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- COMICSETTER USER'S GUIDE
-
- Typed in by the DOXTOR. Edited by PARASITE.
- If you want a cracked version of this program, contact us, it's cracked by
- SHAGRATT of LSD/AUTOMATION.
-
-
- 1. GETTING STARTED
-
- CONTENTS OF THE COMICSETTER PACKAGE
- Please check to see that you have received a complete COMICSETTER package
- consisting of the following:
- o This Manual
- o A Registration Card
- o A COMICSETTER Program Disk
- o A COMICSETTER ClipArt Disk
-
- REGISTRATION
- Please complete your registration card and return it to Gold Disk Inc. as
- soon as possible. As a registered owner of COMICSETTER you are entitled to
- many benefits including:
- o Technical Support. Registered COMICSETTER owners receive free
- technical support through the Gold Disk Technical Support
- Department (See Appendix A:Technical Support Information).
- o A free subscription to the Gold Disk newsletter, New Laser Times.
- This publication reports on new and creative uses for Gold Disk products,
- including user tips and suggestions from our Technical Development
- Department. Future upgrades to COMICSETTER will be announced in New Laser
- Times.
-
- SYSTEM REQUIREMENTS
-
- MEMORY REQUIREMENTS:
- A minimum of 1 Megabyte of memory is required.
-
- DISPLAY MONITOR:
- Any Amiga compatible monitor. If working in high resolution mode,
- a long presistence monitor is recommended. Flicker-reducing,
- tinted screens are also available for standard Amiga monitors.
-
- DISK DRIVES:
- One Amiga 3.5" disk drive is required.
-
- OUTPUT DEVICE:
- COMICSETTER outputs to all Preferences printers.
-
- DISK CONTENTS
- There are two disks contained in the COMICSETTER package. One disk
- is labeled PROGRAM and contains the COMICSETTER program and all of the
- data that the program uses, including fonts.
- The other disk is labeled COMIC ART-GENERAL and contains all the
- COMICSETTER clip art used with the program, including tutorial artwork.
- See Appendix E for a complete listing of all of the clip art included on
- this disk.
-
- CONVENTIONS USED IN THIS MANUAL
- The COMICSETTER manual and the software it describes follow the
- standard Amiga user interface. It is assumed that you have some
- familiarity with basic Amiga procedures. However, as a refresher, we
- recommend that you read the following conventions adhered to throughout
- this manual.
-
- o Bullets (o) indicate related information, lists, or sequences.
-
- o The use of Amiga hierarchy of terms for pull down menus. Main
- menus are called "menus", options in a menu are called "items",
- and options in sub-menus are called "sub-items". The
- terms "requester", "gadgets", and "tools" are also used.
-
- o Uppercase is used for words or phrases referring to specific
- COMICSETTER menus, requesters, and tools. Some examples: The
- PROJECT menu, FILE requester, PANEL CREATE tool.
-
- o Menu selections are often listed in this manual using the format:
- Menu/Item/Sub-Item. For example, TEXT/STYLE/BOLD refers to the BOLD
- sub-item in the STYLE item of the TEXT menu.
-
- o Keyboard equivalents are graphically depicted in the pull-down
- menu displays. Where keyboard equivalents are indicated, the
- following notation is used (where "x" is a specific character):
-
- o A x - Depress x while holding the RIGHT AMIGA key.
-
- o Moving the mouse pointer to a desired location, pressing and
- quickly releasing the left button is called "clicking". If this is
- done to select an object, it is sometimes referred to as
- "selecting".
-
- o PLacing the mouse pointer on a desired location, pressing the
- left button and holding it down while moving the mouse is referred
- to as "dragging".
-
- Backup those disks before starting!
-
- 2. OVERVIEW
- This section of the manual is intended to give you a basic familiarity
- with the COMICSETTER screen and its components in preparation for the
- TUTORIAL. Indepth descriptions of the various COMICSETTER functions appear
- in the TUTORIAL and following sections of this manual.
-
- We recommend that all COMICSETTER owners, even experienced Amiga users,
- read these sections of the manual so they can learn to use COMICSETTER to
- its fullest potential.
-
- You should have COMICSETTER running on your Amiga while you read the
- manual, so you can practice the various COMICSETTER functions as they are
- described.
-
- TOUR OF THE COMICSETTER SCREEN
-
- The COMICSETTER screen (which you should have visible on your Amiga
- monitor in front of you) consists of a large window for showing a part of
- a page, surrounded by a variety of menus, tools, and gadgets.
-
- TITLE BAR
- At the top of the screen is the "title" bar, showing the name and version
- of the program. To the right of this, COMICSETTER displays the current
- "document name." Initially, this should read UNTITLED 1. To the right of
- the Document Name is a "coordinate position indicator". This shows you the
- current x/y (horizontal/vertical) position of your pointer in relation to
- the top left-hand corner of the page (once the page is created). By default,
- the units of measurement are in inches, but can be changed to display in
- pixels or centimeters. Finally, at the far right side of the TITLE bar are
- the standard Amiga "screen-to-front/screen-to-back" gadgets. Clicking on
- these gadgets will let you toggle back and forth to the Workbench screen.
-
- MENU BAR
- Hold down the right mouse button to make the "menus" bar visible. There
- are seven COMICSETTER menus available: PROJECT, EDIT, LAYOUT, TEXT, ALTER,
- PREFERENCES, and DOCUMENTS.
-
- SELECTING MENUS, ITEMS, AND SUB-ITEMS
- (This sections describes how to access the various standard Amiga menus
- and sub-menus).
-
- REQUESTERS
- Some menu items are followed by three periods (for example,
- PROJECT/OPEN...). The three periods indicate that if you select this item,
- a "requester" will appear. A requester is a window containing several
- options that you can choose from. For example, selecting PROJECT/OPEN
- will call up a familiar-looking Amiga FILE requester showing you what
- files are available, and allowing you to load a file into COMICSETTER if
- you wish. You can cancel any requester by clicking on the CANCEL! gadget.
-
- TOOL PALLETTE
- Running down the left side of the screen is the COMICSETTER "tool" palette,
- which contains all the different drawing modes and tools you will use to
- create comics. The TOOL palette consists of the following: nine "general"
- tools, the "drawing mode" gadget, eight "drawing tools", a "color"
- subpalette, and a "line width" selector.
-
- (This palette is shown in the IFF file CS.PIC included in this archive.)
-
- GENERAL TOOLS SUB-PALETTE
- This part of the TOOLS palette contains nine general tools to help you lay
- out a page. They are the NULL POINTER, PANEL CREATE tool, GROUP CREATE
- tool, HAND MOVE, SEND-TO-BACK tool, SEND-TO-FRONT tool, BALLOON CREATE
- tool, TEXT tool, and BTIMAP CREATE tool.
-
- DRAWING MODE GADGET
- The DRAWING MODE gadget is set by default to allow you to draw in
- "structured drawing" mode. Click on the gadget and the T-square and
- triangle is replaced by a paint-and-brush BITMAP DRAWING icon. Click
- again, and the STRUCTURED DRAWING icon reappears. For a complete
- discussion of sctuctured and bitmap graphics, see Chapter 8: Graphics.
-
- DRAWING TOOLS
- This part of the TOOL palette contains eight DRAWING tools. They are the
- PAINTBRISH, AIRBRUSH, FILL, SMEAR, POLYGON tool, RECTANGLE, ELLIPSE, and
- BEZIER tools.
-
- COLOR SUB-PALETTE
- This section of the TOOL palette allows you to set your ink and bacjground
- colors. A palette of 16 colors is given. Each color can be changed to any
- of the 4096 possible colors. The "fill toggle" gadget allows you to turn
- fill on or off. The "fill pattern" gadget shows the selected fill pattern.
- Every color can be changed by double-clicking on that gadget, which brings
- up a COLOR PALETTE requester.
-
- LINE WIDTH SELECTOR.
- This gadget allows you to select the width of the line you are drawing
- with. The line width can be adjusted by clicking on either the right arrow
- to increase the thickness, or the left arrow to decrease thickness. By
- holding the left mouse button down while over an arrow, the line thickness
- will continue to increase until you release the button. A dashed line
- indicates that no line will be drawn.
-
- SCROLL BARS
- COMICSETTER allows you to create pages that are larger than can be shown on
- the screen. The "scroll" bars are located on the bottom and right side of
- the COMICSETTER screen, and allow you to view and work with any part of a
- large page that can't be viewed in its entirety. They are standard Amiga
- scroll bars.
-
- PAGE NUMBER GADGET
- The "page number" gadget, at the lower right-hand corner of the screen,
- displays the number of the page currently being worked on in your
- COMICSETTER document. To see how this works, select LAYOUT/ADD PAGE to
- create a page. When the ADD PAGE requester comes up, click on the OK
- gadget. The center part of the COMICSETTER screen will change from black to
- white as a blank page is created. the PAGE NUMBER gadget will change from
- Page 0 to Page 1. Select LAYOUT/DELETE PAGE. A requester will appear;
- select OK to delete the page. The page number gadger will again indicate
- Page 0 (no pages in the document).
- The number of pages in a COMICSETTER document is limited only by disk
- space. The number of elements and objects on a page is limited by how much
- memory you have available.
-
- SELECTING THE PROPER TOOL
- As you learn how to use COMICSETTER, you must remember to select the proper
- tool for the proper working mode. Remember to look at the TOOL palette and
- check to ssee which tool is selected. For example: you may be trying to
- alter one object when another object is active. This is a common source of
- confusion. Simply select the NULL POINTER tool, click on the object you
- want to work with, and then start again.
