Made with Netscape Composer, DRDOS, Win 3.1, and Win95 when necessary
Written by Joseph P Morris
Proofread by Alan P Keane
(C) 1999 Joseph P Morris
Any trademarks in this document are the property of their respective owners.
This is free software and as such there is no warranty whatsoever.
Use at your own risk..
Update history:
0.9.00 - 10/08/03 - Partial update of the documentation - Alexandre Pineau
add a warning about the fact that the documentation is not up-to-date! support for .rar files dropped, partial update of chapter 1.2 and of chapter 6 chapter 5.1 : add a link to additionnal informations on programming conversions chapter 3 : out of date, add a link to some informations about the new script langa chapter 7 : links updated
0.5.03 - 11/08/99 - Corrected a critical error in the documentation
0.5.02 - 23/07/99 - Documented some forgotten functionsadd_quantity and take_quantity had the last 2 parameters the WRONG WAY AROUND: this would cause a crash.
0.5.01 - 22/06/99 - Final checks for R 0.5Documented forgotten function object_set_behaviour Documented new conversation functions [goto] (5.3.2) and [set_behaviour] (5.4.1) Documented new features in flat.gam resource file (chapter 6)
0.5.0 - 05/6/99 - Release 0.50, totally new conversation engineDocumented forgotten functions transfer_to_pocket, force_from_pocket Documented forgotton functions choose_member and choose_leader Documented new function get_number
0.4.1 - 28/3/99 - Release 0.41, VRM system changed to SeeRInserted a new chapter 5: programming conversations (with the new script system) Updated 1.4.1 so it is not obsolete anymore Updated 3.2.3 to add new flags and keywords Documented new Section:Rooftiles in 3.2.9 Added new variables game_minute, game_hour, game_day, game_month, game_year Added undocumented functions transfer_object, get_first_object Added new functions replace_object,move_forward, move_backward, turn_l, turn_r Added new functions add_quantity, take_quantity, wait_for_animation, lightning Added new functions find_object_with_tag, find_container Added new functions get_pflag, set_pflag, get_user_flag, set_user_flag, get_yn Updated screenshots of editor. Added section 2.2.9 - setting an object's owner Added section 2.2.10 - editing an object's statistics Added section 2.2.11 - editing an object's behaviour
0.4.0 - 18/1/99 - Release 0.4, rewrite of core map systemMentioned the graphical script editor in section 3.1. Updated the description of VRMs and how they are compiled in section 4.1 Added new description of how you must use flags since 0.041 Added new VRM functions get_flag and set_flag, see above
0.3.1 - 5/9/98Removed sections 2.2.8 to 2.2.10, about obsolete features of the editor. Added new section 2.2.8, about editing objects inside containers Added new VRM functions redraw_map, line_of_sight, move_to_top and in_pocket Updated create_object and get_top_object, get_best_object etc. Added new vrm function move_object which you must use instead of modifying the X and Y coordinates Added new functions spill_contents and spill_contents_at Added new flags etc to section 3.2.3 and 4.2.4 Added NODRIFT command to Section: Sound in section 3.2.7 Added Section 3.2.7 and 3.2.8 to the index (oops) Added Part 5, about the .GAM file Described partially-solid objects in section 3.2.3
0.3.0 - 15/6/98Added section 2.1.4, about cut and paste Added section 2.1.5, about the tile randomiser Added section 2.1.6, about bulk replace Added two new .cel files to section 1.4.1 set_darkness changed to a single level instead of RGB levels
0.2.8 - 15/6/98Fixed some typos. Added 'light' and 'enemy' to section 4.2.4 Added new function 'set_darkness' to section 4.3.4
0.2.7 - 11/6/98Added new function 'delay' to section 4.3.2 Added new function 'start_song' to section 4.3.2 Updated entry for 'stop_song' in section 4.3.2
0.2.6 - 10/6/98Added new function 'rnd' to section 4.3.2 Added new function 'restart' to section 4.3.4
0.2.5 - 9/6/98Added the 'ifHurt' parameter to section 3.2.3 Fixed typo in the example of section 4.3.2 Added 'object->stats->oldhp' to section 4.2.4
0.2.4 - 21/5/98Sections 1.4.4 and 1.4.5 are re-written because the music is now script-controlled.not loaded incrementally. Added the overlay flag to section 3.2.2 Added the post_overlay flag to section 3.2.3 Added the wielded flag to section 3.2.3 Wrote about the ifDead parameter for objects in section 3.2.3 Added Section 3.2.7, about the new sound loaders Added Section 3.2.8 about the new music loaders. Added the new system variable 'victim' to section 4.2.4 Described new function set_object_sequence in section 4.3.1 Described new printxy function in section 4.3.2
0.2.3 - 20/5/98Wrote about the automatic object placement in section 2.2.8 and 3.2.3 How to put objects into containers. Section 2.2.10
Contents
Part 1 : Introduction
1.1 What is the IRE?Part 2 : The IRE map editor
1.2 What do I need to edit the IRE?
1.3 File formats1.3.1 - Graphics1.4 Where the files should be stored
1.3.2 - Sounds
1.3.3 - Music1.4.1 - RES1.5 How the program searches for files
1.4.2 - RES\BACKINGS
1.4.3 - RES\CODE
1.4.4 - RES\MUSIC
1.4.5 - RES\SOUND
1.4.6 - RES\SPRITES
2.1 BackgroundsPart 3 : The IRE script file2.1.1 getting familiar with the editor2.2 Sprites
2.1.2 placing tiles on the map
2.1.3 selecting tiles
2.1.4 cut and paste
2.1.5 Randomising tiles
2.1.6 Bulk Replacing2.2.1 The editor in sprites mode2.3 Rooftops
2.2.2 Creating sprites
2.2.3 Moving sprites
2.2.4 Changing sprites
2.2.5 Setting the direction
2.2.6 Deleting sprites
2.2.7 Tagging Objects
2.2.8 Editing Containers
2.2.9 Setting a character's individual name
2.2.10 Editing an object's individual statistics
2.2.11 Editing an object's individual behaviour2.3.1 The editor in rooftops mode
2.3.2 Editing rooftops
3.1 What is the script file and what does it do?Part 4 : The IRE VRM system
3.2 Script file sections3.2.1 Section: Sprites
3.2.2 Section: Sequences
3.2.3 Section: Characters
3.2.4 Section: Descriptions
3.2.5 Section: Code
3.2.6 Section: Tiles
3.2.7 Section: Sounds
3.2.8 Section: Music
3.2.9 Section: Rooftiles
4.1 What are VRM files?Part 5 : Programming Conversations4.1.1 The VRM concept4.2 The OBJECT
4.1.2 How VRMs are made
4.1.3 A VRM tutorial
4.1.4 Rules for writing VRMs
4.1.5 How the example works
4.1.6 Data Types4.2.1 Introducing the OBJECT4.3 Function Reference
4.2.2 Creating an OBJECT from scratch
4.2.3 Modifying OBJECTs
4.2.4 OBJECT Reference guide
4.2.5 The TILE4.3.1 Object functions4.4 System Variables
4.3.2 IO functions
4.3.3 Flow control functions
4.3.4 Miscellaneous functions
4.5 Keyboard Macros
5.1 OverviewPart 6 : Game description files
5.2 Page structure and simple commands5.2.1 Simple Linking5.4 Manipulating the game world
5.2.2 Interactive Linking
5.2.3 Images
5.2.4 Setting the text colour
5.3 Advanced conversations - Conditional branching5.3.1 Checking for an object
5.3.2 Important tips
5.3.3 Checking for a party member
5.3.4 Using your own flags
5.3.5 Personal flags5.4.1 Calling VRM functions
5.4.2 Creating and destroying objects
5.4.3 The theory of the conservation of money
6.1 Crucial linesPart 7 : Conclusion and Contact info
6.2 The text console
6.3 Loading screen
I spent the next few years in Ultima 6, hacking it, twisting it, folding
it into new shapes.
I wrote a set of tools which hack the program, and allow you create new
worlds, but there is a limit.
Ultima 6 has some pretty strange data structures which I never did figure
out completely.
In '94 I started an abortive attempt to make a U6 clone, which was codenamed U6C. I couldn't draw a player and it bombed.
After the failure of Avios to run satisfactorily on the P200 I am using, despite intense optimisation, I decided to stop working on it, and turned instead to making a 'perfect' ultima 6 type game. This is what I have so far.
The IRE is a Computer Role-Playing Game which takes most of its ideas from Ultima 6, and some from Ultima 7.
The main difference between the design of U6 and IRE, is that IRE is designed
from the ground up to allow someone to edit it. Ultima 6 was not designed
this way.
First, we shall look at all the resources that the game can use.
Map files
The map file is the world in which the player inhabits. At present the engine can only support one map per game, although this will probably change later.
Font
The font is the character set used in the game. The characters are fixed-space 8x8 letters, and are stored in the raw bit-packed format used by Arthur Barr's font editor.
Script file
The script file is central to IRE. It is a description file that
describes a game written using IRE.
It tells the program which sprites will be loaded, it binds the sprites
into animation sequences and defines the behaviour of all characters and objects
in the game.
The script file is described in detail in Chapter 3.
VRM files
Although the script coordinates everything, it is the VRM files which do
the actual work.
