to any Active Object.


Platform Game

Platform games present a sideways view of the world, and pit the player against a range of obstacles on the screen. The player is often trying to reach a treasure or rescue someone or something.


Picture Editor

The Picture Editor is a simple drawing system which allows you to create new objects for your games.


Platform

A Platform is a Backdrop object which has had its Platform option enabled from the Obstacle menu. These objects can be used as the floors of a Platform Game.


Platform Movement

Platform Movement animates a player character along a platform obeying the normal rules of physics, such as gravity.


Platform Objects

Platform Objects can be moved along a platform by the player.


Play Area

The Play Area is the part of the Level Editor screen which is displayed on the screen during the game. The play are is also known as the Playfield.


Player

The Player is a general term for the user of your productions.


Player number

The Player Number assigns an object to a selected player. The Players are numbered from 1 to 4. You can select a player to an Active or Multimedia object using the Moved By option from its Movement menu. You can choose one for a Lives or Score Object using the Player menu.


Player Actions

Play actions are any action which can performed by the player, such as hitting a key, moving the joystick, or answering a question.


Player Controlled Movements

Player Controlled Movements assign an object to a player.

See also Mouse Movement, Eight Direction Movement, Race car Movement, and Platform Movement.


Playfield

The Playfield is another term for the play area. It is part of the screen used for your game.


Playlist

A list of MIDI Music tracks used to accompany an FLI or Picture Level from the Storyboard.


Pop-Up menu

A Pop-Up menu pops on the screen when you double click an object or click an object with the right mouse button.

Here’s an example:


Preferences

Preferences set up the GF system the way you like it. You can call up the Preferences options from the Edit menu in the Level Editor.


Question and Answer Objects

Question and Answer Objects are used to display a multiple choice question on the screen and wait for the players response. It is then possible to test whether the answer selected is correct and perform an appropriate action.


Quick Backdrop Objects

Quick Backdrops provide the background areas of your game. They are filled with a selected colour pattern which can be chosen from the Level Editor.


QuickTime Objects

QuickTime Objects play QuickTime for Windows movie files from a game. You will need a special device driver in order to use QuickTime objects.


Race-car Movements

Race-car Movements simulate the movement of real cars in your game. You can steer them, step on the gas pedal, or hit the brakes, just like a real car.


Radio Buttons

Radio Buttons are used to set a single option from a number of possible alternatives. Radio Buttons are arranged in groups of items, and only a single button can be selected from each group. Click the radio button to enable or disable it.

The following is an example of a group of radio buttons.


Rebound Game

Rebound games include Pinball type games in which a player has to use a bouncing ball to hit selected targets.


Resize box

A Resize box is provided with eight rectangular control points which allows you to change the size of any object in your game.


RGB Slider

The RGB slider is a series of three slider bars which allow you to set the precise shade of a colour. They are only displayed if you are running The Games Factory in 16 bit or 24 bit colour mode.


Run Menu

The Run Menu is automatically displayed when you play a game.


Storyboard Controls

The Storyboard Controls are special actions which let you move to a new level, or exit from your game.


Score Objects

Score Objects keep track of the player's score, and display it on the screen using the selected font.


Screen Savers

Screen Savers are Windows programs which automatically run if you leave the computer unused for several minutes. They can be generated using a simple option from the File menu.


Scrolling

Scrolling is the process of shifting an extra large playing area through the visible screen window.


Soundcard

Soundcards are optional extras which add sound and music to your computer. The Games Factory is compatible with all major brands.


Sound Samples

Sound Samples are pieces of real sound which can be played back throughout your game. The Games Factory comes with a wide range of samples ready for use but if you have a sound card, you can create your own samples.


Sound Actions

Sound actions generate a sound effect through your sound card.


Sound Driver

Sound Drivers are special programs that come with your sound card. These sound drivers set up the sound card so that it can be used by the computer programs.


Stand-alone Game

Stand-alone games are completely independent of The Games Factory. They can be run on any Windows computer without needing a copy of The Games Factory


Static Objects

Static Objects are used for things like bricks or walls, which never move from their original position. If you want a static object to interact with the rest of the game, you can define it as an Active Object, and fix it into place using a simple menu option.


Step Through Editor

The Step Through Editor tests your game and lets you add in new features. It can be accessed directly from the Level Editor using a simple icon.


Storyboard

A Storyboard is a list of the levels and screen animations which make up the complete game.


Storyboard Editor

The Storyboard Editor lets you add, delete, and move the individual levels in your game.


Storyboard Level

A Storyboard Level holds a single section of your game.

Each level can include either GF objects, a still picture, an "FLI Animation", or an entire GF game.


String

A series of letters or characters surrounded by double quotes:

"This is a string"

You can read a string from an object, convert them from a number using Val, or even enter them from the keyboard using an Edit box object.


Sub-menus

Sub-menus appear when the item you have selected has several possible options. If a sub-menu is assigned to an item, you will see a > character to the right of the text.


Text Objects

Text Objects display messages in any TrueType Font. Text objects are grate for use in title screens.


Timer

The Timer is a built-in clock that runs throughout your game. The timer starts at zero and increases by one every thousandth of a second.


Time Mode

Time Mode records your position as a time interval. The time starts at zero and is measured in units of a thousandth of a second.

See Frame mode


Toolbar

The Toolbar provides a series of command icons for the  Games Factory . Each icon can be selected with the mouse to perform an appropriate action.


Track

Tracks store information on the CD or disc. There are several different kinds:

CD audio tracks hold some digitized CD music.

QuickTIme tracks store Video, Sound, MIDI Music, Text, or MPEG movies.


Values

Values store numbers in your games. Any Active Object can have up to four values assigned to it. The first three values are indicated by the letters A, B, and C respectively. The final value is fixed at random when you define the object. These values can be any whole number from approximately -2000,000,000 to +2000,000,000. Fractions are NOT allowed.

See: Alterable Values, Counter Objects, Flags, and Scores.


Video for Windows

Video for Windows is a device driver distributed by Microsoft. It is required for displaying "AVI" movie clips.


Video for Windows Objects

Video for Windows Objects play "AVI" movie files from your games.


WinG

WinG is an exciting new Animation system for Windows which speeds up the performance of many games.


X coordinates

An X coordinate gives the horizontal distance of an object from a fixed reference point called the origin. Positive values indicate a distance to the right of the origin, and negative values represent a distance to the left.


Y coordinates

A Y-coordinate enters the vertical distance of an object from a fixed reference point called the origin. Positive values indicate a distance below the origin, and negative values represent a distance above it.


Zones

Zones are rectangular areas of the screen used for detection purposes.