Copyright: Corel
Citation: Click & Create


The Games Factory: Quick Help

Quick Help provides an immediate description of any part of the  Games Factory system. When it is selected, the mouse will turn into a "Help" pointer:

You can move this pointer over an object, screen area, or menu.

When you press the left mouse button, a Window will appear with more information about the object or item you have selected.

See Also

Quick Help for the Storyboard
Quick Help for the Event Editor
Quick Help with the Level Editor
The Step Through Editor
The Games Factory menus
The Games Factory icons


Quick Help for the Storyboard

The Storyboard Editor allows you to specify the order that your The Games Factory game will work. Each game is divided into a series of sections known as “levels”. These levels can contain multimedia effects, animations, still pictures, or entire GF games.

See Also

The Thumbnail
The Storyboard Window
The More. box
The Storyboard Status Line
The Level Type icons
The Size icon
The Timer icon
The Left mouse icon
The Right mouse icon
The Title line
The Password
The Music icon
The Storyboard Level number
Fade in Setup
Fade out Setup
The End of Level icon
Run Game level
Setup Game level
Fade In to Game level
Fade Out from a Game level
New Fade from Game level
Delete Fade from Game level
Choosing a new Picture Level
Choosing a new Animation Level
Choosing a new Game file level
Editing a Game file level from The Games Factory
Editing the objects of a Game level
Editing the Events of a Game level
Adding a new Game level
Adding a new Picture level
Adding a new Animation level
Adding a new Game file level
Setting up a fade effect
The Nothing Action
The Jump To Action
The Continue Action
The Restart Action
The Quit Action
Storyboard Preferences


The Thumbnail

The Thumbnail displays a preview of the first image in the current level. Click the thumbnail with the right mouse button to display a menu of the available options. Click the thumbnail to edit it. Once you have highlighted a level, it can be moved to a new position, deleted by pressing the DELETE key, or moved into memory using Cut & Paste.


The Storyboard Window

The Storyboard Window a list of “levels” for your game. Each level can hold either a Game level, a still picture, an FLI animation, or a separate GF game.


The More. box

The "More." box serves as a place marker showing the first available level in the Storyboard. Click the “More.” box with the right mouse button to add a new level at the current position.


The Storyboard Status Line

The Storyboard Status Line shows additional information about the current operation.


The Level Type icons

The Level Type icons used to identify the type of the Storyboard level.

Game levels hold  objects, events, and actions.

Picture levels hold still pictures with an optional soundtrack.

Animation levels hold Autodesk compatible animation sequences.

Game file levels call up a separate GF game from the disc.


The Size icon

The Size icon lets you change the screen size of a Game level. The first number is used to set the width and the second number is used to set the height. You can change these values by clicking the box and entering a new values from the keyboard. Press the RETURN key to accept the new values.


The Timer icon

The Timer icon sets the amount of time the current animation or picture level will be displayed on the screen. The time is shown in minutes and seconds. You can change the length of time by clicking the numbers and typing new values from the keyboard. Press the RETURN key to accept the new values.


The Left mouse icon

The Left mouse icon is used to assign an action to the left mouse button when you are displaying a Picture or Animation level.


The Right mouse icon

The Right mouse icon is used to assign an action to the right mouse button when you are displaying a Picture or Animation level.


The Title line

The Title line provides an optional description of the contents of the level. To enter a title, click the title box and enter the text from the keyboard. Press the RETURN key to accept the title.


The Password

The Password line provides a short-cut to a specified level in your  Storyboard. When a password is assigned to a level, you can ask the user to type the password into a menu in the completed game. This will enable the user to jump to the level with the assigned password. For example, if a player reaches level 99 of your adventure game you could display a password on the screen. The next time the player plays the game, they can enter the password to start at level 100!


The Music icon

The Music icon is used to add an optional soundtrack to a Picture or FLI level. You can choose the music from a standard ".MID" file on the disc. The  Games Factory CD provides a large selection of music samples.


The Storyboard Level number

The Storyboard Level number is used to identify the current Storyboard level. Click the Level number with the right mouse button to display a menu of the available level options. To edit the level, click the Level number. Depending on the level type, you will either be taken to the Level Editor or presented with a file selector.


Fade in Setup

A Fade in effect is called automatically when a Game level starts. To begin the fade, the screen will display either the previous level or a solid colour. The screen will then dissolve into the new level using a fade effect.

The top line of the level shows a brief description of the fade effect you have selected. To edit the fade, click this line with the right mouse button to display a menu of the available editing options.

The Fade From boxes let you start your fade from either the last level, or a fixed colour. If you selected the colour option, click the Choose button to pick the new colour from the colour palette.


Fade out Setup

A Fade Out effect is called automatically when your Game level ends. At the end of the level, the level will be gently transformed into a solid block of colour using a fade effect. You can choose the effect when you are defining the fade in the Storyboard Editor.

The bottom line of the level shows a brief description of the fade effect you have selected. To edit the fade, click this line with the right button to display a menu of the available editing options.