VRMs (or Virtual Runnable Modules) are written in C (using my library functions)
and get loaded into the game as it starts. Each game event is driven
by a corresponding VRM.
VRM programming is described in detail in Chapter 4.
Internal graphics
Certain parts of the IRE system have their own sprites, such as the mouse
pointer and the volume slider. These graphics are not controlled by
the script file (although they might be later), and the program will attempt
to load them itself. The internal graphics are 256-colour and stored
in the Animator .CEL format. You can also use PCX if you prefer.
If you need to convert between CEL and another format, try using PICTVIEW
by Jan Patera.
Sprites and tiles
Sprites and tiles are all defined in the script file, and are loaded in
as the script is parsed.
They are stored in .CEL or .PCX format, and may have either 256 colours
or 16.7 million.
Backing pictures
At present backing pictures are loaded in by the program, like the internal
graphics of the mouse pointer and the volume slider. They must be in
PCX format and either 640x400 in size, or 640x480.
They can be 8-bit or 24-bit PCX files.
Game package
The datafiles are loaded directly now by the engine so there is no need
to pack all the datafiles into one large resource file today.
Summary
|
|
|
|
| Map files | The IRE editor | |
| Font | Arthur's font editor (supplied) | |
| Script file | Any text editor | This is covered in part three |
| VRM files | SEERC is supplied to build them | This is covered in part four |
| Internal graphics | Autodesk Animator | You can use PICTVIEW by Jan Patera to convert graphics to CEL files |
| Sprites and Tiles | Any PCX editor | |
| Backing pictures | Any PCX editor | |
| Game package | - |
PCX files.
PCX files are straightforward, so any package that creates a .PCX should produce something readable by IRE.
Here are some known caveats:
The PCX files must be compressed using the runlength method. This is the standard, but if you do somehow manage to make an uncompressed PCX file, the program will likely choke on it.
The PCX files must be either 8-bit or 24-bit. 1,2,4 or 16-bit PCX files will be rejected and the program will stop with an error.
CEL files.
The .CEL files refer to Autodesk Animator .CEL files. This means Autodesk Animator, not Animator Pro. Animator Pro uses .FLI files and just calls them .CEL files.
If you try and load a .CEL file created by Animator Pro, IRE will go back to DOS with a panic message saying that the .CEL file you gave it "is not a .CEL file".
If you don't have the original Animator, use .PCX files instead of .CEL.
Alternatively, get RSE 2.00, a freeware program which is able to read and write .CEL files compatible with IRE.
Graphics sizes.
Stereo .WAV files are not supported however.
I don't know if .WAV files can be compressed, but it they can, that won't
work either.
The IRE's sound engine can support the following types of .MOD file:
| File name | Name | Channels | Comments |
| .MOD | Protracker module | 4 | Generic module format |
| .MTM | ? | 16 | More obscure format |
| .S3M | Screamtracker III | 32 | Popular module format |
| .STM | Screamtracker II | 4 | PC extension to the MOD format |
| .ULT | Ultratracker | 32 | Originated on the (late) GUS soundcard |
| .XM | Fastracker | 32 | Rival format to S3M Both FT1 and FT2 variants supported |
Before you race off, remember that there is a maximum of 32 channels available to the sound engine.
If you use all 32 for the music there will be none left for the sound effects.
The amount of channels reserved for the music and sound is set in the game's
config file, not the script file. By default it is 16+4, i.e.
20 channels in total.
Each IRE game will have a directory of its own, and it will look for the
files in various subdirectories
in the tree.
By default, IRE will look in the RES directory, so we'll refer to as the
RES directory in future.
(RES is shorthand for resources).
Note that it does not have to be RES, and you should call your directory
something else when you develop an IRE game.
(It's controlled by your .GAM file, which is described in Part 7)
If you've followed the previous section, you should have some idea of the resources that each IRE game will use.
Unless the file is requested by the system itself, it can go anywhere you like, as the script file will contain the full path of each file.
Internal Graphics and the script file itself, must go in particular places, which will be described in detail later. Where you put the other resources is up to you.
The files are generally organised in this way:
1.4.1 - RES
The RES directory must contain the following files:
| main.txt | The script file |
| arrow00.cel | The mouse pointer image |
| soundbar.cel | The volume slider backing image |
| slider1.cel | The slider that has been selected |
| slider2.cel | The slider that is not selected |
| font.dat | The typeface used in the game |
| eyesore.cel | Used by the editor for the 'Random Tile' |
| warning.cel | Shown if the Random Tile appears in the game |
| credits.dat | ANSI credits at end, like ENDOOM in Doom |
| help.txt | A conversation file that is run when F1 is pressed, see Part 5 |
1.4.2 - RES\BACKINGS
The RES\BACKINGS directory must contain the following file:
| panel.pcx | The background image of the game status area |
1.4.3 - RES\CODE
You need a place to store the VRM files used in the game, I called mine
RES\CODE.
Again, the VRMs are defined in the script file, so you can put them anywhere
you like,
RES\VRM might be another choice.
You could keep them on another drive, or even just in the RES\ directory,
although that would be untidy.
1.4.4 - RES\MUSIC
You need a place to store the music files. I keep them in RES\MUSIC.
As of kernel version 0.025, the music is defined in the script file, so
you can put them anywhere you like,
RES\MODS might be another choice.
You could keep them on another drive, or even just in the RES\ directory, although that would be untidy.
1.4.5 - RES\SOUND
You need a place to store the sound effects. I keep them in RES\SOUND.
As of kernel version 0.025, the music is defined in the script file, so
you can put them anywhere you like,
RES\WAVS might be another choice.
1.4.6 - RES\SPRITES
You need a place to store the sprites used in the game, I called mine RES\SPRITES.
Again, the sprites and other game images are defined in the script file,
so you can put them anywhere you like, maybe RES\OBJECTS.
When it tries to load a file, it will look for it in the following order:
NOTE: The map editor will ONLY load maps from the IRE directory,
and not from the RES or RAR sources. All other files, the graphics
and such can be loaded from other sources.
A Background
Objects and characters
Rooftops
First, look the main window. This is the map, as it will appear
when the game is being played.
You can pan around the map using the cursor keys, or the four arrow buttons
to the right of the window.
Also, note the two black panels on the far right-hand side of the screen.
They control the screen display, and allow you to switch off the other layers of the level if you find they get in the way while you are editing.
"SPRITES ON" means that the movable objects in the game, such as the player, other characters and similar things will be displayed. If you click once in the black area, it will read "SPRITES OFF" instead, and any sprites visible on the map will disappear while you are editing the backgrounds.
Similarly, "ROOFTOPS ON" means that the highest-level objects in the game,
normally the roofs of buildings, will be displayed. If you click in
the black area, it will change to "ROOFTOPS OFF". Rooftops are not
displayed by default, as you are mainly going to edit the insides of buildings
and that
is generally impossible with the roof in the way.
Looking to the right of the main map window, are two small squares, marked
'L' and 'R'.
This shows the currently selected tiles, which will appear when you click
on the map.
The tile in the 'L' window is the tile that will appear if you click with the left button, and the 'R' tile is the tile that will appear if you click with the right mouse button.
This means that you can use the left mouse button to do most of your drawing, and set the right-button to a common sort of tile and use it to erase mistakes without having to select another tile from the list.
The bar has some buttons at either end, allowing you to scroll around the tiles, one at a time or at high speed, through the list of tiles.
To choose a tile, move the mouse over the bar, and click on the tile you want, with the mouse button you wish to contain this tile.
For example, if you click on a wall with the left button, the wall will appear on the 'L' box, and drawing with the left button will draw walls.
Now, you can doodle around on the map with that particular tile.
Adding new kinds of tile is dealt with in Chapter 3.
When it is completed, the Prefab system will support hundreds of clipboards that are stored to disk so you can create a library of commonly-used map sections.
To achieve this, do the following:
1. Click on the 'Random Tile' button at the bottom of the screen. This looks hideous to remind you that the tiles are still on the map.
2. Draw the 'Random Tile' over the section you want to be randomised. If it's a fairly large area, you can use the 'Clear L' or 'Clear R' buttons to fill the screen with the current tile.
3. Now, choose the tiles that you want it to pick from. These must be grouped together on the tile bar: you cannot choose from different tiles scattered everywhere.
4. To do this, Left-Click on the first tile in the group, and Right-Click on the last tile in the group.
(For example, with the grass, left-click on the first tile, and right-click on the seventh), the editor will pick tiles between these two.
5. Click on the Randomise button. All the yellow tiles will be replaced with a selection from the group you chose in step 4.
1. Choose the group of tiles that you want to isolate, for example the grass. Like Step 4 in the Randomiser, you must use the Left and Right buttons to choose the first and last tile to be replaced.
2. Click on 'Replace Tiles', and all the tiles in the group you've selected will turn into the Random Tiles!
3. Now you can use the randomiser to turn them into mud or whatever
you fancy.
First, look the main window. This is still the map, but note that
the character has a white box around him. This is because the player
has been selected, and he is the object being edited.
Now, look again at the two black panels on the far right-hand side of the screen.
"ROOFTOPS OFF" has not changed at all, but "SPRITES ON" has changed to "EXCLUDE OFF".
This switch still controls the display of the sprites, but now it will
switch off most of the sprites if it is enabled, instead of the whole
lot.
