Video: Point & Click DK 3 – II – Basics Part 1
Hi there, and welcome to the first tutorial for the Point & Click DK Editor. In this tutorial we will create a very simple text adventure. We will create a room, a character and do whats neccessary to get a game started. First, let's add some images. In this example i'll use the images you can download from the PaC-DK homepage (Tutorial-Pack) If you want you can use your own images to try things out. Also, let's add some character images.
The first thing we will do is to name our project. Open the project settings window. and enter "Basic Adventure 1" You should also select the resolution (quality) of your game. Because, once you have created a room you cannot change the resolution anymore. The sample images from the Tutorial-Pack were made for 1050×600. If you choose to use your own images be sure to select the correct resolution. We can ignore all these small settings for now. The taskbar should be turned off, cause we won't use one at this point. We can specify a loading image by entering the name of the loading graphic. The same image for the settings file. And we can choose a transitioneffect. Let's use the circle effect. This is the loading image. Now let's create a new room. The name "room1" is fine for now.
Here you can see the empty room and now just drag an image onto the room to add a backgroundimage, Choose "As background" The first thing you need to do after you created a new room is to modify the walkmap. Here you can see a grid. Every spot where characters are supposed to be able to walk on has to be drawn free, We will insert 2 objects into the room. The first object is a paiting. Drag the image for the paiting into the objectwindow. and after that, drag the object into the room. When your object is at its correct position it is recommended to lock the object. What you need to remember for every object is the rendering order. In relation to characters objects can be located always behind, always in front or somewhere between. The paiting the must be set to "Behind" The second object is a table. Same procedure…. The table is in the middle of the room so it has to be set to "middle" This will make a green square appear next to the object.
This is the middlepoint of the object. If a character is higher than this point the object will be in front, if a character is lower the object will be behind. About this should be the right position. Since the table is on the floor you will need to modify the walkmap again. We will block this area so characters can not walk through the table. Now we have a room with two objects and what we need is a character. Create a new character and let's call him Ben. These are the actions of a character, There is the standard stuff like "stand", "walk" and "talk". Optionally you can also use "talk & walk" actions. For a normal walking character you need to edit all stand, walk and talk actions. Let's start with "stand front" The images are a bit larger than the character, so we need to change the characters size.
The yellow circle is the footpoint of a character. This is the point where your character touches the floor. In most cases this point should be at the bottom. An exception would be something like a flying character. In this case set the footpoint to the middle. So we don't have to change the size and footpoint of all other actions we can equalize them. Now all actions have the same footpoint and the same size. We are not done yet but we can still add the character to the room. As you can see the setting for the painting was wrong. And this is how the middle position of objects work. While we have added the character to the room let's modify the depth. Activate the depth mode of the roomwindow. These two lines define from where to where a character is walking into the depth of the room.
It's not correct yet. We will modify the zoomfactor. Now the characters shrinks faster when we move him up. But he is still a bit too small overall so we will change his size to 120%. Yep, that looks good. It is recommended to define a size for each room seperately since rooms can be totally different in style. We can do this by using the roomscript of our room. Open the scriptwindow. You can see that the roomscript of room1 is already selected. We will enter an event called "on (enter)" This event will be activated everytime this room is loaded. Enter "Charzoom (ben ; 120)" This change Ben's size to 120% everytime the room "Room1" is loaded. Other rooms will get their "on(enter)" parts too. Saving the project is not a bad idea. Let's continue with the character. Choose the "walk front" action. The best way to create an animation is to add all images first and adjust them afterwards. Don't forget to modify the animation speed.
Looks ok. While we are at it let's add a walking sound to the character. The Tutorialpack also contains a soundfile. Enter the name of this sound here. And as you can hear it works. Since watching this might be a little boring let' fast forward all the other actions. The character is done for now. We can change the textcolor if we want. So.. what do we need to make our project start? For once, we need to add a font. And we need a start-script. Create a new script called "start" and enter the scripts name into the project settings. The startscript will contain two things. First the character "Ben" needs to be focused so you can walk around with him. And second we need to load "Room1". The bottom of the scriptwindow shows what values you can use with a certain command. Now we should be able to create the game and start it. Choose a folder for the game. That was the loading image. We can walk around but as you can see we forgot a little detail… the mousecursor.
Open the mousewindow. Add an image for the normal cursor and some images for a "loading" cursor. Speed up the animation… Before we test again let's do another thing. We want the objects to be clickable. Click on each object and open its script. First thing is a "on (mouse)" event and a "showinfo" command. "Showinfo" makes a tooltip appear when the player moves the cursor over it. Showinfo is also neccessary to make an object usable with gamecommands. More info about that in the next video. The second event is "on (click)". When the player clicks on the object the character should walk to a certain point on the walkmap. Choose a coordinate and a direction. In this case it's 2 which means you will see the back of the character. Same procedure for the table… "self" used in a walkto command means the currently focused character will be used.
This helps a lot if you are using more than 1 main character. This time the direction is 3 (to the right) And again.. start the game. Works like a charm. Thats it for now. In the second basic tutorial video we will add a door, a key and we will unlock the door with it. Also we will add an inventory and second room the character can go to. See ya..