The Colour to fade from box shows the colour your level will fade to. Click the Choose button to pick a new colour from the colour palette.


The End of Level icon

The End of Level icon is used by game levels to trigger an action after the level is finished.


Run Game level

Run Game level runs the current Game level in its own Window. You can quit by pressing ALT + F4 or ESC on the keyboard or by choosing the level window’s Close icon.


Setup Game level

Setup Game level lets you define the size, password, and background colour of your level.


Fade In to Game level

Fade In to Game level adds a Fade in effect to the current Game level. The screen will display the previous level or a solid colour. The screen will then dissolve into the current level using a fade effect. When the fade is completed, the level will run as normal.

You can choose the fading effect from on of the many fade effects in the fades directory on the CD or create your own effect in The Games Factory


Fade Out from a Game level

A Fade out is used when the current level ends. At the end of the current level, the picture will be gently transformed into a solid block of colour using a fade effect. There are dozens of fade effects on The Games Factory CD.


New Fade from Game level

The Select Fade options let you choose a level type from the disc. You will find a selection of fade effects in the Fade directory of  The Games Factory CD. There are over a hundred different fades to choose from.

Note: Each Fade effect is stored in a standard The Games Factory file. With a little work, you can easily create your very own fade effects.


Delete Fade from Game level

The Delete Fade option removes the currently selected Fading effect from your Storyboard level.


Choosing a new Picture Level

Choosing a new Picture Level lets you change the file used by the selected picture level. You can choose the replacement picture using a standard file selector. The file can be in either: PCX, TIF, REL, DIB, or BMP format.


Choosing a new Animation Level

Choosing a new Animation Level lets you pick a new FLI or FLC file for your animation level.


Choosing a new Game file level

Choosing a new Game file level allows you to enter a new GF game at the current position. You can pick the game from any “CCA” or “GAM” file on the disc.


Editing a Game file level from The Games Factory

The Edit game option loads the “child” game onto the Storyboard, and lets you edit it from the  Storyboard. When you have finished editing, you will be given the opportunity to return to the original game.


Editing the objects of a Game level

Editing the objects of a Game level calls the Level Editor and allows you to change the objects and backgrounds used by this level.


Editing the Events of a Game level

Editing the Events of a Game level calls the Event Editor and allows you to add new conditions, events, and actions to the level.


Adding a new Game level

Adding a new Game level allows you to add a new Game level to the current Storyboard. You can create objects for this level using the Level Editor, or set up events and actions using the Event Editor.


Adding a new Picture level

Adding a new Picture level allows you to add a new picture level to the current Storyboard. You will be asked to choose a picture file from the disc using PCX, TIF, REL, DIB, or BMP file formats.


Adding a new Animation level

Adding a new Animation level allows you to insert a new Autodesk compatible animation file into your Storyboard. You can choose the animation from either an FLI or FLC file on the disc.


Adding a new Game file level

Adding a new Game file level allows you to insert a new game file into the current Storyboard. The level can be any The Games Factory compatible file on the disc. It will be loaded into memory when you run the level, and will return to your original game when it is finished.


Setting up a fade effect

You can move between your Game levels using a verity of different “Fade effects”. Each effect is stored in its own game file on the disc. The Fade directory of the CD contains hundreds of useful effects.

You can set a fade using a simple control box. The top line of the level will show the fade effect you have selected. To edit the fade, click this line with the right mouse button and choose the Choose a new transition option from the pop-up menu.

If you are editing a Fade In effect, you will now see the Fade From boxes in the dialog box. These boxes let you start your fade from either the last level, or a fixed colour. If you select the colour option, click the Choose button to select a colour from the colour palette.

If you are editing a Fade Out effect, you will have a single Colour to fade from box instead. This box shows the fading colour current selected. Click the choose button to select a new colour from the colour palette.


The Nothing Action

The Nothing Action has no effect. If it is assigned to an event, the event will be completely ignored.


The Jump To Action

The Jump to Action moves directly to the chosen level after an event has occurred. You will be asked to pick the destination level using a selector.


The Continue Action

The Continue Action moves to the next Storyboard level after an event has occurred. If The Games Factory has reached the last level, the game will be closed as normal.


The Restart Action

The Restart Action  will Restart the entire game from the first level.


The Quit Action

The Quit Action exits from the current game after an event has occurred. If the game was called from a game level, the original Storyboard will continue from where it left off.


Storyboard Preferences

The Storyboard Preferences option lets you zoom in on the Storyboard and change the size of the level boxes.


Quick Help for the Event Editor

The Event Editor provides you with a simple way of managing the events and actions in your games.

Everything that can happen in your game can be tested using an event. When an event occurs, The Games Factory will automatically perform the appropriate actions. Events can test for several different conditions at a time. Each condition tests for a single outcome in your game.