Specifically, "EXCLUDE ON" will display only the currently selected object,
i.e. the one with the white box. It is used for situations when the
other objects get in the way of the one you are positioning.
When you do this, a box will appear, showing you a list of all the objects in the game, and displaying a picture of each one.
When you've found the one you want, using the cursor keys to scroll, press ENTER and the object will appear in the middle of the screen.
The object will be highlighted with the white selection box, and you can drag it to the proper place.
To create copies of this object quickly, you can press INS (or INSERT) on the keyboard, and a copy of the object will appear wherever the mouse pointer is on the map. If the mouse pointer is not over the map, no object will be created.
The INS method creates a copy of the selected object. If no object is selected, it will pop up the creation list and the object will appear in the centre of the screen, like 'New Item'.
Individual Names
An object can have its own special name, for example 'Kenny McKormick', which is used when you talk to the person, among other things.
Below the map is the panel marked 'Individual Name:'. You can click on this to enter the object's individual name.
You can move objects by dragging them around the map with the left button, or, you can instantly move an object (without dragging) by right-clicking where you want the object to go. This is often useful if the selected object is off-screen.
When an object is selected, one of these arrows should be depressed.
This is the direction in which the object is facing.
For example, the player can face in any of the four directions. To
make the player face left, select the player and click on the left arrow button.
The player should now face left.
Many simple objects only have one direction, in which case the arrow buttons will have no effect. Doors and windows usually have two directions, Up/down for the horizontal position, and Left/Right for the vertical position.
The directions an object has are defined in the script file.
This will pop up the creation list again, and the object will change to
the new type. (By default, it will highlight the type of object it was before
in the menu.)
There will be no warning before the sprite is removed, so take care.
The entry box is used to assign a control value to certain objects.
What the object does will depend on the script assigned to it in the main script file, but it will often be necessary to mark certain objects with a tag.
One of the main uses of tags will be locked doors.
A door can be open, shut, or locked shut.
There will also be a key to lock or unlock the door.
In these cases, the key and the door must both have the same Tag number for the key to fit the door.
Click on the number in the black entry box to enter a different tag number.
The button marked 'find tag' will ask you for a number, and then search all the objects in the game to find one with the appropriate tag number. It will not be able to show the object if it is inside a container.
The button marked 'Next free tag' will find the first tag number which does not exist in the game.
Container editing is done using the new 'Edit Pockets' button.
First, select the object you wish to modify. When it is highlighted,
you can click on 'Edit Pockets', which will display a list of the objects
which are in the container. You should see this:
There are currently four things you can do with containers:
1. Create a new object inside a container
2. Delete an object inside a container
3. Move an object out of a container
4. Bring an outside object into the container.
Creating and Removing objects
'Create object' is the button used to create an object. Clicking on this will bring up the familiar creation menu.
To remove an object, first click on the object you want to remove in the
list. It will turn red, indicating that it has been selected.
Then click on 'Remove object' and the chosen object will disappear.
Moving Objects out of the container.
First, highlight the object you want to move out of the container.
Then click on 'Move Outside' and the object will disappear from the list.
When you leave the pocket editing window, you will
find the object on top of the container.
Bringing Objects in to the container.
First, get out of the pocket editor.
Select the container, and place it ON TOP of the object you want to be
inside the container.
Now, making sure the object is highlighted, click on 'Edit Pockets', and
choose 'Bring Inside'.
Press 'Y' to continue and the object will be there.
CAVEAT: It is not currently possible to edit the properties of an
object while it is inside a container. If you wish to adjust the direction
or tag number of an object in a container, you will have to move it out of
the container first.
At the bottom of the panel is a field marked 'Object is property of:'.
If you click on this while an object is selected, you will be asked to
click on the person who owns the object.
Here is the screen you will see:
TYou can pan around the map to find the person who owns it, and click on them. They will be highlighted red when an object they own has been selected.
Alternatively you can choose the person from a list (of all objects which are marked as 'Person' and have an individual name).
If you decide that the object should be public property, you can click
on 'Make Public Property'.
This is done using the 'Statistics' button.
First, select the object you wish to modify. When it is highlighted,
you can click on 'Statistics', which will display the properties you can
edit. You should see this:
This should be self-explanatory.
2.2.11 - Changing an object's behavior
In release 0.5 you can also change the way an individual object interacts with the rest of the world, by giving it its own unique set of functions.
This is done using the 'Behaviour' button.
First, select the object you wish to modify. When it is highlighted,
you can click on 'Behaviour', which will display the properties you can edit.
You should see this:
Each of the boxes (except Speech File) is a VRM function which is called when the event happens. You can choose this from a list.
Speech File is the only one which is not a VRM file: instead you enter
the path to the file containing the conversation.
In the current release, there is no list of files. However the program
will check if the filename you have entered is correct, and warn you if
it does not exist.
Rooftops are completely separate and are for decorative purposes only.
As the name implies, Rooftops are special tiles that are drawn above everything else in the game. They are not always drawn, and the rooftop layer can be shown or removed at will by VRM scripts. By default, they will be removed if the player is underneath a tile.
At the bottom of the screen is the set of tiles that can be used.
These are defined in the script file.
Each tile is a single frame, and it may or may not cause the roof to disappear
when the player is underneath it.
(You don't want this to happen when the player is standing outside the
building and the roof is overhanging.)
Basically you just click and paint the roof tiles. The first tile
in the list is blank and can be used to erase bits of roof.
To do this you must go into the main script file.
You can either do this manually, or you can use the graphical Script editor,
SCRIPTER.
Scripter is not documented yet, but if you read this chapter and then play
around with it, it should be easy enough to pick up.
The IRE script file is a description file that describes a game written
using
IRE. It tells the program which sprites will be loaded, it binds
the sprites
into animation sequences and defines the behaviour of characters in the
game.
The script file is parsed by the game (and the editor) as it starts up,
and any errors it detects will be reported at this stage, with a red and
green error report (except in Linux and BeOS which are black-and-white).
If you intend to start playing around with script files, It is a good idea to print this document out for reference.
Here are some rules for writing script files:
The sprites section is basically a list consisting of the following form:
SECTION: spritesname filename
'name' is the title of the sprite. Every time you want to refer to
this image,
you should call it by this name.
'filename' is the file containing the image. Images are stored as autodesk animator .CEL files, or .PCX files.
The list will continue until the next section is reached.
EXAMPLE:
SECTION: spritesleft_frame sprites\left01.cel
left_frame2 sprites\left02.cel
left_frame3 sprites\left03.celright_frame sprites\right01.cel
right_frame2 sprites\right02.cel
right_frame3 sprites\right03.celup_frame sprites\up01.cel
up_frame2 sprites\up02.cel
up_frame3 sprites\up03.celdown_frame sprites\down01.cel
down_frame2 sprites\down02.cel
down_frame3 sprites\down03.cel
There are two ways to declare sequences, the 'traditional' way, and the
Quick
way.
Traditionally, sequences are declared like this:
SECTION: sequences
name sequence_name'name'
<options>
framelist:
frame1
frame2
...
END
'framelist:'
FRAMELIST: marks the start of the list of frames. All frames in the list
are entries in the SPRITES section.
'END'
END marks the end of the list of frames.
I.E, everything between framelist: and END will be treated as a frame,
and the program will try to find it in the sprite list.
<options>
You don't literally type '<options>'. Instead, this is the
part where you can specify some flags to control the animation.
The following flags are understood by the game:
| pingpong | This makes the animation play backwards when it finishes. E.g. frame 1, frame 2, frame 3, frame 2, frame 1 |
| loops | This will make the animation repeat endlessly. |
| stepped | This makes the animation play only after each turn of the game, rather than continuously. |
| overlay <sprite> | This will make the specified sprite appear on top of the animation. The overlay will be a single frame, not a real animation. For example, the blood on the dead player is an overlay. |
'LOOPED' or 'LOOP' can be used as alternatives to 'LOOPS'.
Quick sequences
Although the sequence declarations are OK for most things, it is over-long for simple sequences which only need one frame. For example, map tiles will usually consist of a single frame, and the above declaration is overkill.
To speed this up, I added a quicker, easier way to define simple sequences
for map tiles and other single-frame entities.
These are called QuickNames, and they are a one-line sequence definition.
Suppose you wanted to declare this sequence:
name GrassTileUsing a QuickName to declare the tile, it would be done this way:
framelist:
grasstile00
END
quickname GrassTile grasstile00..which is a lot simpler (though much less flexible).
For reference only, it can be noted that the actual declaration of a QuickName
consists of three words.
| 1. quickname | Start the declaration |
| 2. sequence_name | Identifying name of the sequence being created |
| 3. sprite_name | A sprite from the SPRITES: section |
EXAMPLES:
SECTION: sequences
name MoveLeft
framelist:
left_frame
left_frame2
left_frame3
END
name Moveright
framelist:
right_frame
right_frame2
right_frame3
END
name Moveup
framelist:
up_frame
up_frame2
up_frame3
END
name Movedown
framelist:
down_frame
down_frame2
down_frame3
END
name Dead_Guy
overlay blood
framelist:
dead_guy
END
lexible).
For referenco the container.
Creating and Removing objects
'Create object' is the button used to create an object. Clicking on this will bring up the familiar creation menu.
To remove an object, first click on the object you want to remove in the
list. It will turn red, indicating that it has been selected.
