Dream Studio - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Dream Studio - Strategy Guide (Page 02).
--------------------------
ÝAction select _________v Ý
Ý# repeats -[]------- Ý(max left is infinate)
ÝReverse ani Ý
Ý[OK] [ADVANCED]Ý
}=========================={
ÝSpeed -[]------- Ý
ÝReturn EquipmentÝ
ÝFace Sound Ý
ÝFreeze pose Ý
ÝFrame select -[]------- Ý
--------------------------
ACTION SELECT: Choose an Action from the Action Library (L5). If
the model isn't human the set of actions might be different.
# REPEATS: How many times the action should be repeated. The
maximum left value repeats infinately.
REVERSE ANI: If ON, the animation is played backwards.
SPEED: Sets the speed of the animation.
RETURN: My appoximate translation is "Completion Return", but
I haven't tested what this does yet.
EQUIPMENT: My approximate translation is "Equipment Display",
but I haven't tested what this does yet.
FACE: My approximate translation is "Facial Expression", but
I haven't tested what this does yet.
SOUND: My approximate translation is "Sound Effects", but I
haven't tested what this doe syet.
FREEZE POSE: If selected, the animation will be frozen.
FRAME SELECT: Select which frame from the animation is frozen.
Use these controls to create original static poses by pinching them from
action animations.
$ R3.2.5 Ambient behaviour properties
--------------------------------------
--------------------------
ÝBehaviour _________v Ý
Ý[OK] [ADVANCED]Ý
}=========================={
ÝAction !_R3.2.4_v!Ý
ÝSpeed -[]------- Ý
Ý[Area] Details of Ý
Ý area Ý
ÝMove type __________vÝ
ÝLeader __________vÝ
--------------------------
BEHAVIOUR: Choose one of these three:
-------------
ÝStand still Ý
ÝRoam Ý
ÝFollow Ý
-------------
(Note: I'm not sure what the difference is between having "Stand Still"
selected here (and hence in R3.2.3) with an Action selected, and having
"Action" selected in R3.2.3).
Stand Still keeps the character still. Roam causes the object to
wander around randomly inside the assigned area. Follow causes the
object to follow another whenever that other object is within the
assigned area.
ACTION: Takes you to Action Properties R3.2.4 to set the action the
object performs during the behaviour.
SPEED: How fast the behaviour is performed.
AREA: Takes you to the World Editor to specify a circular area in which
the behaviour is appropriate. Use the X button and the triggers to
change the diameter of the area. If you leave the diameter at 0, as it
is by default, the behaviour will apply to the entire map.
MOVE TYPE: Two options:
---------------
ÝOn the ground Ý
ÝThrough the airÝ
---------------
Ghosted if Behaviour is Stand Still.
LEADER: Choose the object that will be followed. Ghosted unless
Behaviour is Follow.
$ R3.3 Maps
-----------
Hitting Y in the World editor brings up the list of maps. The
current map is shown in Red; the lowest option, marked with squares,
creates a new map.
If you select the current map, the following menu appears:
------------------
ÝMap properties Ý
ÝCopy map Ý
Ý..................Ý
ÝDelete all objectsÝ
------------------
If you select a map that is not current, you get the following
menu:
----------------------------------
ÝMake map current Ý
ÝMake map current + edit propertiesÝ
ÝCopy map Ý
Ý..................................Ý
ÝDelete map Ý
----------------------------------
Most of these are self explanatory. The map properties sheet is
as follows:
------------------------------
ÝName ________Ý
ÝBGM !__L5__!Ý
ÝSky !__L6__!Ý
ÝLighting !R3.3.1!Ý
Ý[OK] [ADVANCED]Ý
}=============================={
ÝAnimations Ý
ÝSounds Ý
ÝColour ___v Ý
ÝFogging !R3.3.2! Ý
ÝSpotlight 1 !R3.3.3! Ý
ÝSpotlight 2 !R3.3.3! Ý
ÝSpotlight 3 !R3.3.3! Ý
------------------------------
Name: Name the map. That's all. By default it's named after the
Model map it was created from, but you probably want to rename
it in English.
BGM: Backing music of the map. Choose from a BGM Properties
window.
Sky: Choose one of several sky designs for the map, from the Sky
Library.
Lighting: Choose one of several lighting conditions (which are shown
as you select them, so aren't translated directly), or choose the
top option to make your own. This leads to a window:
--------------------
ÝAMBIENT LIGHT Ý
ÝHue -[]-----Ý
ÝSaturation -[]-----Ý
ÝValue -[]-----Ý
Ý Ý
ÝHERO'S LIGHT Ý
ÝHue -[]-----Ý
ÝSaturation -[]-----Ý
ÝValue -[]-----Ý
ÝX ofs -[]-----Ý
ÝY ofs -[]-----Ý
ÝZ ofs -[]-----Ý
Ý[OK] Ý
--------------------
Animations: Turn on or off the landscape's ambient animation (water
flowing, etc).