See Also

The Event Number
The Action grid
The Conditions
The New condition area
The Object icons
Event Groups
Comments
Event Editor preferences
Selecting an Event
Adding a new Event line
Adding a new Event group
Adding a new comment or remark
The object icon menu
Editing a Highlighted Event
Replacing the object after a copying operation
Editing a Condition
Editing Comment
Editing an Event Group
The Filter menu


The Event Number

Each event in your Game level is identified by its own number. The levels are numbered consecutively starting at the number 1. Click the Event Number to highlight the even, now you can cut, copy, or paste the highlighted events. You can edit the event by clicking the Event number with the right mouse button and choosing an option from the pop-up menu.


The Action grid

The Action grid is found in the Event editor. The Grid is divided into columns with an icon at the top of each column. Each column represents a particular type of action and the events assigned to that action. Click a grid box with the right mouse button to add a new action. If an event has been assigned to an action, the grid box will be filled with a marker. Click the Action or Grid marker to copy your actions to a new position in the grid. Each grid box can contain several different events.


The Conditions

The Conditions enter a single test in your game. You can copy conditions between events by clicking the condition and dragging and dropping it into a new location. To edit a condition, click the condition with the right mouse button and choose edit from the pop-up menu.


The New condition area

The New  condition area  serves as a place marker for the first available condition in the current level. Click the New condition box add a new condition to your game. Choose the type of condition from the selector dialog box.


The Object icons

The object icons divide the action grid into columns. Each column adds a particular type of Action in your game. You can select the object icon with either the Left or Right button. The Right button brings up a menu, and the left button drags the column to a new position. You can add new actions by clicking one of the grid boxes with the right mouse button.


Event Groups

Event groups split your events into a number of different categories. Each group can contain its own set of Events, Conditions, and Actions. Groups can be either Open or Closed. If the group is open, you can see all of the Events on the screen and edit them directly. If the group is closed, the group will be shown as a single title line. You can open or close a group by clicking the title line with the right mouse button and choosing an option from the pop-up menu. You can move a group to a new position by clicking the group and dragging and dropping it into a new position.


Comments

Comments provide a text description of the current event or group. You can edit comments by clicking the comment line with the right mouse button. You can move a comment to a new event or group by clicking the comment line and dragging and dropping into a new position.


Event Editor preferences

The Editor preferences icon lets you customize the Event Editor for your own needs. You can change the appearance of the Event boxes and choose a new icon for the Action markers.


Selecting an Event

Click the Event number of an event to select or highlight a specific event. Now that the event is highlighted, you can drag and drop it into a new position or remove it completely by pressing the DELETE key on the keyboard. You can also select the Cut or copy icons to move the event onto the  Games Factory clipboard for future use. Clicking an event with the right mouse button will display a menu of the available editing options.


Adding a new Event line

The Adding a new line icon adds a new line of Events to your Game level. You will be asked to choose the type of Event using a selector. If you have clicked on the Add a New line icon from the “New Condition” box, your events will be inserted at the current location. If it was chosen from the “Create a new level” icon, you can position the event by clicking over a destination number. If an event already exists at this point, space will be made for your new line.


Adding a new Event group

The Adding a new group icon adds a new Group of events to your current Game level. You will be asked to type in the name of the event group before you continue. If the Event group is Global, it will be made available to all Game levels in the game.


Adding a new comment or remark

The Adding a new Comment icon adds a new comment to your game. You can now enter the text from the keyboard and set the style to any of the available True type fonts.


The object icon menu

The object icon menu has two available options: Replace by another object and Filter and Select events. The Replace option lets you swap the object with another object of the same type. If you have defined some Events or Actions for this object, they will be automatically converted to your new selection. The Filter option only displays the events which affect the current object. You can view the events associated with all of the objects by clicking the “Relative to.” message at the top left corner with the right mouse button and choosing No Filters from the pop-up menu.


Editing a Highlighted Event

The Edit menu lets you undo, redo, cut, copy, paste or delete a highlighted Event. Once you clicked your event to highlight it, you can cut or copy your events into memory. You can now copy the event into a Game level in either the current Storyboard or the Storyboard of another GF game. Choosing Undo will Undo the last action that you completed in the game.


Replacing the object after a copying operation

The Copy, Cut and Paste operations can be used copy your events between different game levels in your games. If your destination level uses different objects from the original, you will need to tell The Games Factory which objects should be used for the new events. The Event Editor will display a “question marker” over any objects it is unsure of. Click this question marker with the right mouse button and choose the “Replace object” option from the pop-up menu to select the object to apply these events to. You can only replace an object that is exactly the same type as the original.


Editing a Condition

The condition menu lets you replace the current condition or swap it with another of the same type. Some conditions can be “Negated”. Negating a condition reverses the effect of the test. Therefore, if a test would normally be false, it will become true when negated.


Editing Comment

The Comment menu lets you edit the comment description. The text can be displayed using a range of styles. The Edit option lets you choose the colour, font, and alignment of the comment text using a simple dialog box.


Editing an Event Group

The Editing an Event Group menu lets you Close (Minimize) or Open (Expand) your event Groups. You can also change the name or control options using a dialog box.