Then click on 'Remove object' and the chosen object will disappear.
Moving Objects out of the container.
First, highlight the object you want to move out of the container.
Then click on 'Move Outside' and the object will disappear from the list.
When you leave the pocket editing window, you will
find the object on top of the container.
Bringing Objects in to the container.
First, get out of the pocket editor.
Select the container, and place it ON TOP of the object you want to be
inside the container.
Now, making sure the object is highlighted, click on 'Edit Pockets', and
choose 'Bring Inside'.
Press 'Y' to continue and the object will be there.
CAVEAT: It is not currently possible to edit the properties of an
object while it is inside a container. If you wish to adjust the direction
or tag number of an object in a container, you will have to move it out of
the container first.
At the bottom of the panel is a field marked 'Object is property of:'.
If you click on this while an object is selected, you will be asked to
click on the person who owns the object.
Here is the screen you will see:
TYou can pan around the map to find the person who owns it, and click on them. They will be highlighted red when an object they own has been selected.
Alternatively you can choose the person from a list (of all objects which are marked as 'Person' and have an individual name).
If you decide that the object should be public property, you can click
on 'Make Public Property'.
This is done using the 'Statistics' button.
First, select the object you wish to modify. When it is highlighted,
you can click on 'Statistics', which will display the properties you can
edit. You should see this:
This should be self-explanatory.
2.2.11 - Changing an object's behavior
In release 0.5 you can also change the way an individual object interacts with the rest of the world, by giving it its own unique set of functions.
This is done using the 'Behaviour' button.
First, select the object you wish to modify. When it is highlighted,
you can click on 'Behaviour', which will display the properties you can edit.
You should see this:
Each of the boxes (except Speech File) is a VRM function which is called when the event happens. You can choose this from a list.
Speech File is the only one which is not a VRM file: instead you enter
the path to the file containing the conversation.
In the current release, there is no list of files. However the program
will check if the filename you have entered is correct, and warn you if
it does not exist.
Rooftops are completely separate and are for decorative purposes only.
As the name implies, Rooftops are special tiles that are drawn above everything else in the game. They are not always drawn, and the rooftop layer can be shown or removed at will by VRM scripts. By default, they will be removed if the player is underneath a tile.
At the bottom of the screen is the set of tiles that can be used.
These are defined in the script file.
Each tile is a single frame, and it may or may not cause the roof to disappear
when the player is underneath it.
(You don't want this to happen when the player is standing outside the
building and the roof is overhanging.)
Basically you just click and paint the roof tiles. The first tile
in the list is blank and can be used to erase bits of roof.
To do this you must go into the main script file.
You can either do this manually, or you can use the graphical Script editor,
SCRIPTER.
Scripter is not documented yet, but if you read this chapter and then play
around with it, it should be easy enough to pick up.
The IRE script file is a description file that describes a game written
using
IRE. It tells the program which sprites will be loaded, it binds
the sprites
into animation sequences and defines the behaviour of characters in the
game.
The script file is parsed by the game (and the editor) as it starts up,
and any errors it detects will be reported at this stage, with a red and
green error report (except in Linux and BeOS which are black-and-white).
If you intend to start playing around with script files, It is a good idea to print this document out for reference.
Here are some rules for writing script files:
The sprites section is basically a list consisting of the following form:
SECTION: spritesname filename
'name' is the title of the sprite. Every time you want to refer to
this image,
you should call it by this name.
'filename' is the file containing the image. Images are stored as autodesk animator .CEL files, or .PCX files.
The list will continue until the next section is reached.
EXAMPLE:
SECTION: spritesleft_frame sprites\left01.cel
left_frame2 sprites\left02.cel
left_frame3 sprites\left03.celright_frame sprites\right01.cel
right_frame2 sprites\right02.cel
right_frame3 sprites\right03.celup_frame sprites\up01.cel
up_frame2 sprites\up02.cel
up_frame3 sprites\up03.celdown_frame sprites\down01.cel
down_frame2 sprites\down02.cel
down_frame3 sprites\down03.cel
There are two ways to declare sequences, the 'traditional' way, and the
Quick
way.
Traditionally, sequences are declared like this:
SECTION: sequences
name sequence_name'name'
<options>
framelist:
frame1
frame2
...
END
'framelist:'
FRAMELIST: marks the start of the list of frames. All frames in the list
are entries in the SPRITES section.
'END'
END marks the end of the list of frames.
I.E, everything between framelist: and END will be treated as a frame,
and the program will try to find it in the sprite list.
<options>
You don't literally type '<options>'. Instead, this is the
part where you can specify some flags to control the animation.
The following flags are understood by the game:
| pingpong | This makes the animation play backwards when it finishes. E.g. frame 1, frame 2, frame 3, frame 2, frame 1 |
| loops | This will make the animation repeat endlessly. |
| stepped | This makes the animation play only after each turn of the game, rather than continuously. |
| overlay <sprite> | This will make the specified sprite appear on top of the animation. The overlay will be a single frame, not a real animation. For example, the blood on the dead player is an overlay. |
'LOOPED' or 'LOOP' can be used as alternatives to 'LOOPS'.
Quick sequences
Although the sequence declarations are OK for most things, it is over-long for simple sequences which only need one frame. For example, map tiles will usually consist of a single frame, and the above declaration is overkill.
To speed this up, I added a quicker, easier way to define simple sequences
for map tiles and other single-frame entities.
These are called QuickNames, and they are a one-line sequence definition.
Suppose you wanted to declare this sequence:
name GrassTileUsing a QuickName to declare the tile, it would be done this way:
framelist:
grasstile00
END
quickname GrassTile grasstile00..which is a lot simpler (though much less flexible).
For reference only, it can be noted that the actual declaration of a QuickName
consists of three words.
| 1. quickname | Start the declaration |
| 2. sequence_name | Identifying name of the sequence being created |
| 3. sprite_name | A sprite from the SPRITES: section |
EXAMPLES:
SECTION: sequences
name MoveLeft
framelist:
left_frame
left_frame2
left_frame3
END
name Moveright
framelist:
right_frame
right_frame2
right_frame3
END
name Moveup
framelist:
up_frame
up_frame2
up_frame3
END
name Movedown
framelist:
down_frame
down_frame2
down_frame3
END
name Dead_Guy
overlay blood
framelist:
dead_guy
END
lexible).
For referenco the container.
Creating and Removing objects
'Create object' is the button used to create an object. Clicking on this will bring up the familiar creation menu.
To remove an object, first click on the object you want to remove in the
list. It will turn red, indicating that it has been selected.
Then click on 'Remove object' and the chosen object will disappear.
Moving Objects out of the container.
First, highlight the object you want to move out of the container.
Then click on 'Move Outside' and the object will disappear from the list.
When you leave the pocket editing window, you will
find the object on top of the container.
Bringing Objects in to the container.
First, get out of the pocket editor.
Select the container, and place it ON TOP of the object you want to be
inside the container.
Now, making sure the object is highlighted, click on 'Edit Pockets', and
choose 'Bring Inside'.
Press 'Y' to continue and the object will be there.
CAVEAT: It is not currently possible to edit the properties of an
object while it is inside a container. If you wish to adjust the direction
or tag number of an object in a container, you will have to move it out of
the container first.
At the bottom of the panel is a field marked 'Object is property of:'.
If you click on this while an object is selected, you will be asked to
click on the person who owns the object.
Here is the screen you will see:
TYou can pan around the map to find the person who owns it, and click on them. They will be highlighted red when an object they own has been selected.
Alternatively you can choose the person from a list (of all objects which are marked as 'Person' and have an individual name).
If you decide that the object should be public property, you can click
on 'Make Public Property'.
This is done using the 'Statistics' button.
First, select the object you wish to modify. When it is highlighted,
you can click on 'Statistics', which will display the properties you can
edit. You should see this:
This should be self-explanatory.
2.2.11 - Changing an object's behavior
In release 0.5 you can also change the way an individual object interacts with the rest of the world, by giving it its own unique set of functions.
This is done using the 'Behaviour' button.
First, select the object you wish to modify. When it is highlighted,
you can click on 'Behaviour', which will display the properties you can edit.
You should see this:
Each of the boxes (except Speech File) is a VRM function which is called when the event happens. You can choose this from a list.
Speech File is the only one which is not a VRM file: instead you enter
the path to the file containing the conversation.
In the current release, there is no list of files. However the program
will check if the filename you have entered is correct, and warn you if
it does not exist.
Rooftops are completely separate and are for decorative purposes only.
As the name implies, Rooftops are special tiles that are drawn above everything else in the game. They are not always drawn, and the rooftop layer can be shown or removed at will by VRM scripts. By default, they will be removed if the player is underneath a tile.
At the bottom of the screen is the set of tiles that can be used.
These are defined in the script file.
Each tile is a single frame, and it may or may not cause the roof to disappear
when the player is underneath it.
(You don't want this to happen when the player is standing outside the
building and the roof is overhanging.)
Basically you just click and paint the roof tiles. The first tile
in the list is blank and can be used to erase bits of roof.
To do this you must go into the main script file.
You can either do this manually, or you can use the graphical Script editor,
SCRIPTER.
Scripter is not documented yet, but if you read this chapter and then play
around with it, it should be easy enough to pick up.