-
- POINTER SHAPES
- ComicSetter will change the shape of the pointer depending on the operation
- that you are attempting. There are four different pointer shapes.
-
- The first is the "null pointer" (an arrow), which is what ComicSetter starts
- out with. The NULL POINTER can be selected by clicking on the NULL POINTER
- tool. The NULL POINTER allows you to select and move objects on the screen.
-
- The "create pointer" (a crosshairs) signifies that ComicSetter is ready to
- create something. This can be anything from a new panel, to any of the
- graphic elements.
-
- The "move pointer" (a hand) indicates that you can move your field of view
- about your page, or move objects around.
-
- The "sizing pointer" (four arrows pointing outward) will appear when you
- are attempting to re-size an object or panel. It returns back to its
- previous pointer when the re-sizing operation is complete.
-
- KEYBOARD EQUIVALENTS
- COMICSETTER supports a large variety of "keyboard equivalents", short-cuts
- that access menu operations from the keyboard. All menu selections that
- have a keyboard equivalent will show the equivalent in the menu. A
- complete list is in Appendix B.
-
- KEYBOARD MODIFIERS
- "Keyboard modifiers" are used in conjunction with tools to alter their
- purpose. This is accomplished by holding down a specific key while using
- the mouse. Throughout the manual, keyboard modifiers are explained in their
- applicable sections. Also, Appendix B lists all keyboard modifiers.
-
- PRINTER ENVIRONMENT
- If you have not already done so, configure ComicSetter (hereafter referred
- to as CS to save this poor typist's aching fingers) to the type of
- printer that you will be using, from the WorkBench through Preferences. WB
- 1.3 printer drivers are used. Appendix C lists printer information.
-
- 3. TUTORIAL
- The best way to learn CS is by experimentation. With some practice,
- assisted by the tutorial and other reference information in the manual, you
- can learn to take full advantage of every powerful CS feature and produce a
- wide range of dynamic graphic creations.
- In this tutorial you will produce a simple one-page, one-panel comic and
- print it. The principles that you are introduced to in this tutorial will
- provide the basic sateps in organizing any similar project. At all times,
- feel free to experiment with the various CS functions at your command.
-
- You will need:
-
- o The Program Disk.
- o The General ClipArt Disk
- o A blank, formatted data disk.
- o A suitable output device.
- Start up the program.
-
- CREATING A PAGE
- The first step is to create a page. To do this:
- o Hold down the right nouse button and move the pointer to the LAYOUT
- menu. When the pointer touches the word LAYOUT, a "pull-down" menu
- appears.
- o Keep holding down the right mouse button, move the pointer to the
- ADD PAGE item, then release the mouse button. An ADD PAGE requester
- window appears, showing a number of adjustable settings. For the
- moment, use the default settings.
- o Click once, with the left mouse button, on the OK gadget in the
- lower left-hand corner of the requester. The requester will
- disappear and the CS screen will change from black to white
- representing the page you have created. Also, the scroll bars on
- the bottom and right-hand side of the screen will adjust to
- indicate what part of the page you are viewing.
-
- SAVING COMICSETTER DOCUMENTS
- One important procedure that should be stressed when using CS, or any
- software product, is that you should save your work often. This "insurance"
- will pay for itself the first time you run into any difficulty. For
- example, saving a document before a major layout change will give you the
- option of returning to the original layout at any time. This can be
- extremely helpful, especially when first learning to use a computer or a
- particular program.
- Before you actually begin creating your comic layout, you should learn how
- to SAVE and LOAD your documents. Although this tutorial is short, you may
- not be able to finish it in one session. Knowing how to save your current
- document gives you the option of stopping and later continuing from where
- you left off. Since you have already created a page, let's demonstrate how
- to save the blank page, as a document, to disk. There are two ways of
- saving a document to disk. The first is the use of SAVE AS.
-
- TO USE SAVE AS:
- o Place your formatted DATA disk in the external disk drive, or if
- your Amiga only has one disk drive, replace the CS disk with the
- DATA disk.
-
- o Select the SAVE AS item from the PROJECT menu.
-
- o When the SAVE DOCUMENT AS requester appears, click on the df0:
- gadget if your data disk is in drive 0, or the df1: gadget if it is
- in drive 1.
-
- o Click to the right of the FILE line. A cursor will appear allowing
- you to type in the name of the document to be saved. For this
- example, type TESTSAVE.
-
- o Click OK to save the document. You will notice that the FILENAME
- that you have typed is now displayed on the TITLE bar. Also, if you
- pull down the DOCUMENTS menu, the name of your file, TESTSAVE, will
- appear to the right of the check mark.
-
- With CS, it is possible to have more than one document in memory at one
- time. Every time you create or retrieve a new document, it will be added to
- the list in the DOCUMENTS menu. This feature is discussed in more detail in
- the DOCUMENTS section of the manual.
-
- USING THE SAVE ITEM:
-
- The second way of saving your document is to select PROJECT/SAVE. The SAVE
- item is very convenient when you are updating a file that you are working
- on. You could save modifications to the file frequently without the hassle
- of re-entering the same file name information.
-
- WARNING: The SAVE item overwrites the previously saved file!
-
- Selecting PROJECT/SAVE causes your file to be saved immediately to the disk
- and directory that was used in the Save As operation. If the SAVE AS has
- not been previously used, a SAVE DOCUMENT AS requester will appear.
-
- RETRIEVING OR OPENING FILES:
- If you want to load a previously saved file, select PROJECT/OPEN. To
- demonstrate this function, clear the document in memory, and restore the
- document that you have just saved.
-
- TO CLEAR THE DOCUMENT IN MEMORY:
- o Select the PROJECT/CLEAR item. If you have changed anything on the
- page since the comic was last saved, a "Warning" requester will
- appear asking if you wish to SAVE the comic again.
-
- o Click on the NO gadget. The page on screen will be erased. The name
- of the document will, again, become UNTITLED.
-
- TO LOAD THE PREVIOUSLY SAVED DOCUMENT:
- o Select the PROJECT/OPEN command. A requester similar to the one
- used in the SAVE AS item will appear.
-
- o Select the drive which contains your data disk. CS will display the
- contents of that disk.
-
- o Click on the TESTSAVE file. CS will take your selected file, and
- will transfer the name to the FILE line.
-
- o Click on OK to load the file. CS will load the file and you'll see
- your document on the screen (in this case,a blank page).
-
- NOTE: Double-clicking on a file name will also load it.
-
- Now that you knwo how to LOAD and SAVE files, you can begin the tutorial
- with the option of stopping and restarting any time you wish. Again, a
- reminder to frequently save your document. It is very easy to load a
- previously saved document, but much harder to recreate it from scratch if
- something goes wrong.
-
- Before starting, let's ensure that preferences are set correctly:
- o Select PREFERENCES/SHOW BOXES
- o From the PREFERENCES menu, select UNITS/PIXELS. This means that all
- coordinates will be displayed in pixels.
-
- PANELS
- Every comic layout, from a full comic book to a single-picture comic,
- consists of a number of panels. Panels are the working frames in which you
- assemble your images. In CS, all of your images and text must be created
- within panels. This allows you to move a panel, with all of its contents,
- to a new location.
-
- A panel is not restricted by size, and can be up to a full page in
- dimension.
-
- ADDING A PANEL:
-
- o Click on the PANEL CREATE tool in the TOOL palette. Your pointer
- will change into a cross-hair.
-
- o Position the pointer to where you want the top left-hand corner of
- the panel to appear. For this tutorial, the exact position doesn't
- matter, but you should place it in the area of (10,10) as indicated
- by the COORDINATE POSITION INDICATOR GADGET.
-
- o Hold down the left mouse button and, by moving the mouse, drag the
- crosshairs to the position where the bottom right-hand corner of
- the panel should be, in the general area of (560,180). A large
- rectangle should be drawn out in the process. When you are
- satisfied with the position, release the mouse button. The panel's
- border will change to a dashed line indicating that it is active.
-
- MAGNIFICATION
- CS gives you four different magnification levels to work with, 200%, 100%,
- Full Page, and 50%. Zooming in is useful for adding fine details to your
- layouts. Zooming out can show the entire page.
-
- A CLOSER LOOK
- To view your panel up close:
- o Select PREFERENCES/MAGNIFY/200%. The page will zoom in to fill the
- screen. Now only a small part of your page will be visible.
- However, you can move your field of view to see other parts of the
- page.
-
- To see the right side of the panel:
- o Grab the bottom scroll bar and drag it about two inches to the
- right. When you release the button, you should see the top right
- hand side of the panel. The same procedure applies to the vertical
- scroll bar.
-
- To see how our new panel looks in relation to the entire page, we can view
- our document in FULL PAGE magnification mode.
-
- A FULL PAGE VIEW:
- o Select PREFERENCES/MAGNIFICATION/FULL PAGE. The page will zoom to
- full view, to appear as a white rectangle on a black background.
-
- All features of this program work in any given magnification level. From
- this point, freely use any magnification level you desire. The tutorial
- will prompt you to set a particular magnification level only when it is
- necessary for completing a specific function of this tutorial. However, for
- speedy response, we recommend you work in 100%.
-
- SELECTING AND MOVING PANELS
- Before moving or changing a panel it must be selected and made active. An
- active panel has a dashed border. An inactive panel has a solid border. To
- demonstrate:
- o Click on any part of the page which does not contain a panel. This
- will de-select your original panel. The panel will have a solid
- border indicating that it is inactive.