The Filter menu

The Filter menu lets you turn off the Event filters, and restrict the display to Timer Events or Fade effect events. The filter menu is used to zoom in on the objects and events which interest you. You will see a description of the current mode on the screen. Note: The Fade In and Fade Out filters are only used when you are creating your own fade effects for your GF games.


The Step Through Editor

The Step Through Editor starts your objects moving and reports back when an event is detected. When an event is detected, you can either enter some actions from the screen, or continue testing next Event.

See Also

The Event line
The Object Buttons
The Action Lines
The "No actions selected" line
The Garbage can
The Display First Event icon
The Display Previous Event icon
The Display Next Event icon
The Display Last Event icon


The Event line

The Event line gives a brief description of the current event.


The Object Buttons

The Object buttons are used to choose the type of actions used in your game. Each type is represented by a single icon in the selector. Click the icon with the right mouse button to add a new action to your game. If you can’t see the icon you want, use the scroll bar to move through the list.


The Action Lines

The Action lines show all the actions assigned to the current event. You can select an action from the list and change it using a menu. The options available depend on the type of your action.


The "No actions selected" line

The “No actions selected” line serves as a place marker for the last action in the current event.


The Garbage can

The Garbage can icon provides an easy way of deleting an action from the Event List. Click the action and drag and drop it over the Garbage can icon. When you release the button, the action will be completely erased. You can also delete an action by selecting the action and pressing DELETE on the keyboard.


The Display First Event icon

The Display First Event icon will jump to the first event in the Event list of your game. The Action box will be loaded with all the actions you have assigned to this event. You can edit these actions by clicking an event description and choosing an appropriate option from the pop-up menu.


The Display Previous Event icon

The Display Previous Event icon will move you one event backwards in the Event List and will display the previous event. The Action box will be loaded with all the actions you have assigned to this event. You can edit these actions by clicking an event description and choosing an appropriate option from the pop-up menu.


The Display Next Event icon

The Display Next Event icon will moves you one event forward in the Event List. The Action box will be loaded with all the actions you have assigned to this event. You can now edit these actions by clicking an event description and choosing an appropriate option from the pop-up menu.


The Display Last Event icon

The Display Last Event icon moves to the last event in the Event List. The Action box will be loaded with all the actions you have assigned to this event. You can now edit these actions by clicking an event description and choosing an appropriate option from the pop-up menu.


Quick Help with the Level Editor

The Level Editor is used to create the objects in a game level and position them on the screen. The objects provide the building blocks for your games. You can add objects from a Library on the CD, or create new ones using the Create new object icon. To move an object on the screen, click the object and drag and drop it into a location on the playfield. To set the controls for an object, click the object with the right mouse button and choose an option from the pop-up menu.

See Also

The Games Factory objects
The Playfield
The Status Line
Centering the play area
Selecting an object from a library
Choosing an object from the next game level
Choosing an object from the previous game level
The Active Object Marker
The Background Object Marker
The General Objects Marker


The Games Factory objects

You can select an object with either the Left or Right mouse button. The Right button displays a pop-up menu of the available movement or animation options for that object. The Left button lets you select one or more objects from the screen. Once selected, they can be dragged and dropped into a new location, cut, copied, and pasted using the Edit menu, or deleted by pressing the DELETE key on the keyboard.


The Playfield

The Playfield forms the background of your games. This screen is displayed in a resizeable window whenever you play your game. If the screen is too big to fit into the Level Editor, you can move around it using standard Windows scrollbars at the right and bottom of the screen.


The Status Line

The Status Line shows the current coordinates of the mouse and gives some helpful hints about the  Games Factory editing system. The status line can be removed using an option in the General Preferences dialog box.


Centering the play area

To center the play area, click the section between the two scroll bars and the Playfield will be centered neatly in the current window.


Selecting an object from a library

Each object is represented by a small icon in the object selector. You can view the object by clicking an icon and holding down the left mouse button for several seconds. The object will be shown in a small window which will disappear when you release the mouse button.

To add a single object to the level, click the object and drag and drop it onto the Playfield. You can abort by pressing the ESC key or clicking one of the gray marker icons in the object selector.

To add several objects to the level, click the object with the right mouse button, the mouse pointer will stay assigned to your object after the selection. For each object you want to add to the Playfield, click with the right mouse button and the mouse will release another object. When you get to the last copy, drop it into place using the left button and the mouse pointer will return to normal.


Choosing an object from the next game level

The Arrow down icon to the bottom left of the object selector is used to load the selector with all the objects from the next game level in the Storyboard.


Choosing an object from the previous game level

This Arrow up icon to the top left of the object selector is used to load the selector with all the objects from the previous game level in the Storyboard.


The Active Object Marker

The Active Object Marker is placed before the first active object on the object selector. Active objects usually have an animation sequence associated with them.


The Background Object Marker

The Background Object Marker indicates the start of the background objects on the object selector.