Sounds: Turn on or off the landscape's ambient sounds.
Colour: Change the base colour of the map.
Fogging: Change the depth of fog. The menu is:
--------
ÝCustom Ý
ÝSlight Ý
ÝHeavy Ý
ÝPea soupÝ
ÝModerateÝ
ÝEvening Ý
--------
Custom leads to the following window:
-------------------
ÝHue -[]-----Ý
ÝSaturation -[]-----Ý
ÝValue -[]-----Ý
ÝDistance -[]-----Ý
Ý[OK] Ý
-------------------
Spotlights 1-3: Add up to three special lights to the map. The
window is as follows:
--------------------
ÝLocation [______]Ý
ÝLit Area -[]-----Ý
ÝHue -[]-----Ý
ÝSaturation -[]-----Ý
ÝValue -[]-----Ý
Ý[OK] Ý
--------------------
----------------------------------------------------------------------
$ R4 Scenario Editor
----------------------------------------------------------------------
Ahhhh..... Now *this* is the big one. This editor is used to specify
how you want your characters in the game to behave; essentially, to
write the plot of your game.
The scenario of the game consists of three sections: one Book, and
some number of Sheets with attached Scripts.
A Script specifies a series of actions which occur (objects moving,
effects, messages, etc.). Effectively it specifies an FMV, although
it can include user interaction.
A Sheet specifies the conditions under which an event occurs (eg,
when you talk to someone, hit an object, etc.)
The Book specifies how Sheets link to each other.
Throughout the Scenario editor the controls are as follows:
Analogue/Digital Move pointer
A Click
X Pan view
L Zoom view
R Unzoom view
B Cancel
Y Switch active map
$ R4.1 Book
-----------
When you first enter the Scenario editor, the screen will display
the Book. The Book consists of a number of sheets (square items)
linked together by lines.
You create Sheets using the Book in order to create events in the
game. You control the flow of events in the game by linking the
Sheets together.
Each sheet has four "input" points at the top, and four "output"
points at the bottom; you connect input points to output points and
vice versa. "Sparks" are sent along the connections; they are send
from output points to input points. (You can't input or output
values from sheets as you can in a programming language. Yes,
"sparks" are really just binary values, but it's a nicer name. :) )
For a sheet to activate, it *must* recieve a spark on one of its
inputs. A sheet that has none of its inputs connected will never
activate. A sheet that has recieved and accepted a spark is said
to be "ready". Ready sheets are shown in the Book editor with a
red box around them.
The sheet itself may then have an extra condition that needs to be
met in the game. When that condition is also met, the sheet "fires",
its associated script runs, and it will generate a spark on its left-
hand output (unless something in its script makes it generate it
somewhere else). A single output can be connected to several places,
in which case it sends a spark on all its connections. An input can
also have several things connected to it; how these are dealt with is
looked at in the Sheet section.
There are two special sheets in the book at the start: the Start
sheet (S) and the End sheet (E). The Start sheet has a single output
which will generate a spark as soon as the game begins. The End
sheet has a single input; if it ever recieves a spark the game ends
and Dream Studio returns to either the editor or the main menu.
(NOTE: The start sheet generates a spark only when the game is
started for the first time - remember that Playtesting doesn't
restart the game! So if you change any connections to the Start
sheet, you must do a Game Reset for the connected sheets to recieve
their spark.)
To create a new sheet, click in any empty space. To link sheets
together, click and HOLD on one of the input/output ports of a sheet
and drag the connection to the port you want to connect it to.
When you click on a sheet, you'll get the following menu:
-----------
ÝEdit ScriptÝ (Expert mode only)
ÝEdit Sheet Ý
ÝCopy Ý
ÝMove Ý
Ý...........Ý
ÝDelete Ý
-----------
Edit Script and Edit Sheet take you to the appropriate editors.
Copy and Delete are self explanatory; move will let you move the
sheet around on the book display (which you can also do by holding
down A on it and dragging)
{Obligatory moan from me: WHY couldn't they have made it so that
the output spark is generated by default from the output opposite the
input that activated the sheet? That would have made reuse SO
much easier..}
$ R4.2 Sheet
------------
The sheet editor looks like this:
[INPUT] [INPUT] [INPUT] [INPUT] |[COMMENT] |
|______________|
--------------- -------------- | |
|[CONDITION|Icon| | [SCRIPT | | |
|EDITOR] -----| | EDITOR] | | |
| | | | | |
|Condition | |Mock-up of | | |
|stated | |Script editor | | |
| | |(doesn't show | | |
| | |actual script)| | |
--------------- -------------- | |
| |