-
- TO SELECT A PANEL:
- o Move the pointer over the panel that you wish to select and while
- pressing the RIGHT-ALT key, click on the panel with the left mouse
- button. The border now changes from a solid to a dashed line,
- indicating an active panel.
-
- TO MOVE A PANEL:
- o Make sure the panel is selected.
- o Move the pointer over the panel and grab onto it while holding down
- the Right-Alt key by pressing and holding down the left mouse
- button. Your pointer changes to a HAND.
- o Move the mouse to drag the panel to its new location and release
- the button. It's that simple.
-
- THE COMIC
- Let's start creating the tutorial comic:
- o Clear the page of the panel(s) you have created by making
- the panel active and selecting EDIT/ERASE.
-
- o Create a panel with the top left hand corner near (10,10) and the
- bottom right corner near (560,180).
-
- IMPORTING A BACKGROUND
- For the tutorial comic, begin by importing a background into the active
- panel:
-
- o Make the panel active.
-
- o Select PROJECT/IMPORT GRAPHICS, or double-click the BITMAP CREATE
- tool. Your pointer will change to a cross hair. CS is now waiting
- for you to define the area into which the graphic should be
- imported.
-
- o Position the pointer inside and near the top left-hand corner of
- the panel.
-
- o Hold down the left mouse button and drag out a rectangle to the
- bottom right hand cornerof the panel. The background you will
- import will fit into this guide. The portions of the graphic
- outside the panel will not be visible. CS will now display a file
- requester similar to the one shown earlier when you saved your
- document.
-
- o Insert your CLIP ART disk into a drive.
-
- o Click on the drive number gadget to see the contents of the CLIP
- ART disk.
-
- o Click on the directory called BKGDS.
-
- o Select the file called Interior-Tech.
-
- o Click on OK. The file requester will disappear and a new window
- will appear showing you the background that you will import into
- the tutorial comic. The "Graphic Clipping" window is placed on top
- of the existing CS window, and may be moved or sized.
-
- Along the top of the Graphic Clipping window are five gadgets which are
- explained in the BITMAP GRAPHICS section of this manual. For now, your
- concern is to clip a section of the background to fit exactly into the
- guide that you have created.
-
- o Click on the "Guide Clip" tool, the 'G' gadget along the top of
- the graphic window. As you move the pointer, a rectangle, the same
- size as the one you drew, will move along with it. If you move the
- pointer outside of the GRAPHIC window, the picture inside the
- window will scroll in that direction.
-
- o Once you have established the desired position, click the left
- mouse button. You should see your background appear in your panel
- right before your eyes.
-
- IMPORTING CHARACTERS
- Now you need some characters to place on top of the background. The process
- for importing characters is identical to the process for importing
- backgrounds, props, your own images, etc.
- o Select PROJECT/IMPORT GRAPHICS
-
- o Draw a small guide on top of the background you just imported. The
- IMPORT GRAPHIC clipping window will appear with your previous
- background. Since we want a new image, choose the FILE tool which
- is second from the left.
-
- o When the file requester appears, choose the PARENT item at the top
- of the list; this brings you up one directory level.
-
- o Select the MALE directory to view its files.
-
- o Select Med_Poses_&_Parts.
-
- o Click on OK.
-
- You will be piecing together a character from the parts given in this
- screen. If you try using the Guide function to clip out the character's
- parts, as we did with the background, you might clip out unwanted portions
- of other images within the clipping rectangle.
-
- For this reason, CS gives you the ability to clip images using a polygon
- tool. This offers unlimited control over the objects that you clip,
- regardless of how irregularly-shaped they may be.
-
- First clip out the character's upper body part which is located at the far
- left side of the GRAPHIC window:
- o Select the POLYGON clipping tool located at the far right side
- along the top of the GRAPHIC window. The pointer will change to an
- X shape indicating CS is ready to polygon clip.
-
- o Move the pointer to a position, anywhere around the character's
- upper body part and press-and-release the left mouse button. Now,
- when you move the mouse, a line will be drawn from the position
- where you clicked to the current pointer position.
-
- o Move the mouse pointer further around the character and press the
- button again. The line will be fixed to the second point, and you
- will be able to continue with a second line. In this manner, you
- will be able to completely enclose the image by carefully drawing a
- series of lines around it. The lines can be as short or as long as
- you wish.
-
- o If you make a mistake while clipping, press the right mouse button
- and start again.
-
- o When you have enclosed your image, quickly double-click the left
- mouse button. The image that you have clipped will now be
- transferred to your comic layout. You do NOT have to return to the
- exact starting point. Double-clicking will join the last point to
- the first point.
-
- More than likely, the clipped image, called an object, will not be in the
- precise position you desire. But, don't worry. CS gives you the full
- ability to edit and move these objects. And, since every object on the
- screen is kept track of separately, they may be moved and treated
- independently of one another.
-
- TO MOVE YOUR OBJECT:
- o Position the pointer over to the object that you wish to move, and
- while pressing and holding the left mouse button drag the object to
- the desired location.
-
- CONTINUE BUILDING
- Obviously, you still need a head and the lower part of the body to finish
- your character. Continue to select PROJECT/IMPORT GRAPHICS, using the
- POLYGON tool to select the pieces that you wish.
- Once these pieces are on the panel, move them so that they connect
- together. Complete the character.
-
- *To position characters more precisely, turn off the FAST MOVE feature by
- selecting PREFERENCES/FAST MOVE.
-
- TALK TO ME!!
- CS gives you the unique ability to enter dialogue as speech balloons, and
- then edit this text at any time. Here's how:
- o Clock on the BALLOON tool (a balloon with B in it) in the tool
- palette. Your pointer will change to a cross-hair, indicating that
- a speech balloon may be drawn.
-
- o Move the balloon to anywhere on the panel, hold down the left mouse
- button, and drag out a rectangle for your speech balloon. When you
- release the mouse button, CS will present you with an ENTER TEXT
- requester.
-
- o Type in the caption you want your character to say. We suggest
- "COMICSETTER MAKES MY DAY!"
-
- o Hit the RETURN key. CS will create a round speech balloon with this
- caption inside it.
-
- Depending on the length of your caption, the entire text may not fit in the
- speech balloon. You will have to re-size your balloon. Details in chapter
- 12:Balloons.
- Round speech balloons are nice, but they are not complete until a tail is
- added, signifying that the character is speaking.
- A speech balloon consists of two components: the text component and the
- graphic component. To add a tail, we only wish to modify the graphic
- component.
- Remember that a speech balloon is really just an object, similar to the
- background or character that you clipped earlier. Before you can modify an
- object you have to make it active:
-
- o Click on the speech balloon to make it the active object. You will
- notice that the outline becomes dashed, but wait...another box
- appears inside the balloon (if you don't see this, make sure that
- PREFERENCES/SHOW BOXES is selected). Remember, a balloon is made up
- of two components. The graphic component is the outside part, and
- the box within is the text component.
-
- To tell CS that you only want to modify the outside graphic component:
- o Position the pointer within the dashed outline of the balloon, but
- not over the smaller inside text box.
-
- o while pressing the CTRL key, click on the left mouse button.
- Several small rectangles will appear around the outline of the
- balloon. These are called CONTROL POINTS. Control points allow
- fantastic manipulation of graphics.
- Finally, let's add the tail:
- o Move the pointer onto a control point, preferably one closest to
- your character's mouth.
-
- o Hold down the left mouse button while dragging out a tail.
-
- o Release the button when you are satisfied with the tail's location.
-
- TO MOVE A WHOLE BALLOON:
- o Deactivate the balloon by clicking anywhere outside the balloon.
-
- o Reactivate the balloon by clicking on it with the left mouse
- button, and drag it to the new location. The reason for
- deactivating and reactivating is that you had previously activated
- only the outside component of the balloon. Experiment and see
- first-hand what happens in either situation.
-
- PRINT
- Having completed your first comic on screen, the last remaining function of
- this tutorial is printing out a copy for everyone to see. You shoudl have
- your printer and Preferences (the Workbench program, not the CS Menu
- Preferences--it is confusing, eh?--The DOXTOR) set so that we can print
- your comic out immediately.
- o Select PROJECT/PRINT...CS pops up a PRINT DOCUMENT requester. Check
- to see that Grey Scale is selected if you are using a standard
- black & white printer, or that COLOR is selected if you are using a
- color printer.
-
- o Select START. Your printer should start printing after a few
- seconds.
-
- CONCLUSION
- You have created a comic! Where do you go from here? Experiment. There are
- many additional features that weren't discussed in this tutorial. Only
- through experimenting with the various features listed in the following
- chapters will you actually acquire skill in their use. The following
- chapters are not in the "hands-on tutorial" style, but will explain all of
- CS' advanced features in detail.
-
- The comic that you have just created is a great starting point for further
- experiments with moree advanced features. The tutorial example file is
- saved under the filename:COMIC.FINAL and can be loaded from the TUTORIAL
- directory of the ClipArt disk. Of course, your's won't look exactly like
- the example, but if nothing has gone wrong, it should be similar.
-
- 4. DOCUMENTS
- A document is a page, or collection of pages, created with CS. Besides
- Saving and Opening individual documents, CS gives you the ability to have
- several documents in memory at one time, and to transfer information
- between them.
-
- OPENING DOCUMENTS
- The PROJECT/OPEN selection will produce an OPEN DOCUMENT file requester and
- CS will immediately start reading the most recently accessed disk. This is
- DF0: by default.
- Clicking on any of the driev gadgets, or selecting a directory, will cause
- CS to execute that action immediately. Clicking on a file name will
- transfer that name to the File line. Double-clicking on a file name will
- tell CS to open that file.