The General Objects Marker

The General Objects Marker lists the scores, counters, text, or game  objects in your current level.


The Games Factory menus

You control The Games Factory using a standard set of Windows menus.

The available Windows menus are:

File -for loading and saving operations.

Edit -for cutting, copying, pasting, and preferences options.

Objects -for displaying objects from the Level Editor.

Window -for controlling your The Games Factory editing windows.

Run -for running your games or individual levels, and accessing the Step Through Editor.

Help -to access the on-line help.

See Also

The File menu
The Edit menu
The Objects menu
The Window menu
The Run menu
The Help menu


The File menu

The File menu provides you with options for loading and saving your GF games on the disc.

See Also

New
Open
Save
Save As
Save as Stand alone game
Save as Screen Saver
General setup
Game setup
Exit
1.
2.
3.
4.


New

The New option removes the current game from memory, and allows you to start again from scratch. If you have made any changes, you will be prompted to save your game before it gets erased.

Note: You can also start a New  game by pressing CTRL + N.


Open

The Open option loads an existing GF game from disc. You will be presented with a familiar Windows file selector. As a rule, GF games have an extension of “gam”. But you can also load Click & Create  “.cca” applications. Providing the Click & Create application uses the standard GF object types, you can load these directly into The Games Factory.


Save

Save stores your game onto a disk under the current filename. If you are saving your game for the first time, a selector will appear to let you assign a file name and a destination for the file. If you don’t enter a file extension, “.gam” will be added automatically after the name.

Note: You can also Save a game by pressing CTRL + S.


Save As

Save As stores your game under a new name or to a different destination. If you don’t enter a file extension, “.gam” will be added automatically after the name.


Save as Stand alone game

Save Standalone game lets you run your game independently of the  Games Factory system. The Games Factory will produce the following files: “name.exe”, and “name.gam”, where “name” is the filename you have entered for your new game.

If you want to distribute the game, enable the “Save with installer” option to automatically set-up these files on the user’s computer. The installer generates three files: “setup.exe”, “setup.bin”, “name.dat”. The “name” bit will be replaced by your own filename.

The saved game can now be installed from  Windows as normal. It expands to the following files:

“name.exe”, “name.gam”, “uninstal,exe”, and “uninstall.bin”


Save as Screen Saver

The Save as Screen Saver option saves your GF game as a Windows screen saver! You just save your game in your current Windows directory, call up the Windows Control panel, and select the game name from the menu. It's that simple!


General setup

General setup provides general controls over the way the  Games Factory  works. If you make any changes to the General setup, they will be saved automatically when you leave The Games Factory.


Game setup

Game setup is used to set up your current GF game. You can use this option to set the game’s title line, icons, or add in your credit screens.


Exit

Choose Exit to quit from The Games Factory and return to the Windows Desktop. If you have made any changes to your game, you will be prompted to save them before you leave.

Note: You can also exit The Games Factory by pressing ALT + F4 on the keyboard.


1.

This option from the File menu provides a short-cut to the last game you have edited in The Games Factory. When this option is selected, the game will be loaded immediately from the disc.


2.

This option from the File menu provides a short-cut to the name of the second most recent GF game that you have edited. When this option is selected, the game will be loaded immediately from the disc.


3.

This option from the File menu provides a short-cut to the name of the third most recent GF game that you have edited. When this option is selected, the game will be loaded immediately from the disc.


4.

This option from the File menu provides a short-cut to the name of the fourth most recent GF game that you have edited. When this option is selected, the game will be loaded immediately from the disc.


The Edit menu

The Edit menu provides you with a variety of cut & paste options and lets you customize the behavior of the  Games Factory .

See Also

Undo
Redo
The Cut option
The Copy option
The Delete option
The Paste option
The Unselect option
The Select All option
Editor Preferences
Level setup


Undo

The Undo command is used to reverse the actions performed during your current The Games Factory session. Use Undo after making a change you do not want implemented. Immediately after selecting Undo, the Redo command becomes available, allowing you to restore what you just undid.

Set the number of Undo levels in the General Setup dialog box to determine how many consecutive actions you can Undo and Redo If the action cannot be undone, or if there are no actions to be undone, the command is grayed.

Notes

1)	Click the Undo icon ( [image]) on the toolbar to access this option directly.

2)	You cannot use Undo for any file operations (Open, Save, Import, etc.) or in the Storyboard Editor.


Redo

The Redo command restores changes reversed by the Undo command. Redo becomes available immediately after you select the Undo command.


The Cut option

The Cut option  removes the selected object(s) or levels(s) from the current window, and stores them in the clipboard.


The Copy option

The Copy option makes a copy of the highlighted object(s) or level(s), and saves them onto the. The original object or level remains untouched.


The Delete option

The Delete option  completely erases the selected object(s) or level(s) from the game.


The Paste option

The Paste option moves the contents of the clipboard into your editing window. You will be able to paste objects only if the clipboard contains components that can be used in the current editor. For example, you can’t paste Events into the Level Editor.