The IRE script file is a description file that describes a game written
using
IRE. It tells the program which sprites will be loaded, it binds
the sprites
into animation sequences and defines the behaviour of characters in the
game.
The script file is parsed by the game (and the editor) as it starts up,
and any errors it detects will be reported at this stage, with a red and
green error report (except in Linux and BeOS which are black-and-white).
If you intend to start playing around with script files, It is a good idea to print this document out for reference.
Here are some rules for writing script files:
The sprites section is basically a list consisting of the following form:
SECTION: spritesname filename
'name' is the title of the sprite. Every time you want to refer to
this image,
you should call it by this name.
'filename' is the file containing the image. Images are stored as autodesk animator .CEL files, or .PCX files.
The list will continue until the next section is reached.
EXAMPLE:
SECTION: spritesleft_frame sprites\left01.cel
left_frame2 sprites\left02.cel
left_frame3 sprites\left03.celright_frame sprites\right01.cel
right_frame2 sprites\right02.cel
right_frame3 sprites\right03.celup_frame sprites\up01.cel
up_frame2 sprites\up02.cel
up_frame3 sprites\up03.celdown_frame sprites\down01.cel
down_frame2 sprites\down02.cel
down_frame3 sprites\down03.cel
There are two ways to declare sequences, the 'traditional' way, and the
Quick
way.
Traditionally, sequences are declared like this:
SECTION: sequences
name sequence_name'name'
<options>
framelist:
frame1
frame2
...
END
'framelist:'
FRAMELIST: marks the start of the list of frames. All frames in the list
are entries in the SPRITES section.
'END'
END marks the end of the list of frames.
I.E, everything between framelist: and END will be treated as a frame,
and the program will try to find it in the sprite list.
<options>
You don't literally type '<options>'. Instead, this is the
part where you can specify some flags to control the animation.
The following flags are understood by the game:
| pingpong | This makes the animation play backwards when it finishes. E.g. frame 1, frame 2, frame 3, frame 2, frame 1 |
| loops | This will make the animation repeat endlessly. |
| stepped | This makes the animation play only after each turn of the game, rather than continuously. |
| overlay <sprite> | This will make the specified sprite appear on top of the animation. The overlay will be a single frame, not a real animation. For example, the blood on the dead player is an overlay. |
'LOOPED' or 'LOOP' can be used as alternatives to 'LOOPS'.
Quick sequences
Although the sequence declarations are OK for most things, it is over-long for simple sequences which only need one frame. For example, map tiles will usually consist of a single frame, and the above declaration is overkill.
To speed this up, I added a quicker, easier way to define simple sequences
for map tiles and other single-frame entities.
These are called QuickNames, and they are a one-line sequence definition.
Suppose you wanted to declare this sequence:
name GrassTileUsing a QuickName to declare the tile, it would be done this way:
framelist:
grasstile00
END
quickname GrassTile grasstile00..which is a lot simpler (though much less flexible).
For reference only, it can be noted that the actual declaration of a QuickName
consists of three words.
| 1. quickname | Start the declaration |
| 2. sequence_name | Identifying name of the sequence being created |
| 3. sprite_name | A sprite from the SPRITES: section |
EXAMPLES:
SECTION: sequences
name MoveLeft
framelist:
left_frame
left_frame2
left_frame3
END
name Moveright
framelist:
right_frame
right_frame2
right_frame3
END
name Moveup
framelist:
up_frame
up_frame2
up_frame3
END
name Movedown
framelist:
down_frame
down_frame2
down_frame3
END
name Dead_Guy
overlay blood
framelist:
dead_guy
END
lexible).
For referenco the container.
Creating and Removing objects
'Create object' is the button used to create an object. Clicking on this will bring up the familiar creation menu.
To remove an object, first click on the object you want to remove in the
list. It will turn red, indicating that it has been selected.
Then click on 'Remove object' and the chosen object will disappear.
Moving Objects out of the container.
First, highlight the object you want to move out of the container.
Then click on 'Move Outside' and the object will disappear from the list.
When you leave the pocket editing window, you will
find the object on top of the container.
Bringing Objects in to the container.
First, get out of the pocket editor.
Select the container, and place it ON TOP of the object you want to be
inside the container.
Now, making sure the object is highlighted, click on 'Edit Pockets', and
choose 'Bring Inside'.
Press 'Y' to continue and the object will be there.
CAVEAT: It is not currently possible to edit the properties of an
object while it is inside a container. If you wish to adjust the direction
or tag number of an object in a container, you will have to move it out of
the container first.
At the bottom of the panel is a field marked 'Object is property of:'.
If you click on this while an object is selected, you will be asked to
click on the person who owns the object.
Here is the screen you will see:
TYou can pan around the map to find the person who owns it, and click on them. They will be highlighted red when an object they own has been selected.
Alternatively you can choose the person from a list (of all objects which are marked as 'Person' and have an individual name).
If you decide that the object should be public property, you can click
on 'Make Public Property'.
This is done using the 'Statistics' button.
First, select the object you wish to modify. When it is highlighted,
you can click on 'Statistics', which will display the properties you can
edit. You should see this:
This should be self-explanatory.
2.2.11 - Changing an object's behavior
In release 0.5 you can also change the way an individual object interacts with the rest of the world, by giving it its own unique set of functions.
This is done using the 'Behaviour' button.
First, select the object you wish to modify. When it is highlighted,
you can click on 'Behaviour', which will display the properties you can edit.
You should see this:
Each of the boxes (except Speech File) is a VRM function which is called when the event happens. You can choose this from a list.
Speech File is the only one which is not a VRM file: instead you enter
the path to the file containing the conversation.
In the current release, there is no list of files. However the program
will check if the filename you have entered is correct, and warn you if
it does not exist.
Rooftops are completely separate and are for decorative purposes only.
As the name implies, Rooftops are special tiles that are drawn above everything else in the game. They are not always drawn, and the rooftop layer can be shown or removed at will by VRM scripts. By default, they will be removed if the player is underneath a tile.
At the bottom of the screen is the set of tiles that can be used.
These are defined in the script file.
Each tile is a single frame, and it may or may not cause the roof to disappear
when the player is underneath it.
(You don't want this to happen when the player is standing outside the
building and the roof is overhanging.)
Basically you just click and paint the roof tiles. The first tile
in the list is blank and can be used to erase bits of roof.
To do this you must go into the main script file.
You can either do this manually, or you can use the graphical Script editor,
SCRIPTER.
Scripter is not documented yet, but if you read this chapter and then play
around with it, it should be easy enough to pick up.
The IRE script file is a description file that describes a game written
using
IRE. It tells the program which sprites will be loaded, it binds
the sprites
into animation sequences and defines the behaviour of characters in the
game.
The script file is parsed by the game (and the editor) as it starts up,
and any errors it detects will be reported at this stage, with a red and
green error report (except in Linux and BeOS which are black-and-white).
If you intend to start playing around with script files, It is a good idea to print this document out for reference.
Here are some rules for writing script files:
The sprites section is basically a list consisting of the following form:
SECTION: spritesname filename
'name' is the title of the sprite. Every time you want to refer to
this image,
you should call it by this name.
'filename' is the file containing the image. Images are stored as autodesk animator .CEL files, or .PCX files.
The list will continue until the next section is reached.
EXAMPLE:
SECTION: spritesleft_frame sprites\left01.cel
left_frame2 sprites\left02.cel
left_frame3 sprites\left03.celright_frame sprites\right01.cel
right_frame2 sprites\right02.cel
right_frame3 sprites\right03.celup_frame sprites\up01.cel
up_frame2 sprites\up02.cel
up_frame3 sprites\up03.celdown_frame sprites\down01.cel
down_frame2 sprites\down02.cel
down_frame3 sprites\down03.cel
There are two ways to declare sequences, the 'traditional' way, and the
Quick
way.
Traditionally, sequences are declared like this:
SECTION: sequences
name sequence_name'name'
<options>
framelist:
frame1
frame2
...
END
'framelist:'
FRAMELIST: marks the start of the list of frames. All frames in the list
are entries in the SPRITES section.
'END'
END marks the end of the list of frames.
I.E, everything between framelist: and END will be treated as a frame,
and the program will try to find it in the sprite list.
<options>
You don't literally type '<options>'. Instead, this is the
part where you can specify some flags to control the animation.
The following flags are understood by the game:
| pingpong | This makes the animation play backwards when it finishes. E.g. frame 1, frame 2, frame 3, frame 2, frame 1 |
| loops | This will make the animation repeat endlessly. |
| stepped | This makes the animation play only after each turn of the game, rather than continuously. |
| overlay <sprite> | This will make the specified sprite appear on top of the animation. The overlay will be a single frame, not a real animation. For example, the blood on the dead player is an overlay. |
'LOOPED' or 'LOOP' can be used as alternatives to 'LOOPS'.
Quick sequences
Although the sequence declarations are OK for most things, it is over-long for simple sequences which only need one frame. For example, map tiles will usually consist of a single frame, and the above declaration is overkill.
To speed this up, I added a quicker, easier way to define simple sequences
for map tiles and other single-frame entities.
These are called QuickNames, and they are a one-line sequence definition.
Suppose you wanted to declare this sequence:
name GrassTileUsing a QuickName to declare the tile, it would be done this way:
framelist:
grasstile00
END
quickname GrassTile grasstile00..which is a lot simpler (though much less flexible).