- If you are in a sub-directory, the first selection will always be <PARENT>.
- Clicking on this will take you back one level.
-
- *Pressing RETURN is equivalent to clicking on OK.*
- *Pressing ESC is the same as clicking on CANCEL.*
-
- SAVING DOCUMENTS
- There are two methods of saving documents.
- o Select PROJECT/SAVE AS. A file requester will appear. Click in the
- line to the right of the word FILE to produce a cursor, and type in
- the name of the file. The click on the OK gadget.
-
- o Select PROJECT/SAVE. The file will be saved to whatever disk and
- directory was used in the previous SAVE AS operation. If SAVE AS
- has not been used, a SAVE AS requester will appear when SAVE is
- requested. The SAVE item is very convenient when you are working on
- a comic, allowing you to save ti often without the hassle of
- re-entering file name information.
- *WARNING! The SAVE item overwrites the previously saved file!*
-
- MULTIPLE DOCUMENTS
- CS gives you the ability to have several OPENed documents in memory at the
- same time, listing them in the DOCUMENTS menu. Make selections from this
- menu to list the various documents you ahve opened. CS will not permit you
- to open the same document twice at the same time.
-
- NEW DOCUMENTS
- The PROJECT/NEW command allows you to create a new document while keeping
- your old document intact. After selecting PROJECT/NEW, CS will appear as it
- does when you normally start the program, a black screen. However, the
- DOCUMENTS menu will list all of the documents in memory.
-
- CLOSE DOCUMENT
- If you wish to remove a document from the screen document dorectory, use
- the PROJECT/CLOSE command. If you have made any changes since the last
- time that document was saved, CS will produce a "Warning" requester stating
- this fact. Click NO to close the document, YES to click the SAVE DOCUMENT
- requester, and CANCEL to abort the operation.
-
- 5. PAGES
- A page in CS is similar to a printed page in a comic book or other
- publication. The dimensions and margins of the page are defined to match
- those that will be printed. As in traditional publications, images in CS
- will be drawn and laid out on these pages.
-
- UNITS
- You can select the units of measurement through the PREFERENCES/UNITS item:
- Pixels, Inches, and Centimeters. The default value is Inches. Changing
- units of measurement will result in the use of those units throughout the
- program.
-
- ADDING PAGES
- The LAYOUT/ADD PAGE selection will produce an Add Page requester which
- allows you to define the following page attributes:
- o SIZE: CS offers a choice of four predefined page sizes: STANDARD,
- LEGAL, A4 and A6. Selecting a page size will display its dimensions
- in the WIDTH and HEIGHT indicators in the selected units of
- measure.
-
- CUSTOM page specifications are available by selecting CUSTOM, and
- typing the desired dimensions in the WIDTH and HEIGHT indicator
- lines. Regardless of the UNITS and output resolution, the maximum
- size of a page is 1008x1008 pixels.
-
- o MARGINS: The margin feature is used in conjunction with the
- AutoPanel feature. By default, CS provides an 0.5 inch margin on
- all sides of the page, but any value from zero to the maximum page
- size may be entered.
- Margins do not restrict manual placement of panels. The margin
- sizes will vary in pixels depending on the output resolution
- setting in PROJECT/ENVIRONMENT SETUP. (See Chapter 16)
-
- AutoPanel: CS can create a page with ready-made panels. To the
- right of the AutoPanel gadget are the X and Y value indicators.
- X represents the number of panels horizontally, and Y the number of
- panels vertically.
-
- Horizointal and Vertical Gaps are the respective spacings between
- the horizontal (X) panels, and the vertical (Y) panels.
-
- SELECTING PAGES
- The page visible on the screen is always the active page. Pages can be
- selected using the PAGE NUMBER gadget at the bottom right side of the CS
- screen.
- o Click on the Page Number gadget for its requester.
-
- o Click on the up or down arrows to change the page number by one
- value in either direction. Or click on the Page Number line and
- type in the desired page number from the keyboard.
-
- DELETING PAGES
- CS allows you to dleete a page, as well as a group of consecutive pages,
- without having to view that specific page by:
- o Select LAYOUT/DELETE PAGE. CS will produce a DELETE PAGE requester.
-
- o Click on the range and type in the range of pages you wish to
- delete; then Click on OK.
-
- MOVING PAGES
- Selecting LAYOUT/MOVE PAGE command will bring up a MOVE PAGE requester
- which has three areas for input:
- o RANGE X TO Y: You can move a group of consecutive pages. X value
- represents the starting page and Y value is the ending page number.
-
- o AFTER PAGE: This is the page that you wish to insert your group after
- All of the pages in the requested range will be moved after this
- page. The order of pages within the group will stay the same.
-
- 6. PANELS
- A panel encloses all images for a particular comic frame. As with
- traditional comics, CS panels are rectangular, and may have a border of
- variable thickness and color.
-
- All objects must be created within a panel. Therefore, a panel is the first
- element required on a CS page. If a panel is moved, all of its associated
- images will move with it. In this manner, a panel acts as a common anchor
- point.
-
- By default, an image will not be visible outside of its panel, but CS does
- provide the option of altering this, and for moving objects to other parts
- of the page as described in Chapter 8:Graphics.
-
- CREATING
- Clicking on the PANEL CREATE gadget changes the pointer to a cross hair
- signifying that a panel may be created. Hold down the left mouse button
- while dragging out a rectangle. The PANEL CREATE mode remains active until
- you cancel it by selecting another gadget.
-
- CONSTRAINING PANELS
- Hold down the SHIFT key while dragging out a panel to constrain the panel
- to a square. In some magnification levels, the screen representation may
- not look like a square. However, CS takes the resolution of the output printer
- into consideration and will print a true square.
-
- AUTOPANELS
- AutoPanels allow you to create a page containing a specified number of
- panels. See Chapter 5:Pages for a full explanation of the AutoPanel
- feature.
-
- SELECTING PANELS
- A Selected panel has a dashed highlight around it; non-selected has no
- highlight; and the panel containing a selected object has a solid
- highlight. CS will also display the panel's printable borders by default.
- CS allows you to select individual panels in two ways:
- o Move the pointer over any part of the panel and while pressing the
- RIGHT-ALT key, click the left mouse button.
-
- o Select the Marquee Tool (Group Create), hold down the RIGHT-ALT
- key, and drag out a rectangular frame around the panel to select.
-
- By using Extended Select you can select more than one panel and modify all
- of the selected panels simultaneously. There are several ways to select
- more than one panel:
- o Select the first panel by holding down the RIGHT-ALT key, then hold
- down the right-SHIFT key to select additional panels. All of the
- selected panels will have dashed borders.
-
- o Use the MARQUEE tool, hold down the RIGHT-ALT key, and drag out a
- rectangular frame around all of the panels you wish to select.
-
- o Ensure that NO panels are selected by clicking anywhere on the page
- outside of the panels and objects. Then select EDIT/SELECT ALL to
- select all of the panels on the page.
-
- TO DE-SELECT A PANEL
- o Select another single panel. This will de-select the first panel.
-
- o Select any object or group within any panel.
-
- o Click on any part of the page which does not contain any panels or
- objects.
-
- If you have a set of panels selected, the above three methods will
- de-select all of the panels. If you wish to de-select one panel from a set
- of selected panels, click on that panel while depressing the RIGHT-AMIGA
- key.
-
- MOVING
- There are two ways to move panels:
- o Grab and move the selected panel directly on the screen.
-
- o Enter exact co-ordinates for the panel's position into the panel's
- ATTRIBUTES requester. See PANEL ATTRIBUTES (below).
-
- SIZING
- Changing a panel's size leaves the objects in the panel at their old sizes
- and positions. The portion of each object which is visible will be adjusted
- to the panel's new edge.
- USING THE MOUSE:
- o There are eight control points around the selected panel's border.
-
- o Grab the control point, and drag it to its new dimensions. Grabbing
- a side control point allows you to only size that side. A corner
- control point allows you to size two intersecting sides.
- CS provides an option which allows you to enter the exact size of the panel
- using the keyboard. This will be discussed later in this chapter under
- ATTRIBUTES.
-
- SCALING
- Scaling a panel will also scale the contents of that panel by the same
- proportions.
- USING THE MOUSE:
- o Hold down the LEFT-ALT key and grab the control point by pressing
- and holding down the left mouse button.
-
- o Drag the panel to its new dimensions and release the mouse button.
-
- DELETING PANELS
- Panels can be deleted in two ways:
- o Select the panel and press the DELETE key.
-
- o Select the panel and choose the EDIT/ERASE item.
-
- *If you accidentally delete a panel, use the EDIT/UNDO item to bring it
- back!*
-
- PANEL ATTRIBUTES
- The ALTER/PANEL ATTRIBUTES selection gives you full control over all
- aspects of the selected panel.
-
- POSITION
- The POSITION INDICATOR allows you to specify the exact location of the top
- left-hand corner of the selected panel in relation to the top left-hand
- corner of the comic page. The position is indicated in units of measure
- selected in PREFERENCES/UNITS.
- o Position X Y:
- The X value represents the horizontal distance from the left side
- of the page to the left side of the panel.
-
- The Y value represents the vertical distance from the top side of
- the page to the top of the panel.
-
- SIZE
- The top left-hand corner of the panel is specified by the POSITION
- indicator. The other corner locations are controlled using the SIZE values
- X and Y:
- o The X value represents the horizontal size (width) of the panel.
-
- o The Y value represents the vertical size (height) of the panel.