The Unselect option

The Unselect option will abort the selection of highlighted objects. If you have selected an object by mistake, use the Unselect option to undo the selection.


The Select All option

The Select All option will highlight every object or level in the current window. Any locked objects will be ignored.


Editor Preferences

Editor Preferences let you customize the current editor window. Each of the  editors has its own set of options.


Level setup

Level setup customizes the currently displayed level. You can use it to set the size of the current playing area, enter a password, or choose the background colour for the Window.


The Objects menu

The Objects menu changes the way your objects will be displayed in the Level Editor.

See Also

Show objects
Hide Objects
Pick objects from a game
Save Game as a Library


Show objects

Show objects changes the object selector used to pick objects from a library. It is only available from the Level Editor.

See Also

In a Fixed Window
In a Moveable Window


In a Fixed Window

This places the object selector to the left of the  Games Factory screen. You can scroll through the objects using the arrow icons.


In a Moveable Window

This creates a window for your objects near the top of the Level Editor. You can scroll through the objects using the arrow icons to the right. The window can be moved and re-sized.


Hide Objects

The Hide Objects option removes the Object selector from the Level Editor display. You can return the Object selector to the screen by selecting an appropriate option from the “Show” menu.


Pick objects from a game

Pick objects from a game you choose your objects from another GF game. Pick the GF game whose objects you'd like to "borrow" and click OK to load them into the Object Selector.


Save Game as a Library

If you have created your own objects, you can save them into a new library with this option. The objects will now be at your fingertips whenever you load The Games Factory!


The Window menu

The Window menu controls the  Games Factory editing windows. You can use it to arrange the windows neatly on the screen, or jump directly to the Storyboard, Level, or Event editors.

See Also

Cascade
Tile
Arrange
Storyboard Editor
Level Editor
Event Editor


Cascade

Cascade arranges the open Storyboard editor, Level Editor an Event editor in layers so that you can see each title bar. You can activate an editor by clicking its title bar. The Games Factory arranges minimized games at the bottom of the window.


Tile

Tile arranges the open Storyboard editor, Level Editor and  Event editor  horizontally in equal sized rectangles to fit in the  window. The Games Factory arranges minimized games at the bottom of the  window.


Arrange

Arrange arranges the open Storyboard editor, Level Editor, and Event editors so that all open games can be viewed at the same time. The Games Factory arranges minimized games at the bottom of the  window.


Storyboard Editor

The Storyboard Editor option opens up the Storyboard Editor screen and selects it for use. You can now add new game levels, animations, or pictures to your games.


Level Editor

The Level Editor command displays the Level Editor Window so that you can reposition your multimedia objects and change their movement settings. This option will only work if you have already loaded this Window with the current level. You can load the Window with the current level by clicking the level number, or clicking “thumbnail” with the right mouse button and choosing one of the options from the “Edit this Level” menu.


Event Editor

The Event Editor option brings up the Event Editor Window. It is used to set-up the Events, Conditions, and Actions which provide control over your game.

This option will not work if you haven’t previously edited the game level. In this case, you can call the Event editor by clicking the “thumbnail” with the right mouse button and choosing the “Events” option from the “Edit this Level” menu.


The Run menu

The Run menu lets you run either the game or the current Level.

See Also

Run Game
Run Level
Restart
Step Through
Play


Run Game

Runs the entire game from start to finish. The game is displayed in it’s own window on the desktop, and you can exit running the game by pressing ESC or ALT + F4.


Run Level

Runs the currently selected level from the Windows desktop. Multimedia and game levels will be run from start to finish. Picture and Animation levels will be displayed. You can exit by choosing “Quit” or pressing ESC or ALT + F4.


Restart

Choose the Restart option to return to the beginning of the Level in the Level Editor or Event Editor. Use the Restart option after using the Step Through Editor.


Step Through

Choose the Step Through option to access the Step Through Editor. Use the Step Through Editor to add actions to the Events in your game.


Play

The Play  option plays the current level from the Level Editor. If you have stopped the level with “Pause”, choosing play will resume playing the level from the level where it was paused. You can play the events from the beginning by selecting the “Reset” icon first.


The Help menu

This lets you read through the on-line reference manual and get more information about a particular topic.

See Also

General
Editors
Using Objects
Object Types
Actions, Conditions, and Functions
Using Help
Technical support


General

The General help calls up the  Games Factory User Guide. It introduces the  Games Factory, and provides detailed information about the Storyboard, Multimedia, Event, and Step Through Editors.


Editors

Direct help lets you jump directly to the relevant sections on the Storyboard editor, Level Editorand  Event Editor


Using Objects

This  tells you about the components of a GF game level. You will learn how to create them, set their attributes, and manipulate them from within your game.


Object Types

This provides a detailed explanation of each  of the available object types you can use in your game.


Actions, Conditions, and Functions

Actions, Conditions, and Functions gives a complete explanation of the effects you can add to a game level. Separate indexes are provided for all the Actions, Conditions, and Functions you can use in a game.