For reference only, it can be noted that the actual declaration of a QuickName
consists of three words.
| 1. quickname | Start the declaration |
| 2. sequence_name | Identifying name of the sequence being created |
| 3. sprite_name | A sprite from the SPRITES: section |
EXAMPLES:
SECTION: sequences
name MoveLeft
framelist:
left_frame
left_frame2
left_frame3
END
name Moveright
framelist:
right_frame
right_frame2
right_frame3
END
name Moveup
framelist:
up_frame
up_frame2
up_frame3
END
name Movedown
framelist:
down_frame
down_frame2
down_frame3
END
name Dead_Guy
overlay blood
framelist:
dead_guy
END
lexible).
For referenco the container.
Creating and Removing objects
'Create object' is the button used to create an object. Clicking on this will bring up the familiar creation menu.
To remove an object, first click on the object you want to remove in the
list. It will turn red, indicating that it has been selected.
Then click on 'Remove object' and the chosen object will disappear.
Moving Objects out of the container.
First, highlight the object you want to move out of the container.
Then click on 'Move Outside' and the object will disappear from the list.
When you leave the pocket editing window, you will
find the object on top of the container.
Bringing Objects in to the container.
First, get out of the pocket editor.
Select the container, and place it ON TOP of the object you want to be
inside the container.
Now, making sure the object is highlighted, click on 'Edit Pockets', and
choose 'Bring Inside'.
Press 'Y' to continue and the object will be there.
CAVEAT: It is not currently possible to edit the properties of an
object while it is inside a container. If you wish to adjust the direction
or tag number of an object in a container, you will have to move it out of
the container first.
At the bottom of the panel is a field marked 'Object is property of:'.
If you click on this while an object is selected, you will be asked to
click on the person who owns the object.
Here is the screen you will see:
TYou can pan around the map to find the person who owns it, and click on them. They will be highlighted red when an object they own has been selected.
Alternatively you can choose the person from a list (of all objects which are marked as 'Person' and have an individual name).
If you decide that the object should be public property, you can click
on 'Make Public Property'.
This is done using the 'Statistics' button.
First, select the object you wish to modify. When it is highlighted,
you can click on 'Statistics', which will display the properties you can
edit. You should see this:
This should be self-explanatory.
2.2.11 - Changing an object's behavior
In release 0.5 you can also change the way an individual object interacts with the rest of the world, by giving it its own unique set of functions.
This is done using the 'Behaviour' button.
First, select the object you wish to modify. When it is highlighted,
you can click on 'Behaviour', which will display the properties you can edit.
You should see this:
Each of the boxes (except Speech File) is a VRM function which is called when the event happens. You can choose this from a list.
Speech File is the only one which is not a VRM file: instead you enter
the path to the file containing the conversation.
In the current release, there is no list of files. However the program
will check if the filename you have entered is correct, and warn you if
it does not exist.
Rooftops are completely separate and are for decorative purposes only.
As the name implies, Rooftops are special tiles that are drawn above everything else in the game. They are not always drawn, and the rooftop layer can be shown or removed at will by VRM scripts. By default, they will be removed if the player is underneath a tile.
At the bottom of the screen is the set of tiles that can be used.
These are defined in the script file.
Each tile is a single frame, and it may or may not cause the roof to disappear
when the player is underneath it.
(You don't want this to happen when the player is standing outside the
building and the roof is overhanging.)
Basically you just click and paint the roof tiles. The first tile
in the list is blank and can be used to erase bits of roof.
To do this you must go into the main script file.
You can either do this manually, or you can use the graphical Script editor,
SCRIPTER.
Scripter is not documented yet, but if you read this chapter and then play
around with it, it should be easy enough to pick up.
The IRE script file is a description file that describes a game written
using
IRE. It tells the program which sprites will be loaded, it binds
the sprites
into animation sequences and defines the behaviour of characters in the
game.
The script file is parsed by the game (and the editor) as it starts up,
and any errors it detects will be reported at this stage, with a red and
green error report (except in Linux and BeOS which are black-and-white).
If you intend to start playing around with script files, It is a good idea to print this document out for reference.
Here are some rules for writing script files:
The sprites section is basically a list consisting of the following form:
SECTION: spritesname filename
'name' is the title of the sprite. Every time you want to refer to
this image,
you should call it by this name.
'filename' is the file containing the image. Images are stored as autodesk animator .CEL files, or .PCX files.
The list will continue until the next section is reached.
EXAMPLE:
SECTION: spritesleft_frame sprites\left01.cel
left_frame2 sprites\left02.cel
left_frame3 sprites\left03.celright_frame sprites\right01.cel
right_frame2 sprites\right02.cel
right_frame3 sprites\right03.celup_frame sprites\up01.cel
up_frame2 sprites\up02.cel
up_frame3 sprites\up03.celdown_frame sprites\down01.cel
down_frame2 sprites\down02.cel
down_frame3 sprites\down03.cel
There are two ways to declare sequences, the 'traditional' way, and the
Quick
way.
Traditionally, sequences are declared like this:
SECTION: sequences
name sequence_name'name'
<options>
framelist:
frame1
frame2
...
END
'framelist:'
FRAMELIST: marks the start of the list of frames. All frames in the list
are entries in the SPRITES section.
'END'
END marks the end of the list of frames.
I.E, everything between framelist: and END will be treated as a frame,
and the program will try to find it in the sprite list.
<options>
You don't literally type '<options>'. Instead, this is the
part where you can specify some flags to control the animation.
The following flags are understood by the game:
| pingpong | This makes the animation play backwards when it finishes. E.g. frame 1, frame 2, frame 3, frame 2, frame 1 |
| loops | This will make the animation repeat endlessly. |
| stepped | This makes the animation play only after each turn of the game, rather than continuously. |
| overlay <sprite> | This will make the specified sprite appear on top of the animation. The overlay will be a single frame, not a real animation. For example, the blood on the dead player is an overlay. |
'LOOPED' or 'LOOP' can be used as alternatives to 'LOOPS'.
Quick sequences
Although the sequence declarations are OK for most things, it is over-long for simple sequences which only need one frame. For example, map tiles will usually consist of a single frame, and the above declaration is overkill.
To speed this up, I added a quicker, easier way to define simple sequences
for map tiles and other single-frame entities.
These are called QuickNames, and they are a one-line sequence definition.
Suppose you wanted to declare this sequence:
name GrassTileUsing a QuickName to declare the tile, it would be done this way:
framelist:
grasstile00
END
quickname GrassTile grasstile00..which is a lot simpler (though much less flexible).
For reference only, it can be noted that the actual declaration of a QuickName
consists of three words.
| 1. quickname | Start the declaration |
| 2. sequence_name | Identifying name of the sequence being created |
| 3. sprite_name | A sprite from the SPRITES: section |
EXAMPLES:
SECTION: sequences
name MoveLeft
framelist:
left_frame
left_frame2
left_frame3
END
name Moveright
framelist:
right_frame
right_frame2
right_frame3
END
name Moveup
framelist:
up_frame
up_frame2
up_frame3
END
name Movedown
framelist:
down_frame
down_frame2
down_frame3
END
name Dead_Guy
overlay blood
framelist:
dead_guy
END
lexible).
For referenco the container.
Creating and Removing objects
'Create object' is the button used to create an object. Clicking on this will bring up the familiar creation menu.
To remove an object, first click on the object you want to remove in the
list. It will turn red, indicating that it has been selected.
Then click on 'Remove object' and the chosen object will disappear.
Moving Objects out of the container.
First, highlight the object you want to move out of the container.
Then click on 'Move Outside' and the object will disappear from the list.
When you leave the pocket editing window, you will
find the object on top of the container.
Bringing Objects in to the container.
First, get out of the pocket editor.
Select the container, and place it ON TOP of the object you want to be
inside the container.
Now, making sure the object is highlighted, click on 'Edit Pockets', and
choose 'Bring Inside'.
Press 'Y' to continue and the object will be there.
CAVEAT: It is not currently possible to edit the properties of an
object while it is inside a container. If you wish to adjust the direction
or tag number of an object in a container, you will have to move it out of
the container first.
At the bottom of the panel is a field marked 'Object is property of:'.
If you click on this while an object is selected, you will be asked to
click on the person who owns the object.
Here is the screen you will see:
TYou can pan around the map to find the person who owns it, and click on them. They will be highlighted red when an object they own has been selected.
Alternatively you can choose the person from a list (of all objects which are marked as 'Person' and have an individual name).
If you decide that the object should be public property, you can click
on 'Make Public Property'.
This is done using the 'Statistics' button.
First, select the object you wish to modify. When it is highlighted,
you can click on 'Statistics', which will display the properties you can
edit. You should see this:
This should be self-explanatory.
2.2.11 - Changing an object's behavior
In release 0.5 you can also change the way an individual object interacts with the rest of the world, by giving it its own unique set of functions.
This is done using the 'Behaviour' button.
First, select the object you wish to modify. When it is highlighted,
you can click on 'Behaviour', which will display the properties you can edit.
You should see this:
Each of the boxes (except Speech File) is a VRM function which is called when the event happens. You can choose this from a list.
Speech File is the only one which is not a VRM file: instead you enter
the path to the file containing the conversation.
