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Interests: Furcadia
Expertise: Dream weaving.


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Member Since: 4/29/2005

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Friday, April 29, 2005

[#] Welcome to Intro. to Dream Weaving. Dreams are made with your dream editor and your dragonspeak ("DS") editor which are included with your furcadia program.

[#] From Furcadia, press the "C" tab and then press "Dream Editor". This will cause your Dream Editor screen to open to your last saved dream. If you've never made a dream, a new, tiny, blank dream will appear.

 

[#] You can make the dream as large as 208X200 if you hold down the control key and press or hold G, then hold down the control key and press or hold Y. It lengthens and widens the screen.

[#] If you look at the main screen in your editor, you will see the sides of the map are covered in red lines. You can walk on anything inside those red lines, but your character will not be able to walk on or in the red edges of the map.

[#] Objects, walls, and floors are placed by clicking on one of the shortcut pictures in your editor to pick a floor, a wall, or an object. Then click on the larger picture in the preview box and a screen will appear with more choices of objects, floors, or walls. You can scroll through the objects by pressing your spacebar and choose one by clicking on it.

[#] If you place something by mistake, each page of items, walls, or floors starts with a blank item. choose that and place the "blank" over what you want to erase. If the walls are not facing the right way, click on the bucket icon and then back to the pencil - that will fix it so the walls turn for you to place them.

[#] Doors are a little different. In the walls selection, you will see some doors. You can not walk through them. In the begining, it's much easier to place an open archway, and then go to the objects and find a door to place within the archway.

[#] Once you have everything placed where you'd like it, there is one more thing to do before you can save the map and use it. In your Dream editor screen, press your "D" key. This will bring up your DragonSpeak (DS) editor.

[#] You will see at least 4 lines of "DS" there: The very first line should be "DSPK V01.10 Furcadia" - this tells furcadia that the text below it is "dragonspeak". After that, there is a space and two lines of code - when a furre arrives in the dream, and move the triggering furre to (10,10). This tells furcadia where a furre is supposed to "land" once it gets into the dream.

[#] The very last line should be "*Endtriggers* 8888 *Endtriggers*". This tells furcadia that the DS is finished. You can change anything inbetween the DSPK line and the *Endtriggers* line. If you don't want to get into it right now, that's okay. You still need to save the "DS" file.

[#] Click on File, then save. Then exit the DS editor. Go back to your Dream Editor and click on file, and then save. Exit the Dream Editor, and you can go to A/I, I. FurN, or A to upload your dream. To upload, hold down the control key and hit "T".


[#] Welcome to Intro. to Dragon Speak. DragonSpeak, or DS, is the language Furcadia uses to figure out what to do with things or players in the dreams. It's a program language invented by Felorin with the idea that even non-programmers would be able to use it. DS can be written using notepad, but to make things very easy indeed, they came up with the DragonSpeak Editor so that all you need to do is fill in some numbers.

[#] The DragonSpeak Editor can be brought up from your dream editor by pressing the letter D. On the bottom of the screen are commands that you can double click on to add to your script or program. The only thing you need to change then are the #'s.

[#] DS works on the idea of this: When something happens, do something. It's cause and then effect. Because Furcadia reads the program from top to bottom, Causes are always before Effects. There are other things that happen between a Cause and an Effect - these are tabs on the bottom of your editor and are in order: Causes, Additional Conditions, Areas, Filters, and Effects.

[#] Causes are anything that can happen; when a player moves, picks up an object, walks into an object, floor, or position, arrives in the dream, leaves the dream, turns into another species, or uses or drops anything. Those are all "triggers" - they Cause things to happen.

[#] Additional Conditions are not causes, they are "also" or "and". When this happens, AND this also happens, then do this effect.

[#] Areas specify where an object or player is, or where you want the effect to happen. It can be a large area like a rectangle of space, or a single position on the map.

[#] Filters act like "except" or "only". When this happens, and this happens, in this area, except where this is (or only where this is), do this effect.

[#] Effects, of course, are what happens once the cause has occurred. Move the player, set some timers, place some floors, or reset some objects, move an object, place an object... you can't "delete" an object - but you can place object 0 (which is "nothing"). You also, sadly, can't delete players - but you can eject them, sending them to the Vinca.

[#] All of these things make your dreams "do stuff". The more stuff you do, the longer furres stay around to be entertained, so while you don't have to do a lot of stuff, you should do at least some.