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Power Game Factory is a satisfyingly complete side scrolling action game development tool. Here we'll introduce you to each major component of Power Game Factory and explain what can be done within each of the program's various windows. There's a lot of ground to cover, but you'll gain a solid understanding of Power Game Factory with no trouble. For example, making characters is easy once you've learned how to design projectiles; both are created using similar sets of animation and sound editing controls. Of course we offer a complete User's Manual covering every aspect of the program in full detail.

The Main Options Window
When Power Game Factory starts up, the Main Options Window is the first thing that appears. Here you can select a game project to open. The Main Options Window is also used to create, delete, rename, backup, and restore game projects.

When a game project is opened, the multifaceted Levels Window appears, as shown below.
 


The Toolbar

The Toolbar provides quick access to each of the nine major windows in Power Game Factory. It also offers buttons for building and testing games. The Build Game button compiles a stand-alone game application, while the Test Game button runs a preview game that lets you skip through levels and make sure everything is working properly.
 

The Toolbar may be positioned on the top or left side of the screen, and an optional help bar called Toolbar Tips may be displayed at its base. The Toolbar Tips bar explains how to use whichever control the cursor is pointing at. The Toolbar may be hidden, leaving more room on the screen for windows like the Levels Window, which is explained next.

The Levels Window

The Levels Window is used to create game levels and populate them with characters, scenery, items, and 12 other types of objects. Moving level objects is as easy as dragging them into place, and it's always possible to fine tune objects with the floating Properties window, as we'll show you below. All the basic level creation and editing controls are found here in the Levels Window, as well as tools for changing level backgrounds and specifying which parts of a level are made of solid material and which areas consist of empty space.

Power Game Factory is largely based around the Levels Window; from here it is easy to access other windows used for editing character types, scenery types, door types, switch types, and much more.
 


The Levels Window

The Properties Window
The floating Properties Window displays editable information about whichever object is selected in a level. The contents of this window change depending on which type of object is being manipulated.

If no object is selected, a basic set of controls appear in the Properties Window, allowing the level's name, size, and background to be changed. If the level uses multiple layers of parallax scrolling, the Properties Window expands to show each background layer. Changing a level's background is easy: just drag a big image into the little well.
 


The floating Properties Window

Mask Mode
When the Levels Window is set to Mask Mode, you can use familiar painting tools to specify which parts of the level are made of solid material and which parts are empty space. The pencil tool, rectangle tool, line tool, and paint bucket tool are all at your disposal.

Solid material is represented in the Levels Window by small blue blocks. Another type of material called Ledge Material is represented by small green blocks. Ledge material is used to create areas that can be reached by jumping up from below, but can not be penetrated when jumping down from above.

These materials are of course invisible in the actual game, but you'll sense their presence when you try to walk through a wall and come to an abrupt stop.
 


The Levels Window in Mask Editing Mode

Tiles Mode
Power Game Factory supports huge, non repeating level backgrounds comprised of one or more layers of parallax scrolling. But you can also assemble backgrounds out of a patchwork of small images taken from an editable background tile palette. Although tiled backgrounds are a bit less versatile than normal, non-tiled backgrounds, they create a classic old school look, and they consume far less memory.

Tiled background are great for huge levels because they load very quickly and allow for high performance on a wide range of computers.
 


The Levels Window in Tile Editing Mode

The Level Parameters Window
The Level Parameters Window is used to add cinematic cut screens to a level, assign background music, and create images that appear when a level begins and ends. Here you can also select level routines to be performed at various intervals throughout the level.

The Level Parameters also Window offers a variety of checkboxes and controls for editing numerical properties that determine different aspects of the level's behavior, such as the directions in which the level may scroll, the appearance of the level map, how much time the player is given to complete the level, and whether items that the player collects in the level will remain in his possession when the next level begins.
 


The Level Parameters Window

The Level Routines Window
One of Power Game Factory's most advanced elements is the routine. A routine causes changes to occur within a level when certain events occur. For example, when a character dies, a routine might be triggered, causing a wall to come crashing down. Or walking into a certain area could trigger a routine that makes five new enemies show up.

Routines can play sounds, blow things up, create items, make rain fall, do math with variables, scroll the level, zoom the camera, warp the player to new locations, and much more. Routines can even be configured to trigger other routines, with an optional delay. The actions that a routine can perform are many and varied, and there are all kinds of events that can trigger routines. For more information, take a look at the Routine pages in the Power Game Factory User's Manual.
 


The Level Routines Window

The Player Types Window
Double-clicking on the player in the Levels Window brings up the Player Types Window, which is used for editing the player's appearance and physical properties. Here you can specify the player's speed, jumping height, weight, and dozens of other statistics.

Although there is only one player character in a game, there may be more than one player type. At certain points during a game, the player may change his appearance, or he may improve his running or jumping abilities. When this happens, the player conforms to a new set of parameters, and his player type is effectively changed. To accommodate these changes, this window lets you create several different player types, each with unique physical and visual properties.
 


The Player Types Window

The Character Types Window
The Character Types Window is much like the Player Types Window. Here you can create, delete, and edit character types. The window is full of controls used for editing the appearances and physical properties of characters. Since enemy characters need to have artificial intelligence, the Character Types Window also provides controls for specifying behavioral traits. For example, you can make a character that runs away at the first sign of danger, or one that is smart enough to jump over incoming projectiles.

The Character Types Window provides pop-up menus for selecting which weapon a character uses, what kind of liquid he bleeds, and which items he drops when defeated, among other things. Since every aspect of a character type is editable, there is really no limit to what you can make characters do.
 


The Character Types Window

The Animated Scenery Types Window
Adding animated scenery to a level is a great way to enliven its background. The Animated Scenery Types Window lets you create, delete, and edit all kinds of different types of scenery.

Each scenery type has one animation sequence, which may consist of any number of frames. It also has some sound effects which may play as the scenery progresses through its animation, and some numerical properties that determine its physical constraints.

Usually scenery moves through its animation sequence, looping indefinitely. But scenery can be stopped and started, and made to change its behavior based on environmental factors. It can even be attached to characters, so that whenever the character goes, the scenery goes along with it.
 


The Animated Scenery Types Window

The Door Types Window
Another object that can be added to a level is the door. When doors are opened, characters can reach new areas in a level. Some doors can be opened by pressing the action key, while others are locked, and require more effort to open.

There can be as many or as few types of doors as you wish. They are created, modified, and deleted from within the Door Types Window. Here there are controls for editing the animation sequences that show a door swinging or sliding open and closed, plus controls for changing the sounds that a door makes as it moves.
 


The Door Types Window

The Switch Types Window
When a switch is turned on or off, a routine is performed, which can in turn cause any number of things happen; a door might open, some scenery may begin moving, or a piano may fall from the sky. When you walk up to a switch and press the action key, it will turn on or off. Some enemy characters may also be able to toggle switches.

The Switch Types Window looks very much like the Door Types Window; it's used to add, remove, and edit switch types. It contains animation sequence editing controls for changing what each type of switch looks like when it's in its on and off positions, as well as sound editing controls so that you can add sounds to the switch as it turns on and off.
 


The Switch Types Window
   
In the next section, we'll explore some of the windows that are used to design a game's interface and status bar, and we'll see how to create player sets, character sets, item types, projectile types, and the other types of objects that populate levels.

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