In the current release, there is no list of files. However the program
will check if the filename you have entered is correct, and warn you if
it does not exist.
Rooftops are completely separate and are for decorative purposes only.
As the name implies, Rooftops are special tiles that are drawn above everything else in the game. They are not always drawn, and the rooftop layer can be shown or removed at will by VRM scripts. By default, they will be removed if the player is underneath a tile.
At the bottom of the screen is the set of tiles that can be used.
These are defined in the script file.
Each tile is a single frame, and it may or may not cause the roof to disappear
when the player is underneath it.
(You don't want this to happen when the player is standing outside the
building and the roof is overhanging.)
Basically you just click and paint the roof tiles. The first tile
in the list is blank and can be used to erase bits of roof.
To do this you must go into the main script file.
You can either do this manually, or you can use the graphical Script editor,
SCRIPTER.
Scripter is not documented yet, but if you read this chapter and then play
around with it, it should be easy enough to pick up.
The IRE script file is a description file that describes a game written
using
IRE. It tells the program which sprites will be loaded, it binds
the sprites
into animation sequences and defines the behaviour of characters in the
game.
The script file is parsed by the game (and the editor) as it starts up,
and any errors it detects will be reported at this stage, with a red and
green error report (except in Linux and BeOS which are black-and-white).
If you intend to start playing around with script files, It is a good idea to print this document out for reference.
Here are some rules for writing script files:
The sprites section is basically a list consisting of the following form:
SECTION: spritesname filename
'name' is the title of the sprite. Every time you want to refer to
this image,
you should call it by this name.
'filename' is the file containing the image. Images are stored as autodesk animator .CEL files, or .PCX files.
The list will continue until the next section is reached.
EXAMPLE:
SECTION: spritesleft_frame sprites\left01.cel
left_frame2 sprites\left02.cel
left_frame3 sprites\left03.celright_frame sprites\right01.cel
right_frame2 sprites\right02.cel
right_frame3 sprites\right03.celup_frame sprites\up01.cel
up_frame2 sprites\up02.cel
up_frame3 sprites\up03.celdown_frame sprites\down01.cel
down_frame2 sprites\down02.cel
down_frame3 sprites\down03.cel
There are two ways to declare sequences, the 'traditional' way, and the
Quick
way.
Traditionally, sequences are declared like this:
SECTION: sequences
name sequence_name'name'
<options>
framelist:
frame1
frame2
...
END
'framelist:'
FRAMELIST: marks the start of the list of frames. All frames in the list
are entries in the SPRITES section.
'END'
END marks the end of the list of frames.
I.E, everything between framelist: and END will be treated as a frame,
and the program will try to find it in the sprite list.
<options>
You don't literally type '<options>'. Instead, this is the
part where you can specify some flags to control the animation.
The following flags are understood by the game:
| pingpong | This makes the animation play backwards when it finishes. E.g. frame 1, frame 2, frame 3, frame 2, frame 1 |
| loops | This will make the animation repeat endlessly. |
| stepped | This makes the animation play only after each turn of the game, rather than continuously. |
| overlay <sprite> | This will make the specified sprite appear on top of the animation. The overlay will be a single frame, not a real animation. For example, the blood on the dead player is an overlay. |
'LOOPED' or 'LOOP' can be used as alternatives to 'LOOPS'.
Quick sequences
Although the sequence declarations are OK for most things, it is over-long for simple sequences which only need one frame. For example, map tiles will usually consist of a single frame, and the above declaration is overkill.
To speed this up, I added a quicker, easier way to define simple sequences
for map tiles and other single-frame entities.
These are called QuickNames, and they are a one-line sequence definition.
Suppose you wanted to declare this sequence:
name GrassTileUsing a QuickName to declare the tile, it would be done this way:
framelist:
grasstile00
END
quickname GrassTile grasstile00..which is a lot simpler (though much less flexible).
For reference only, it can be noted that the actual declaration of a QuickName
consists of three words.
| 1. quickname | Start the declaration |
| 2. sequence_name | Identifying name of the sequence being created |
| 3. sprite_name | A sprite from the SPRITES: section |
EXAMPLES:
SECTION: sequences
name MoveLeft
framelist:
left_frame
left_frame2
left_frame3
END
name Moveright
framelist:
right_frame
right_frame2
right_frame3
END
name Moveup
framelist:
up_frame
up_frame2
up_frame3
END
name Movedown
framelist:
down_frame
down_frame2
down_frame3
END
name Dead_Guy
overlay blood
framelist:
dead_guy
END
lexible).
For referenco the container.
Creating and Removing objects
'Create object' is the button used to create an object. Clicking on this will bring up the familiar creation menu.
To remove an object, first click on the object you want to remove in the
list. It will turn red, indicating that it has been selected.
Then click on 'Remove object' and the chosen object will disappear.
Moving Objects out of the container.
First, highlight the object you want to move out of the container.
Then click on 'Move Outside' and the object will disappear from the list.
When you leave the pocket editing window, you will
find the object on top of the container.
Bringing Objects in to the container.
First, get out of the pocket editor.
Select the container, and place it ON TOP of the object you want to be
inside the container.
Now, making sure the object is highlighted, click on 'Edit Pockets', and
choose 'Bring Inside'.
Press 'Y' to continue and the object will be there.
CAVEAT: It is not currently possible to edit the properties of an
object while it is inside a container. If you wish to adjust the direction
or tag number of an object in a container, you will have to move it out of
the container first.
At the bottom of the panel is a field marked 'Object is property of:'.
If you click on this while an object is selected, you will be asked to
click on the person who owns the object.
Here is the screen you will see:
TYou can pan around the map to find the person who owns it, and click on them. They will be highlighted red when an object they own has been selected.
Alternatively you can choose the person from a list (of all objects which are marked as 'Person' and have an individual name).
If you decide that the object should be public property, you can click
on 'Make Public Property'.
This is done using the 'Statistics' button.
First, select the object you wish to modify. When it is highlighted,
you can click on 'Statistics', which will display the properties you can
edit. You should see this:
This should be self-explanatory.
2.2.11 - Changing an object's behavior
In release 0.5 you can also change the way an individual object interacts with the rest of the world, by giving it its own unique set of functions.
This is done using the 'Behaviour' button.
First, select the object you wish to modify. When it is highlighted,
you can click on 'Behaviour', which will display the properties you can edit.
You should see this:
Each of the boxes (except Speech File) is a VRM function which is called when the event happens. You can choose this from a list.
Speech File is the only one which is not a VRM file: instead you enter
the path to the file containing the conversation.
In the current release, there is no list of files. However the program
will check if the filename you have entered is correct, and warn you if
it does not exist.
Rooftops are completely separate and are for decorative purposes only.
As the name implies, Rooftops are special tiles that are drawn above everything else in the game. They are not always drawn, and the rooftop layer can be shown or removed at will by VRM scripts. By default, they will be removed if the player is underneath a tile.
At the bottom of the screen is the set of tiles that can be used.
These are defined in the script file.
Each tile is a single frame, and it may or may not cause the roof to disappear
when the player is underneath it.
(You don't want this to happen when the player is standing outside the
building and the roof is overhanging.)
Basically you just click and paint the roof tiles. The first tile
in the list is blank and can be used to erase bits of roof.
To do this you must go into the main script file.
You can either do this manually, or you can use the graphical Script editor,
SCRIPTER.
Scripter is not documented yet, but if you read this chapter and then play
around with it, it should be easy enough to pick up.
The IRE script file is a description file that describes a game written
using
IRE. It tells the program which sprites will be loaded, it binds
the sprites
into animation sequences and defines the behaviour of characters in the
game.
The script file is parsed by the game (and the editor) as it starts up,
and any errors it detects will be reported at this stage, with a red and
green error report (except in Linux and BeOS which are black-and-white).
If you intend to start playing around with script files, It is a good idea to print this document out for reference.
Here are some rules for writing script files:
The sprites section is basically a list consisting of the following form:
SECTION: spritesname filename
'name' is the title of the sprite. Every time you want to refer to
this image,
you should call it by this name.
'filename' is the file containing the image. Images are stored as autodesk animator .CEL files, or .PCX files.
The list will continue until the next section is reached.
EXAMPLE:
SECTION: spritesleft_frame sprites\left01.cel
left_frame2 sprites\left02.cel
left_frame3 sprites\left03.celright_frame sprites\right01.cel
right_frame2 sprites\right02.cel
right_frame3 sprites\right03.celup_frame sprites\up01.cel
up_frame2 sprites\up02.cel
up_frame3 sprites\up03.celdown_frame sprites\down01.cel
down_frame2 sprites\down02.cel
down_frame3 sprites\down03.cel
There are two ways to declare sequences, the 'traditional' way, and the
Quick
way.
Traditionally, sequences are declared like this:
SECTION: sequences
name sequence_name'name'
<options>
framelist:
frame1
frame2
...
END
'framelist:'
FRAMELIST: marks the start of the list of frames. All frames in the list
are entries in the SPRITES section.
'END'
END marks the end of the list of frames.
I.E, everything between framelist: and END will be treated as a frame,
and the program will try to find it in the sprite list.
<options>
You don't literally type '<options>'. Instead, this is the
part where you can specify some flags to control the animation.