Using Help

Using Help provides a general introduction to the  Games Factory Help system, and explains how the Table of Contents screens, and Indexes work.


Technical support

This gives details of how the contact Europress Software for support.


The Games Factory icons

At the top of the  window, you will find a number of different icons. These can be selected with the mouse to call up a range of commonly used commands.

See Also

The New icon
The Open icon
The Save icon
The Storyboard Icon
The Level Editor icon
The Event Editor
The Information icon
The Cut icon
The Copy icon
The Paste icon
The Preferences icon
The Create New icon
The Help icon
The Undo icon
The Redo icon
The Run game icon
The Run Level icon
The Restart icon
The Step Through icon
The Pause icon
The Play icon


The New icon

The New icon enables you to start a new GF game. If you are currently working on a file, a file selector will be displayed to ask you to save the current game.


The Open icon

The Open icon loads a new GF game from the disc. You can choose either a GF “.gam” file, or a Click & Create  “.cca” file.


The Save icon

Save stores your game onto your disk under the current filename. If you are saving your game for the first time, a selector will appear to let you assign a file name and a destination for the file. If you don’t enter a file extension, “.gam” will be added automatically after the name.


The Storyboard Icon

Click the Storyboard Icon to jump immediately to the  Storyboard Window.


The Level Editor icon

Click the Level Editor icon to display the Level Editor window so you can edit the objects in a game level. In order to use this icon, you’ll need to have loaded the level into the Editing windows. Otherwise. selecting this icon will have absolutely no effect.

You can set-up the windows by clicking the Level number or clicking the “Thumbnail” with the right mouse button choosing one of the Editing options from the menu.


The Event Editor

Click the Event Editor icon to display the Level Editor window so you can edit its actions, events, and conditions. If this Window is not open, or you haven’t previously loaded the Level Editor, selecting this icon will have absolutely no effect.

In this case, you can move to the Event Editor by clicking the “Thumbnail” with the right mouse button and selecting Edit this level, events from the pop-up menu.


The Information icon

The Information icon provides additional information about the current editor window. Each editor gives a different view of the game. If the Information icon is “Grayed out”, no information is available about the present editing operation.

See Also

The Information icon from the Level Editor
The Information icon from the Storyboard Editor
The Information icon from the Event editor


The Information icon from the Level Editor

The Information icon from the Level Editor provides you with additional information about the Game level you are currently editing.


The Information icon from the Storyboard Editor

The Information icon from the Storyboard Editor gives extra details about the current Storyboard.


The Information icon from the Event editor

The Information icon from the Event editor tells you how much memory is being used by the objects, actions, and events in your game level.


The Cut icon

The Cut icon lets you remove an element from your game and save it into the GF clipboard. The original will be removed from its current location and can be copied to a new position using the “Paste” option.

See Also

The Cut icon from the Storyboard Editor
The Cut icon from the Event Editor
The Cut icon from the Level Editor


The Cut icon from the Storyboard Editor

The Cut icon from the Storyboard Editor removes the currently highlighted levels from the Storyboard and saves them in the GF clipboard area.

You can select your levels by clicking the thumbnail boxes. If you hold down the CTRL key and click the thumbnails at the same time, you can highlight several levels at once. If you hold down the SHIFT key, you can select all the levels in a particular range.


The Cut icon from the Event Editor

The Cut icon from the Event Editor removes the highlighted event lines from the Event Editor, and saves them in the GF clipboard area.

You can select your event lines by clicking the event numbers. If you hold down the CTRL key and click the event numbers at the same time, you can highlight several lines at a time. If you hold down the SHIFT key, you can select all the lines in a particular range


The Cut icon from the Level Editor

The Cut icon from the Level Editor removes the selected objects from the current Game level, and saves in them in the GF clipboard area.

You can select your object lines by clicking the object. If you hold down the CTRL key and click the object lines at the same time, you can highlight several lines at a time. If you hold down the SHIFT key, you can select all the lines in a particular range


The Copy icon

The Copy icon saves your elements in the GF clipboard area without affecting the original version.

See Also

The Copy icon from the Storyboard Editor
The Copy icon from the Level Editor.
The Copy icon from the Event Editor


The Copy icon from the Storyboard Editor

The Copy icon from the Storyboard Editor saves the currently highlighted levels in the GF clipboard area, without affecting the original selection.

You can select your levels by clicking the thumbnail boxes. If you hold down the CTRL key and click the thumbnails at the same time, you can highlight several levels at once. If you hold down the SHIFT key, you can select all the levels in a particular range.


The Copy icon from the Level Editor.

The Copy icon from the Level Editor  saves the selected objects in the GF clipboard area.

You can select your object lines by clicking the object. If you hold down the CTRL key and click the object lines at the same time, you can highlight several lines at a time. If you hold down the SHIFT key, you can select all the lines in a particular range


The Copy icon from the Event Editor

The Copy icon from the Event Editor saves the highlighted event lines into the GF clipboard area Once they’ve been copied, the original lines will be returned to normal.

