In the following Tutorial we will learn some basics of Adventure Maker authoring tool by following some steps of the creation of the Dark Room. In particular, we will see:

 

- How to manage a 360 degree Panorama
- How to insert Hotspot with Variables
- What we'll see during the game about the frame including Hotspots with Variables
- How to program Variables and Inventory Items
- What we'll see during the game about the frame including the use of Inventory Items
- How to insert an .swf video that plays after the necessary objects are picked up

 

 

HOW TO MANAGE A 360 DEGREE PANORAMA

Start the software and click "new project" for creating a project from the beginning.

 

Select the project location in a new folder and give a name to your project.

 

 

Now you'll see a blank window, this window will be your working desk. Create a new frame, remember that during this session you'll learn to make a 360 degree panorama.

 

 

Give a name to your new frame and insert a picture as background.

 

Select your image.

 

This picture must be 2048x2048 and look like the one above; the portion representing the set will occupy only the center of the whole image. This is essential for respecting the proportions.

 

Go to the plugins section.

 

Click on "Evaluate".

 

Now you can set the parameters, you must be careful with the last value, it depends from the graphical construction of the image. It's better try to set a value and see the result, if you don't like the effect try with superior or inferior values.

 

Confirm you setting choices.

 

Test your first frame.

 

If the proportions are correct you can consider your work well done.

 

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HOW TO INSERT HOTSPOTS WITH VARIABLES

Good, now you can create another frame with a background picture in the same way as before, but now you can insert an image of any size and without having to click on "evaluate" the program as required for the 360 degree rendering.

 

Drag and drop the cursor on the image section you want will become an hotspot.

 

Automatically it appears a window like this, now you can set all the parameters.

 

For example you can change the icon cursor.

 

Choose the better one for your aim. In this case a "close" icon.

 

Then isert the picture that the cursor will activate inside the frame.

 

Let's create variables for managing the actions caused when the red toolsbox opens: you can create a variable by writing a name of your choice (that represents the corresponding acton) in the blank field of the dialogue window and by clicking "add". This action is required every time you need a variable.

 

Now you can insert another hotspot over the previous one, a key.

 

Select the image and put it in the right place.

 

Choose a "pick" icon.

 

Select the "action" section of the window and check "hide and disable the hotspot". This action made the key disappear from the frame once taken.

 

Now, when the player pick up the key, he can use it during the game dragging and dropping it from the inventory, so you must create an icon for this aim.

 

Remember to create variables for each action you plan the player will do.

 

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What we'll see during the game

Open the red toolsbox

 

The cursor change, and you can close the toolsbox.

 

By going with the mouse cursor over the key you can pick up it.

 

By picking up the key, the image over the frame disappears, and the key icon appear into the inventory layer

 

Now you can close the toolsbox and retourn to the main frame

 

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By picking up the key we can open the Red Chest: how can we program it?

For using the key you must create another frame. The first hotspot must be transparent..

 

..so you can make appear a message with the instructions for opening the red chest.

 

Create a picture hospot over the transparent one. The picture will show the open red chest.

 

Now you have to create new variables.

 

Open the inventory directory and drag and drop the key over the closed red chest.

 

Now insert a picking object hotpost over the opened red chest.

 

Now check the "hide and disable" checkbox.

 

Insert the corresponding icon.

 

Create the last variable for this game section.

 

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What we'll see during the game

By clicking on the closed red chest the message appears.

 

The inventory appears moving the mouse curson on the top side of the screen.

 

Drag and drop the key icon from the inventory over the red chest

 

The chest will open

 

Now the negative film will disappear from the frame and an icon will appear into the inventory.

 

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HOW TO INSERT AN .SWF VIDEO (THAT PLAYS WHEN THE NECESSARY OBJECTS ARE PICKED UP)

Create another frame with a transparent hotspot.

 

Check the "Hide and disable" checking box.

 

In this case we create an object icon that will appear in the inventory when the .swf video ends.

 

Let us create a new variable (that will be useful for the next frame) and select those (created before) that -if trues- will activate the video.

 

At this point go to the plug-in section and insert your .swf video, after having clicked the "evaluate" button in the window that has prompted.

 

..select swf file..

 

..set your parameters and confirm.

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