-
- SCALE
- It is possible to scale a panel up or down in size. Scaling will also scale
- the contents of the panel to the same proportions. Use the SCALE values
- X and Y:
- o The X value represents the horizontal scaling factor that is to be
- applied. The position of the left side of the panel will remain
- fixed and the right side will adjust accordingly.
-
- o The Y value represents the vertical scaling factor that is to be
- applied. The top side of the panel will remain fixed and the bottom
- side will adjust accordingly.
-
- BORDER WIDTH
- Most comic panels have borders. CS allows you to change border widths. The
- default border width is 1 pixel but panel borders may range from 0, or no
- border, to a maximum thickness of 16 pixels. Width is specified in pixels.
-
- BORDER COLOR
- By default the panel border is black. However, CS provides a selection of
- sixteen chosen colors for the border:
- o Click on the up or down arrows to cycle through the colors.
-
- o Panel's border width and color can also be changed by selecting the
- panel and using the line width and line color gadgets.
-
- 7. GRIDS
- CS provides grids to help you position panels more precisely. In addition
- to being a visual guide, the grids in CS can automatically align panels and
- objects to the grid line intersections--something that grids on paper
- can't do. The grid lines will not print out on your final page.
- Grid spacing is specified in the units selected in PREFERENCES/UNITS. CS
- allows you to vary the grid spacing by entering a user-definable value.
-
- DISPLAY
- The PREFERENCES/SHOW GRID selection is used for displaying a grid on the CS
- screen. The default value os 10 pixels by 10 pixels. Showing the grids will
- not restrict any panel or object manipulation; this is only a visual
- guide. Grids can be turned off by again selecting PREFERENCES/SHOW GRID.
-
- CHANGING GRID SIZE
- Selecting the PREFERENCES/CHANGE GRID...item will present a requester
- allowing you to set the Grid Spacing.
- o HORIZ. allows you to change the horizontal grid distances.
-
- o VERT. allows you to change the vertical grid distances.
-
- The values are entered in units-of-measurement corresponding to the
- PREFERENCES/UNITS selection.
- The minimum grid setting is 1 by 1 pixels, although a grid setting with
- such a low value would probably not be very useful.
-
- SNAPPING
- PREFERENCES/SNAP TO GRID allows you to accurately position panels at grid
- intersections. When the SNAP TO GRID item is selected, all objects being
- created or moved will align the top-left corner of the object to the
- nearest grid intersections.
-
- 8. GRAPHICS
- CS allows you to introduce graphic components to your comics in two ways:
- o By creating them within the CS program using the graphic tools in
- the tool palette.
-
- o By importing previously created graphics from Clip-Art disks, or
- any other source. CS accepts any standard Amiga IFF image (except
- HAM).
-
- BITMAPPED AND STRUCTURED GRAPHICS
- CS allows you to use and manipulate two different forms of graphics:
- o BITMAPPED GRAPHICS that are created by paint programs such as
- Deluxe Paint, Aegis Images, etc. You create an area, called a
- bitmap, and then modify the pixels in that bitmap to create a
- picture.
-
- o STRUCTURED DRAWINGS created from components that are mathematically
- defined. These components can be lines, arcs, and curves, each with
- line weight and fill pattern attributes.
- Structured drawings require less memory than Bitmap objects. It is also
- possible to alter structured drawings after they are created.
-
- GRAPHICS MODE TOOL
- The GRAPHICS MODE tool allows you to select either structured or bitmapped
- graphics drawing modes.
- When the GRAPHICS MODE tool resembles a palette and paint brush, CS is in
- bitmapped graphics mode.
- When the tool resembles a T-square and triangle, CS is in the structured
- graphics mode.
-
- OBJECTS
- All CS graphic elements are called objects, whether they are bitmapped,
- structured, or even plain text. Objects react similarly to panels in that
- they can be moved, sized, or scaled. Objects can be placed over one another
- to create desired images.
-
- BITMAPPED OBJECTS
- Before you can create any bitmap graphic in CS, you must define a blank
- bitmap object. Once defined, this object may be modified with the tools in
- the tool palette. For more information on creating blank bitmapped objects,
- see Chapter 9:Bitmap Graphics.
-
- STRUCTURED OBJECTS
- Structured graphics, unlike bitmap graphics, do not require an object to be
- defined before creating the graphic. Simply create the structured graphic
- in a panel. Structured graphics are covered in Chapter 10:Structured
- Graphics.
-
- TEXT OBJECTS
- Text is handled in a similar manner as a graphic import. CS requires that
- you drag out the text object, then enter the desired text. For more
- information, see Chapter 11:Text.
- All objects must be created within a panel, and there is no limit to the
- number of objects that may be contained within a panel.
-
- SELECTING OBJECTS
- A non-selected object is displayed with no border, see PREFERENCES/SHOW
- BOXES to show borders around non-selected objects. A selected object is
- displayed with a dashed border. To select an object:
- o Simply click on the object using the left mouse button. Unlike
- selecting panels, using a keyboard modifier is not required.
- However, the different individual and multiple selection methods
- are still applicable, including:
-
- o Selecing objects individually by clicking on them.
-
- o Using the MARQUEE TOOL to select more than one object.
-
- o Using the LEFT-SHIFT key to EXTEND SELECT additional objects.
-
- o Using the LEFT-AMIGA key to de-select a single object from an
- EXTENDED SELECT set.
-
- o Using the EDIT/SELECT ALL item to select all objects in a selected
- panel.
-
- MOVING OBJECTS
- Objects can be moved by grabbing them and using the left mouse button. If
- the object is not the currently selected object, it will become active.
- More than one object may be moved at once. Extend-select the objects to be
- moved and then, while holding the L-SHIFT, pick up any one of the objects
- you want to move. The rest will move along with it, keeping the same
- relative positions.
-
- CROPPING BITMAPPED OBJECTS
- CS allows you to crop Bitmapped objects by grabbing and moving any of the
- eight control points around the selected object. Cropping a bitmap doesn't
- change the image's size, but reduces the amount of the image which is
- visible. The bitmap can later be enlarged to its original size, revealing
- the portions which have been hidden by previous cropping. It is not
- possible to crop a bitmap larger than its original size.
-
- SCALING BITMAPPED AND STRUCTURED OBJECTS
- Bitmapped objects can be enlarged or reduced in size. Unlike cropping,
- scaling alters the image in your object. For example: scaling a bitmapped
- object to twice its size, will make the individual pixels of the image
- twice as large.
- Scaling a structured graphic will not affect its resolution since it is
- mathematically defined. The end result would be a larger or smaller graphic,
- but the individual pixels making up the graphic would not change in size.
- To scale bitmapped and structured graphics:
- o Hold down the LEFT-ALT key, grab any control point around the
- selected object and scale to the desired size.
-
- SCALING TEXT OBJECTS
- Scaling a text object will result in the text box changing size while the
- text within remains unchanged. To scale text objects:
- o Hold down the LEFT-ALT key, grab any control point around the
- object and scale to the desired size.
-
- CHANGING OBJECT ATTRIBUTES
- As with panels, full control over objects is provided through the
- ALTER/CURRENT...selection. This selection works similarly for bitmapped,
- structured and text objects:
- o Select the object you wish to alter.
-
- o Select the ALTER/CURRENT...item. CS will present an OBJECT
- ATTRIBUTES requester into which changes may be entered.
-
- POSITION
- The POSITION indicator allows you to specify the exact location of the
- top-left corner of the selected object in relationship to the top-left
- corner of its panel. The values are displayed according to the units of
- measure selected in the PREFERENCES/UNITS menu.
- o HORIZ.: This value controls the horizontal distance from the
- left hand side of the panel.
-
- o VERT.: This value controls the vertical distance from the top side
- of the panel.
-
- SCALING
- It is possible to scale an objct up or down.
- o HORIZ.: This value controls the horizontal scaling factor. The left
- side will be anchored, and the right side of the object will be
- adjusted accordingly.
-
- o VERT.: Thsi value controls the vertical scaling factor. The top
- side will be anchored, and the bottom side of the object will be
- scaled accordingly.
-
- VISIBILITY
- By default, all objects outside of a panel are not visible. If an object is
- partially outside, it will be cropped at the panel border. However, CS
- allows you to override this setting, allowing an object to be visible
- regardless of its position on the page.
-
- TRANSPARENT COLOR
- In each object, one of 16 colors is actually "transparent", allowing
- whatever is behind to be seen. By default, white is each object's
- transparent color. Use this gadget to change the transparent color of an
- object. In many cases, what is behind is the page which is white in color.
- CS allows you to specify a different transparent color for each object.
-
- LINE WIDTH
- The LINE WIDTH selector at the bottom of the TOOL palette allows you to
- select the width of the lines drawn by the following tools: polygon,
- rectangle, ellipse, and Bezier drawing tools, in both Bitmap and Structured
- drawing modes. If a structured graphic object, or a speech balloon, is
- active, changing the width selector will immediately change the width of
- the lines in that object.
- As well, future graphics will be drawn with the selected line width until
- another selection is made.
- For bitmapped graphics, you will have to select the line width desired
- before you start to create the image.
-
- COLOR PALETTE
- The COLOR PALETTE behaves similarly to the LINE WIDTH selector. If you wish
- to change the color of an ACTIVE structured, or speech balloon, object:
- o Select a new color from the color palette. Your object will change
- color immediately.
-
- Note again that this only applies to structured objects, and speech
- balloons, NOT bitmapped objects.
- The SELECTED COLOR indicator displays the selected foreground and
- background colors. To select a different foreground color:
- o Click on the FOREGROUND indicator in the SELECTED COLOR indicator.