You can select your event lines by clicking the event numbers. If you hold down the CTRL key and click the event numbers at the same time, you can highlight several lines at a time. If you hold down the SHIFT key, you can select all the lines in a particular range


The Paste icon

The Paste icon copies the contents of the GF clipboard to a new position. You can make as many copies as you like, but the destination area must be of the same type as the source. Therefore, you can’t copy a Storyboard level into the Event Editor,..

See Also

The Paste icon from the Storyboard Editor
The  Paste icon from the Level Editor
The  Paste icon from the Event Editor


The Paste icon from the Storyboard Editor

The Paste icon from the Storyboard Editor copies some previously saved Storyboard levels to a new location. The clipboard area will be preserved for the duration of the current session. Therefore, you can copy your levels between different games if required.


The  Paste icon from the Level Editor

The Paste icon from the Level Editor copies some previously saved objects to a new position in a Game level. You can use it to copy objects between different levels, or different games.


The  Paste icon from the Event Editor

The Paste icon from the Event Editor copies some previously saved event lines to a new position in your game. You can use this option to copy events between different levels or even different games.

Note: If the new level has a different mix of objects, The Games Factory will be unable to set up some of the object actions. It will display a question marker at the parts it is unsure about.

Click the question marker with the right mouse button to select a new object for these Events.


The Preferences icon

The Preferences icon changes the way The Games Factory will edit your game on the screen. Each of the Editors has its own unique set of options.

See Also

The Preferences icon from the Storyboard Editor
The Preferences icon from the Level Editor
The Preferences icon from the Event Editor


The Preferences icon from the Storyboard Editor

The Preferences icon from the Storyboard Editorchanges the way your Storyboard levels will be displayed on the screen.


The Preferences icon from the Level Editor

The Preferences icon from the Level Editor alters the way your objects will be displayed by the Level Editor, and allows you to position them using a simple grid.


The Preferences icon from the Event Editor

The Preferences icon  from the Event Editor sets up the Event Editor window. You can use this option to change the general appearance of your Events and Conditions.


The Create New icon

The Create icon lets you add new elements to your GF games. The effect varies of the current editor window.

If you’re in the Storyboard Editor, it will add a new level to the Storyboard.

If you’ve called it from the Event editor, it will add a new line of events.

If you’re using it from the Level Editor, it will add a new object on the Playfield.

See Also

Creating a new Storyboard level
Creating a new Multimedia object
Creating a new Event, Group, or Remark


Creating a new Storyboard level

This icon adds a new Storyboard level to your game. You can choose from one of four possibilities:

 A Game level containing objects, actions, and events

 A Picture level holding a still picture.

 An Animation level showing an FLI or FLC animation.

 A separate GF game.


Creating a new Multimedia object

This icon adds a new multimedia object to your current level.

Simply click on an icon to add a new object to your game.


Creating a new Event, Group, or Remark

The icon adds a new event, group, or remark from the Event Editor. There are three possibilities:

 Adds a new line of Events

 Creates a new Event Group

 Defines a Comment


The Help icon

This calls up either the Quick Help system, or loads a tutorial from the CD.

 Calls the Quick Help.

You can click on an item to get a quick description of its use.


The Undo icon

Click the Undo icon to reverse the actions performed during your current The Games Factory session. Use Undo after making a change you do not want implemented. Immediately after selecting Undo, the Redo command becomes available, allowing you to restore what you just undid.

Set the number of Undo levels in the General Setup dialog box to determine how many consecutive actions you can Undo and Redo. If the action cannot be undone, or if there are no actions to be undone, the command is grayed.

Note

You cannot use Undo for any file operations (Open, Save, Import, etc.) or in the Storyboard Editor.


The Redo icon

Click the Redo icon to restore changes reversed by the Undo command. Redo becomes available immediately after you select the Undo command.


The Run game icon

Click the Run game icon to run the entire game from start to finish. The game is displayed in it’s own window on the desktop, and you can exit running the game by pressing ESC or ALT + F4.


The Run Level icon

Click the Run Level icon to runs the currently selected level from the Windows desktop. Multimedia and game levels will be run from start to finish. Picture and Animation levels will be displayed. You can exit by choosing “Quit” or pressing ESC or ALT + F4.


The Restart icon

The Restart icon resets the game to the start of the current level, and displays the results from the Level Editor. It is used with the “Play” and “Pause” options to test your levels on the screen.


The Step Through icon

The Step Through icon calls up the Step Through Editor and tests a game level for all possible events. You can use it to create your games interactively.


The Pause icon

The Pause icon stops the Step Through Editor, and returns you to the Level Editor.


The Play icon

The Play  icon plays the current level from the Level Editor. If you have stopped the level with “Pause”, clicking play will resume playing the level from the point where it was paused. You can play the events from the beginning by selecting the “Reset” icon first.


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.