The following flags are understood by the game:
| pingpong | This makes the animation play backwards when it finishes. E.g. frame 1, frame 2, frame 3, frame 2, frame 1 |
| loops | This will make the animation repeat endlessly. |
| stepped | This makes the animation play only after each turn of the game, rather than continuously. |
| overlay <sprite> | This will make the specified sprite appear on top of the animation. The overlay will be a single frame, not a real animation. For example, the blood on the dead player is an overlay. |
'LOOPED' or 'LOOP' can be used as alternatives to 'LOOPS'.
Quick sequences
Although the sequence declarations are OK for most things, it is over-long for simple sequences which only need one frame. For example, map tiles will usually consist of a single frame, and the above declaration is overkill.
To speed this up, I added a quicker, easier way to define simple sequences
for map tiles and other single-frame entities.
These are called QuickNames, and they are a one-line sequence definition.
Suppose you wanted to declare this sequence:
name GrassTileUsing a QuickName to declare the tile, it would be done this way:
framelist:
grasstile00
END
quickname GrassTile grasstile00..which is a lot simpler (though much less flexible).
For reference only, it can be noted that the actual declaration of a QuickName
consists of three words.
| 1. quickname | Start the declaration |
| 2. sequence_name | Identifying name of the sequence being created |
| 3. sprite_name | A sprite from the SPRITES: section |
EXAMPLES:
SECTION: sequences
name MoveLeft
framelist:
left_frame
left_frame2
left_frame3
END
name Moveright
framelist:
right_frame
right_frame2
right_frame3
END
name Moveup
framelist:
up_frame
up_frame2
up_frame3
END
name Movedown
framelist:
down_frame
down_frame2
down_frame3
END
name Dead_Guy
overlay blood
framelist:
dead_guy
END
lexible).
For referenco the container.
Creating and Removing objects
'Create object' is the button used to create an object. Clicking on this will bring up the familiar creation menu.
To remove an object, first click on the object you want to remove in the
list. It will turn red, indicating that it has been selected.
Then click on 'Remove object' and the chosen object will disappear.
Moving Objects out of the container.
First, highlight the object you want to move out of the container.
Then click on 'Move Outside' and the object will disappear from the list.
When you leave the pocket editing window, you will
find the object on top of the container.
Bringing Objects in to the container.
First, get out of the pocket editor.
Select the container, and place it ON TOP of the object you want to be
inside the container.
Now, making sure the object is highlighted, click on 'Edit Pockets', and
choose 'Bring Inside'.
Press 'Y' to continue and the object will be there.
CAVEAT: It is not currently possible to edit the properties of an
object while it is inside a container. If you wish to adjust the direction
or tag number of an object in a container, you will have to move it out of
the container first.
At the bottom of the panel is a field marked 'Object is property of:'.
If you click on this while an object is selected, you will be asked to
click on the person who owns the object.
Here is the screen you will see:
TYou can pan around the map to find the person who owns it, and click on them. They will be highlighted red when an object they own has been selected.
Alternatively you can choose the person from a list (of all objects which are marked as 'Person' and have an individual name).
If you decide that the object should be public property, you can click
on 'Make Public Property'.
This is done using the 'Statistics' button.
First, select the object you wish to modify. When it is highlighted,
you can click on 'Statistics', which will display the properties you can
edit. You should see this:
This should be self-explanatory.
2.2.11 - Changing an object's behavior
In release 0.5 you can also change the way an individual object interacts with the rest of the world, by giving it its own unique set of functions.
This is done using the 'Behaviour' button.
First, select the object you wish to modify. When it is highlighted,
you can click on 'Behaviour', which will display the properties you can edit.
You should see this:
Each of the boxes (except Speech File) is a VRM function which is called when the event happens. You can choose this from a list.
Speech File is the only one which is not a VRM file: instead you enter
the path to the file containing the conversation.
In the current release, there is no list of files. However the program
will check if the filename you have entered is correct, and warn you if
it does not exist.
Rooftops are completely separate and are for decorative purposes only.
As the name implies, Rooftops are special tiles that are drawn above everything else in the game. They are not always drawn, and the rooftop layer can be shown or removed at will by VRM scripts. By default, they will be removed if the player is underneath a tile.
At the bottom of the screen is the set of tiles that can be used.
These are defined in the script file.
Each tile is a single frame, and it may or may not cause the roof to disappear
when the player is underneath it.
(You don't want this to happen when the player is standing outside the
building and the roof is overhanging.)
Basically you just click and paint the roof tiles. The first tile
in the list is blank and can be used to erase bits of roof.
To do this you must go into the main script file.
You can either do this manually, or you can use the graphical Script editor,
SCRIPTER.
Scripter is not documented yet, but if you read this chapter and then play
around with it, it should be easy enough to pick up.
The IRE script file is a description file that describes a game written
using
IRE. It tells the program which sprites will be loaded, it binds
the sprites
into animation sequences and defines the behaviour of characters in the
game.
The script file is parsed by the game (and the editor) as it starts up,
and any errors it detects will be reported at this stage, with a red and
green error report (except in Linux and BeOS which are black-and-white).
If you intend to start playing around with script files, It is a good idea to print this document out for reference.
Here are some rules for writing script files:
The sprites section is basically a list consisting of the following form:
SECTION: spritesname filename
'name' is the title of the sprite. Every time you want to refer to
this image,
you should call it by this name.
'filename' is the file containing the image. Images are stored as autodesk animator .CEL files, or .PCX files.
The list will continue until the next section is reached.
EXAMPLE:
SECTION: spritesleft_frame sprites\left01.cel
left_frame2 sprites\left02.cel
left_frame3 sprites\left03.celright_frame sprites\right01.cel
right_frame2 sprites\right02.cel
right_frame3 sprites\right03.celup_frame sprites\up01.cel
up_frame2 sprites\up02.cel
up_frame3 sprites\up03.celdown_frame sprites\down01.cel
down_frame2 sprites\down02.cel
down_frame3 sprites\down03.cel
There are two ways to declare sequences, the 'traditional' way, and the
Quick
way.
Traditionally, sequences are declared like this:
SECTION: sequences
name sequence_name'name'
<options>
framelist:
frame1
frame2
...
END
'framelist:'
FRAMELIST: marks the start of the list of frames. All frames in the list
are entries in the SPRITES section.
'END'
END marks the end of the list of frames.
I.E, everything between framelist: and END will be treated as a frame,
and the program will try to find it in the sprite list.
<options>
You don't literally type '<options>'. Instead, this is the
part where you can specify some flags to control the animation.
The following flags are understood by the game:
| pingpong | This makes the animation play backwards when it finishes. E.g. frame 1, frame 2, frame 3, frame 2, frame 1 |
| loops | This will make the animation repeat endlessly. |
| stepped | This makes the animation play only after each turn of the game, rather than continuously. |
| overlay <sprite> | This will make the specified sprite appear on top of the animation. The overlay will be a single frame, not a real animation. For example, the blood on the dead player is an overlay. |
'LOOPED' or 'LOOP' can be used as alternatives to 'LOOPS'.
Quick sequences
Although the sequence declarations are OK for most things, it is over-long for simple sequences which only need one frame. For example, map tiles will usually consist of a single frame, and the above declaration is overkill.
To speed this up, I added a quicker, easier way to define simple sequences
for map tiles and other single-frame entities.
These are called QuickNames, and they are a one-line sequence definition.
Suppose you wanted to declare this sequence:
name GrassTileUsing a QuickName to declare the tile, it would be done this way:
framelist:
grasstile00
END
quickname GrassTile grasstile00..which is a lot simpler (though much less flexible).
For reference only, it can be noted that the actual declaration of a QuickName
consists of three words.
| 1. quickname | Start the declaration |
| 2. sequence_name | Identifying name of the sequence being created |
| 3. sprite_name | A sprite from the SPRITES: section |
EXAMPLES:
SECTION: sequences
name MoveLeft
framelist:
left_frame
left_frame2
left_frame3
END
name Moveright
framelist:
right_frame
right_frame2
right_frame3
END
name Moveup
framelist:
up_frame
up_frame2
up_frame3
END
name Movedown
framelist:
down_frame
down_frame2
down_frame3
END
name Dead_Guy
overlay blood
framelist:
dead_guy
END
lexible).
For referenco the container.
Creating and Removing objects
'Create object' is the button used to create an object. Clicking on this will bring up the familiar creation menu.
To remove an object, first click on the object you want to remove in the
list. It will turn red, indicating that it has been selected.
Then click on 'Remove object' and the chosen object will disappear.
Moving Objects out of the container.
First, highlight the object you want to move out of the container.
Then click on 'Move Outside' and the object will disappear from the list.
When you leave the pocket editing window, you will
find the object on top of the container.
Bringing Objects in to the container.
First, get out of the pocket editor.
Select the container, and place it ON TOP of the object you want to be
inside the container.
Now, making sure the object is highlighted, click on 'Edit Pockets', and
choose 'Bring Inside'.
Press 'Y' to continue and the object will be there.
CAVEAT: It is not currently possible to edit the properties of an
object while it is inside a container. If you wish to adjust the direction
or tag number of an object in a container, you will have to move it out of
the container first.
At the bottom of the panel is a field marked 'Object is property of:'.
If you click on this while an object is selected, you will be asked to
click on the person who owns the object.
Here is the screen you will see:
TYou can pan around the map to find the person who owns it, and click on them. They will be highlighted red when an object t