-
- o Click on any color in the COLOR palette.
-
- The same process applies for changing the background color.
- By default, the foreground color will be black, and no background
- color will be specified.
- The bottom two gadgets in the COLOR palette are used with BACKGROUND
- colors. The tool on the right is the Pattern Fill selector. The tool on the
- left is NO FILL.
-
- SELECTING NO FILL:
- o Select the BACKGROUND indicator.
-
- o Select the NO FILL tool.
-
- o This will result in no BACKGROUND color.
- By default, FILL is turned off.
-
- SELECTING A PATTERN:
- o Select the BACKGROUND indicator.
-
- o Select the PATTERN tool. The background color will be set to the
- current FILL pattern. The PATTERN tool will always indicate the
- current pattern.
-
- TO CHANGE THE BACKGROUND PATTERN:
- o Double click on the PATTERN tool. CS will present you with a FILL
- PATTERNS requester.
-
- o Select any of the twenty-five patterns. Each pattern is made up of
- four colors. On the right side of the requester, the four basic
- colors are shown. Click on the arrows beside each of the color
- indicators to change the color.
-
- o The SET option is only valid if you are changing the background of
- an existing, editable graphic, such as a structured or text object.
- Selecting SET will change the CURRENT PATTERN into the pattern used
- by the object that you are editing. This option allows you to
- recall previously used patterns and color combinations.
-
- CHANGING COLOR
- CS allows you to specify any of the Amiga's 4096 colors as your 16 working
- colors. It is strongly suggested that the first two colors (white and
- black) be left alone. If these colors are changed, gadgets, menus, and
- requesters may become difficult (or even impossible) to read. It is wise
- to leave the last two colors (medium and dark grey) alone as well, but they
- are less important than white and black.
- To change any of the 16 working colors:
- o Double click on the color in the color palette that you wish to
- change. CS will display a color requester.
- The Color requester permits you to change the overall RED, GREEN,
- and BLUE components of the color that you wish to create.
- Modification of the HUE, LUMINANCE, and SATURATION is also
- possible.
- To change any of the values, grab and drag the corresponding
- SELECTOR bar. As you move the selector, the new color that you are
- creating is simultaneously displayed at the bottom right position
- of the COLOR palette.
-
- o The R, G, and B sliders control the amount of Red, Green, and Blue
- components in your color. There are 16 different levels for each.
-
- o The H slider controls the HUE of color. This is the color's
- relative position in the color sectrum, similar to the colors of a
- rainbow.
-
- o The L slider controls the LUMINANCE of color. Think of this as the
- intensity, or brightness, of the color. The lower the slider, the
- more black is added to the color. When the slider is at the very
- bottom, the color black will always result.
-
- o The S slider controls the SATURATION of the color. Think of this as
- the degree of pure color. The lower the slider, the more white is
- added to the color.
-
- Using the H,L, and S sliders gives you an alternative method of
- selecting colors. When you change any of these sliders, the R, G,
- and B values change accordingly.
-
- SPREAD allows you to specify a starting and ending color and have CS
- generate a spread of colors between the two.
- o Create the color at one end of the spread.
-
- o Create the color at the other end. The relative locations of the
- starting and ending colors is important for it defines the number
- of intermediate colors that will be generated.
-
- o With one of the two colors active, click SPREAD and then click on
- the other color.
-
- EXCH. allows you to exchange the location of two colors on the color
- palette. This is useful when you wish to change a certain color throughout
- your comic.
- o Select the first color to be exchanged.
-
- o Select the EXCH. tool.
-
- o Select the second color to be exchanged. The two colors will change
- locations.
-
- COPY allows you to duplicate one of the 16 current colors onto another
- color location.
- o Select the color to be duplicated.
-
- o Select COPY.
-
- o Select the palette location into which you wish to copy the first
- color.
- CANCEL will disregard all modifications that you have made to the COLOR
- palette, and restore the previous palette.
- UNDO will undo just the last change you made.
-
- 9. BITMAPS
-
- IMPORTING
- The process of importing bitmap graphics was quickly covered in the
- Tutorial. This section explains in detail the different features of the
- IMPORT GRAPHICS function.
-
- A bitmap graphic can only be imported into a panel. Therefore, prior to
- selecting PROJECT/IMPORT GRAPHICS..., create a panel on the page. To import a
- graphic:
- o Select IMPORT GRAPHICS...(a shortcut is to double-click the BLANK
- BITMAP tool). The pointer will change to a crosshair indicating
- that a frame or guide to receive the graphic should be drawn.
-
- o Drag out a frame within the panel. This frame does not restrict the
- size of the imported graphic but is used as a reference for the
- GUIDE clipping function (explained later in this section). A FILE
- requester will appear if nothing has been imported yet.
-
- o Enter the proper drive, directory and filename of the graphic you
- wish to import. CS will present the GRAPHIC CLIPPING window.
-
- By default, the GRAPHIC CLIPPING window is displayed at the center of the
- screen. The window may be resized and moved about the screen. CS will
- remember these alterations the next time the window is displayed.
- Move the mouse pointer outside of the window to scroll the image in the
- direction of the pointer. The farther the pointer is from the window, the
- faster CS will scroll the image. An alternate method for scrolling is
- pressing the four keyboard arrow keys. Holding the SHIFT key down will
- increase the scrolling speed.
-
- The functions of the five tools across the top of the GRAPHIC CLIPPING
- window, in order, are:
-
- o Cancel Import, the standard Amiga CLOSE gadget on the left, is
- selected to cancel the graphic import function.
-
- o The NEW IMAGE tool (resembles a disk) is selected to produce the
- file requester, allowing you to select a different image file.
-
- o GUIDE (G) CS remembers the dimensions of the frame or guide that
- was drawn within the panel after selecting IMPORT GRAPHICS...
- Selecting the GUIDE clipping tool will produce a rectangular
- clipping frame of identical dimensions. Move the frame over the
- area that you wish to clip and click on the left mouse button.
-
- o The RECTANGLE CLIP tool is selected to define a new rectangular
- clipping frame.
-
- o The rightmost tool, POLYGON CLIPPING, allows clipping of irregular
- shapes. Click the left mouse button to draw a polygon around the
- image. The lines can be of any length. To terminate the polygon,
- double click the left mouse button. CS will automatically create
- a final line joining the last point of the frame with the
- starting point.
-
- CREATING A BLANK BITMAP OBJECT
- To create a blank bitmap object inside a panel:
- o Select the BLANK BITMAP tool (the face). Your pointer will change into
- a cross-hair.
-
- o Drag out the object. The dashed border indicates that it is the
- current object. CS remains in the OBJECT CREATE mode, allowing you
- to create more blank bitmaps.
-
- An object may extend beyond its panel. The only restriction to the BLANK
- BITMAP tool is that the starting corner of the object must initially be
- inside of the panel. After creation, the object can be moved completely
- off of the panel.
- CONSTRAINING OBJECTS
- To create square blank bitmaps, hold down the SHIFT key while using the
- BLANK BITMAP tool. Depending on the viewing magnification, and screen
- resolution, the result may not appear to be square. However, CS takes the
- printer output resolution into consideration and the object will print as
- a true square. By releasing the SHIFT key, you will again be able to
- generate rectangles.
-
- MODIFYING A BITMAP OBJECT
- CS provides eight different tools to add to the contents of bitmap
- objects, imported clip art as well as images created entirely within the
- program. To modify a bitmap object, make sure that the object is active
- and that the GRAPHICS MODE tool is set to BITMAP (the palette and
- brushes icon).
-
- PAINTING TOOL
- Use the PAINT tool to draw directly on the bitmap using the selected
- foreground color. As long as the left mouse button is depressed, CS will
- trace your mouse movements.
-
- BRUSH TYPES
- Double clicking on the PAINT tool will produce the BRUSH TYPES requester.
- Select any of the displayed brushes.
-
- CONTINUOUS LINE TOOL (POLYGON TOOL)
- The LINE tool is used to create straight continuous lines.
- o With the LINE tool selected, move the pointer to a starting
- position, click the left mouse button at that location and drag
- out a line.
-
- o Click the left mouse button at a second location; a line will be
- drawn from the first point to the second point. Continue clicking
- to create a connected sequence of lines.
-
- o To terminate the sequence of lines, double-click the left mouse
- button on the final point.
-
- CLOSING POLYGONS
- CS can automatically close polygons. Hold down the CTRL key while double
- clicking to terminate the sequence of lines.
- CONSTRAINING
- Hold down the SHIFT key to constrain lines to 45 or 90 degrees. This is
- useful if you want to create perfectly horizontal, diagonal, or vertical
- lines with little effort. Releasing the SHIFT key will allow you to resume
- creating lines at any angle.
-
- BOX TOOL
- The BOX tool allows you to create rectangular shapes.
- With the BOX tool selected, move the pointer to a starting location, hold
- down the left mouse button and drag.
- CONSTRAINING BOXES
- Hold down the SHIFT key while creating a box to generate squares.
-
- ELLIPSE TOOL
- The ELLIPSE tool allows you to create ellipses.
- With the ELLIPSE tool selected, move the pointer to the starting location
- and drag out the ellipse.
- CONSTRAINING ELLIPSES
- Hold down the SHIFT key while dragging out ellipses to generate true
- circles.
-
- FILL TOOL
- The FILL tool allows you to fill in a closed area on the bitmap with the
- current background color or pattern. You can also fill an entire blank
- bitmap object with this feature.
- With the FILL tool selected, position the pointer inside the area that you
- wish to fill and click the left mouse button.
-
- AIRBRUSH TOOL
- The AIRBRUSH tool will spray a random stream onto the bitmap in the chosen
- FOREGROUND color. The AIRBRUSH is activated by holding down the left mouse
- button.
-
- AIRBRUSH SETTINGS
- Double click on the Air Brush tool to bring up the Air Brush Settings
- requester:
- o SIZE controls the radius of the area the Air Brush will paint.
-
- o FLOW controls the rate that color will flow onto the bitmap.
-
- SMEAR TOOL
- The SMEAR tool is used to mix up pixels within a specific distance of the
- pointer. This is useful for blending two joining colors within an object.
- Double clicking on the SMEAR tool brings up a requester similar to the Air
- Brush requester.
-
- BEZIER CURVES
- Your BEZIER tool provides the ability to produce curves. This involves
- entering the location of four points to which CS fits a curve. This
- function is performed interactively so you will always see the curves are
- they are being formed.
- This is a very powerful graphic tool which requires some experimentation to
- fully master. The following brief guide illustrates the power available
- through the use of Bezier curves. To produce a Bezier curve:
- o Select the BEZIER tool, and move the pointer to the location of the
- first point (of the curve).
-
- o Press the left mouse button and drag out a line to the second point
- and release the button.
-
- o Move the pointer to the third location, and press the left mouse
- button. While holding down the left mouse button, move the pointer
- to the location of the fourth point. CS will display the location
- of the 3rd point while you drag the pointer.
-
- o When you release the button, the curve will be generated in the
- bitmap object.
-
- CONTINUING BEZIERS:
- A standard Bezier curve is composed of four points, but it is possible to
- draw a continuous curve which is built from a number of Beziers placed
- end-to-end. In this situation, the first point of the new Bezier is the
- same as the last point of the old one and the second point of the new
- Bezier is automatically chosen so that the two Bezier curves join together
- smoothly. CS performs this automatically, while the additional curves are
- generated. To continue a Bezier:
- o Hold down the CTRL key while generating the last two points of a
- Bezier as previously described. When you release the left mouse
- button to place the fourth point, the Bezier you have just
- completed will be drawn as usual. In addition, the first two points
- of a new Bezier will be placed automatically.
-
- o Place the third and fourth pointrs of the new Bezier as described
- above. If, while you do this, you keep CTRL depressed, you will
- have yet another half-completed Bezier at the end. You can link a
- total of 30 Bezier curves together this way.
-
- CONSTRAINING BEZIERS:
- Hold down the SHIFT key to constrain either of a Bezier curve's tangent
- lines to 45 degree increments. You may constrain the first and last line
- segments of the Bezier curve, while freely placing the middle
- segment.
-
- LINE WIDTH TOOL
- The LINE WIDTH selector is active for the CONTINUOUS LINE, ELLIPSE, BOX,
- and BEZIER tools. Be sure to select the proper line width before generating
- the graphic. In Bitmap mode, once the line is drawn, you will not be able
- to edit it.
-
- COLOR
- Color should also be set before the graphic is created. The Foreground
- Color selector affects every graphic tool, with the exception of the FILL
- tool. The FILL tool uses the Background color for its operation.
- If the Background color is set to a color pattern then the CONTINUOUS LINE,
- RECTANGLE, ELLIPSE, and BEZIER tools will fill their areas with this
- selection. For example: if the background color is RED, and the foreground
- color is BLACK, using the BOX tool will produce a solid red rectangle with
- a black border. Experiment with these tools; they can produce some surprising
- effects.
- The BACKGROUND color can be turned off by selecting the NO FILL tool. This
- allows graphics to be created without any fill. The FOREGROUND color can
- not be turned off, but setting the line-width to zero will produce the same
- effect.
-
- A PATTERN FILL can be chosen instead of a background color, and operates
- similarly. See Chapter 8:Graphics.
-
- SAVE BITMAP
- CS provides the ability to save an entire page, or just a panel, as a
- bitmap on disk. This powerful feature allows you to create a comic layout
- in CS, save it as a bitmap, and import this layout into any program which
- supports IFF graphic files.
- This means your CS layouts may be imported into Professional Page and
- printed on a PostScript laser printer. Professional Page can also be used
- to professionally color separate CS comics for color offset printing.
- CS layouts can also be imported into animation packages which support IFF
- graphic files.
- To save a COMICSETTER Panel as a Bitmap:
- o Select PROJECT/SAVE BITMAP/PANEL... This will save the current
- panel as a bitmap graphic. After selecting this item, a SAVE
- CURRENT PANEL BITMAP AS requester will appear on the screen. Enter
- the disk, directory, and filename to which you wish to save the
- bitmap.
-
- To Save a COMICSETTER Page as a Bitmap:
- o Select PROJECT/SAVE BITMAP/PAGE... This will save the current page
- as a bitmap graphic. After selecting this item, a SAVE CURRENT PAGE
- BITMAP AS requester will appear on the screen. Enter the disk,
- directory, and filename to which you wish to save the bitmap.
-
- 10. STRUCTURED GRAPHICS
- CS provides the ability to create Structured Graphic elements (DOXTOR's
- NOTE: So far, CS is unique among Amiga graphic programs in having both
- Bitmap AND Structured graphics). Structured graphics are mathematically
- defined lines and curves. For this reason, they are completely editable and
- can print to the full resolution of the defined output resolution.
- Furthermore, structured graphics take up much less memory than bitmaps.
-
- CREATING
- A blank object does not have to be created prior to the actual creation of
- a structured graphic. As well, a structured graphic is completely editable
- with no restrictions to size, shape or color once created. After a
- structured graphic is created, CS places a border around it, defining that
- object.
-
- GRAPHIC MODE TOOL
- Before attempting to create a structured graphic, make sure that the
- graphics mode tool is properly set to STRUCTURED GRAPHICS mode (T-square
- and triangle rather than palette and paintbrushes). The select any of the
- appropriate tools and start creating your graphic.
-
- LINE TOOL (POLYGON)
- The LINE tool allows you to create straight continuous structured lines in
- the same way as bitmap lines are drawn.
- o With the LINE tool selected, move the pointer to a starting
- position, click and drag out a line.
-
- o Click the left mouse button at a second location; a line will be
- drawn from the first point to the second point. Continue clicking
- to create a connected sequence of lines.
-
- o To terminate the LINE draw tool, double-click the left mouse button
- on the final point.
-
- CLOSING POLYGONS
- CS can automatically close polygons. Hold down the CTRL key while double
- clicking to terminate the line function.
-
- CONSTRAINING
- Hold down the SHIFT key to constrain lines to 45 or 90 degrees. This is
- useful if you wish to create perfectly vertical, horizontal, or diagonal
- lines with little effort. Releasing the SHIFT key will allow you to resume
- creating lines at any angle.
-
- BOX TOOL
- The BOX tool alows you to create rectangular shapes.
- With the BOX tool selected, move the pointer to a starting location, hold
- down the left mouse button and drag out the rectangular guide.
-
- CONSTRAINING BOXES
- Hold down the SHIFT key while creating a box to generate squares.
-
- ELLIPSE TOOL
- The ELLIPSE tool allows you to create ellipses.
- With the ELLIPSE tool selected, move the pointer to the starting location
- and drag out the ellipse.
-
- CONSTRAINING ELLIPSES
- Hold down the SHIFT key while dragging out ellipses to generate true
- circles.
-
- BEZIER CURVES
- The BEZIER tool provides the ability to produce curves. This involves
- entering the location of four points to which CS fits a curve. This
- function is performed interactively so you will always see the curves are
- they are being formed.
-
- This is a very powerful graphic tool which requires some experimentation to
- fully master. The following brief guide illustrates the power available
- through the use of Bezier curves. To produce a Bezier curve:
- o Select the BEZIER tool, and move the pointer to the location of the
- first point (of the curve).
-
- o Press the left mouse button and drag out a line to the second point
- and release the button.
-
- o Move the pointer to the third location, and press the left mouse
- button. While holding down the left mouse button, move the pointer
- to the location of the fourth point. CS will display the location
- of the 3rd point while you drag the pointer.
-
- o When you release the button, the curve will be generated in the
- bitmap object.
-
- CONTINUING BEZIERS:
- A standard Bezier curve is composed of four points, but it is possible to
- draw a continuous curve which is built from a number of Beziers placed
- end-to-end. In this situation, the first point of the new Bezier is the
- same as the last point of the old one and thesecond point of the new Bezier
- is automatically chosen so that the two Bezier curves join together smoothly.
- CS performs this automatically, while the additional curves are generated.
- To continue a Bezier:
- o Hold down the CTRL key while generating the last two points
- of a Bezier as previously described. When you release the left mouse
- button to place the fourth point, the Bezier you have just
- completed will be drawn as usual. In addition, the first two points
- of a new Bezier will be placed automatically.
-
- o Place the third and fourth pointrs of the new Bezier as described
- above. If, while you do this, you keep CTRL depressed, you will
- have yet another half-completed Bezier at the end. You can link a
- total of 30 Bezier curves together this way.
- CONSTRAINING BEZIERS:
- Hold down the SHIFT key to constrain either of a Bezier curve's tangent
- lines to 45 degree increments. You may constrain the first and last line
- segments of the Bezier curve, while freely placing the middle segment.
-
- LINE WIDTH TOOL
- The LINE WIDTH selector is meaningful for all of the structured graphics
- tools. Select the line width before creating a graphic. If an existing
- structured graphic object is selected, and the line width altered, that
- graphic will reflect this change. Structured graphics can be edited in this
- way at any time.
-
- COLOR
- Color can be selected prior to creating a graphic, or afterwards to modify
- a structured graphic. The Foreground Color selector affects every
- structured graphics tool.
- If the Background color is set to a color or pattern then the CONTINUOUS LINE,
- RECTANGLE, ELLIPSE, and BEZIER tools will fill their areas with this
- selection. For example: if the background color is RED, and the foreground
- color is BLACK, using the BOX tool will produce a solid red rectangle with
- a black border. Experiment with these tools; they can produce some surprising
- effects.
- The BACKGROUND color can be turned off by selecting the NO FILL tool. This
- allows graphics to be created without any fill. The FOREGROUND color can
- not be turned off, but setting the line-width to zero will produce the same
- effect.
- A PATTERN FILL can be chosen instead of a background color, and operates
- similarly.
-
- MODIFYING STRUCTURED GRAPHICS
- Structured graphics are moved in the same manner as are panels or bitmap
- objects. Simply use the left mouse button to grab the object and move it to
- the desired location.
-
- CONTROL POINTS
- Structured graphics can be fully edited in size and shape.
- When a structured graphic is selected, control points will be visible
- surrounding the graphic. Any of these control points may be grabbed and
- moved to change the size of the graphic.
-
- SCALING STRUCTURED GRAPHICS
- Holding L-ALT while an object is selected will cause 8 control points to
- appear around the object's frame. Grabbing and moving control points while
- still holding L-ALT, will scale the entire object to a new size. This
- procedure was discussed in detail in Chapter 8: Grahics; Scaling.
-
- BOX AND ELLIPSE
- These structured graphics have eight control points, one at each corner of
- the frame, and one at the midpoint of each line. Grabbing any of these
- control points and moving it is similar to resizing a panel. When a control
- point is moved, the graphic itself will resize, showing you exactly how it
- is being changed.
-
- LINES
- Control points in continuous lines are located at each joint of the line.
- If only one line segment exists, there will be a control point at each end
- of the line. Grabbing any of the continuous-line control points will allow
- you to move the location of that point while the other points remain
- stationary.
-
- BEZIER CURVES
- Bezier curves possess the most advanced form of control point manipulation.
- Initially, only two control points are visible in a standard, non-continuous
- Bezier curve. These two points will be at the ends of the curve.
- Clicking on either of the two control points will display a tangent line
- and another control point at the end of the tangent line.
- The direction of the tangent line defines the direction of the curve at the
- control point where the curve meets the tangent line. The length of that
- tangent line defines the magnitude, or degree of curvature to that segment.
- To change the location of the second control point, or the length of the
- tangent line, grab the control point at the end of the tangent line, and
- move it to the desired location.
- Moving the original control point, at the base of the tangent line, will
- keep the secondary point, at the end of the tangent, anchored.
- If you wish to move the whole tangent line, without changing either its
- direction or its length, hold the LEFT-AMIGA key while moving the original
- control point. The entire tangent line will move at once.
-
- CONTINUOUS BEZIERS
- When you click on one of the control points connecting two Beziers, you get
- a tangent line extending in both directions, with a new control point on
- each end. In this situation, each tangent line can be edited independently
- as previously described.
- If the LEFT-AMIGA key is held down, the changes in one tangent will be
- reflected in the other. For example: by holding down the LEFT-AMIGA key and
- changing the length and rotating the tangent by 45 degrees, the other
- tangent will also change in length by the same amount, and rotate 45
- degrees in the opposite direction. The rotation is always around the base
- control point. If the LEFT-AMIGA key is held while moving the center
- control point, all three points will move together. This has the effect of
- keeping the curve smooth as in (a). If the tangents are moved
- independently, as in (b), a curve with sharp points may result.
- The only way to completely understand the full use of Bezier curves is to
- experiment. By moving the control points, it will only take you a few
- minutes to learn the basis on which Bezier curves operate.
-
- ATTRIBUTES
- Structured graphics are objects, just like bitmap and text objects. All of
- the attributes discussed in the Chapter 8:Graphics, fully apply to
- Structured Graphics.
-
- 11. TEXT
- Text can be added to CS layouts in two ways. The first is by integrating
- text with bitmap objects. The second way is to create text as a separate
- object.
- The advantage of creating separate text objects is the ability to edit that
- text at a later time. If the text is integrated as part of a bitmap, it is
- a permanent addition.
-
- TEXT IN BITMAPS
- To place text in a bitmap object:
- o Select the bitmap mode and make certain the Graphics Mode tool is
- set to the Bitmap mode.
-
- o Select the TEXT tool from the TOOL palette. The pointer will change
- to a cross hair signifying that the location for the text can be
- defined.
-
- o Drag out a rectangular guide, defining the text location. CS will
- produce an ENTER TEXT: requester.
-
- o Type the text into the text line and press RETURN. The text will
- appear as part of the bitmap.
-
- TEXT AS AN OBJECT
- To create text as a separate object:
- o Make certain that the GRAPHICS MODE tool is set to STRUCTURED
- GRAPHICS.
-
- o Select the TEXT tool from the TOOL palette. Again, the pointer will
- change to a cross hair. CS is waiting for an object to be created,
- into which the text will be placed.
-
- o Drag out a text area. As in the bitmap mode, a text requester will
- be produced.
-
- o Type the text into the TEXT requester and press RETURN. CS will
- create an object and place the text within.
- The location of text within the rectangle you drag out depends on the TEXT
- FORMAT specified, whether you're adding the text to a bitmap, or creating a
- text object. For an explanation of text formats, see FORMATS later in this
- chapter.
-
- MODIFYING TEXT OBJECTS
- Text located in bitmaps can not be directly modified. However, text in
- TEXT objects can be altered.
- The size of the object can be modified in the same way as other objects:
- o With the object selected, grab any of the control points around its
- frams and drag it to the new size. The text inside will readjust
- accordingly.
- Although you are changing the physical size of the object, you cannot
- change the size of the text. To do this, you must select a different font,
- or font size. See FONTS, later in this chapter.
-
- CHANGING THE ACTUAL TEXT
- To edit the text in a text object:
- With the object active, choose TEXT/EDIT. The familiar ENTER TEXT requester
- will appear, allowing you to edit the existing type.
-
- TEXT ATTRIBUTES
- Many text attributes may be selected, including the font used, style of
- text, and the text format. All of these attribute items are located in the
- TEXT menu.
- FONTS
- Selecting TEXT/FONT... produces a FONTS requester This requester allows you
- to change to a different font type:
- o Move the pointer over the desired font and click the left mouse
- button. Most fonts have multiple sizes listed on the far right-hand
- side of the requester.
-
- o Select the proper size.
-
- STYLE
- Every font can have various styles assigned to it; UNDERLINED, BOLD, and
- ITALICS. Any combination of styles can be selected simultaneously. These
- styles apply to the entire text object; unless overridden by embedded codes
- (see below).
- o Select TEXT/STYLE and choose the attributes that you wish your text
- to have. When an attribute is selected, a checkmark will appear to
- the left of it.
-
- o To turn off all attributes, select TEXT/STYLE/PLAIN.
-
- FORMATS
- Text can be positioned within TEXT objects in three ways: LEFT, RIGHT, and
- CENTER justified.
- Select TEXT/FORMAT and choose the format that you wish your text to have.
- Only one of these may be chosen at a time for any given Text object. A
- checkmark will appear to the left of the chosen format.
-
- EMBEDDED CODES
- You can add codes directly into your text. Mpost of these codes control the
- various text styles, such as Bold, Underline, and Italic, overriding the
- styles chosen from the TEXT/STYLE submenu. The codes themselves will not be
- displayed or printed.
- Insert these codes while entering text in the ENTER TEXT requester, when
- you want to have a single text object containing more than one style of
- text.
-
- CODE FUNCTION EFFECT
- \B Turn BOLD on BOLD
- \b Turn BOLD off
- \U Turn UNDERLINE on UNDERLINE
- \u Turn UNDERLINE off
- \I Turn ITALICS on ITALICS
- \i Turn ITALICS off
- \n New Line
- \p Turn off all styles PLAIN
- \\ A '\' caracter is displayed
-
- Several of these codes may be used in conjunction with one another. For
- example, if you entered:
- Hello \Bthere\b, Bob, CS would print 'there' in BOLD.
-
- COLOR
- Text will always appear in the current FOREGROUND color. If the text is a
- TEXT object, then the color can be changed by the same method as for
- changing color of a structured graphic. Background color is not used in
- TEXT objects.
- With the text object selected, change the foreground color. The text color
- will change accordingly.
-
- OTHER ATTRIBUTES
- A TEXT object behaves as all other objects do and can be further modified
- using the ALTER/CURRENT... selection as described in Chapter 8:Graphics.
-
- 12. BALLOONS
- SPEECH BALLOONS add a special dimension to our favorite comic characters.
- There are several different types of speech balloons. Some are rounded
- (used when characters are talking), and others are jagged (showing force or
- strong action).
- CS provides the ability to create several different types of speech
- balloons in various sizes, place text within them, and drag out speech
- tails. Since speech balloons are specialized structured graphics, the tail,
- or any other part of the graphic can be edited. The text element is a text
- object grouped to the structured graphic.
-
- CREATING THE BALLOON
- o Click on the BALLOON TOOL. The pointer will change into a cross-hair.
-
- o Drag out a frame for the speech balloon.
-
- o CS will present a text requester. Enter the text in the text line.
- The speech balloon will be created using current line width, color
- and balloon attributes.
-
- BALLOON ATTRIBUTES
- Ballon attributes must be set before creating the balloon. Other than
- color, line width and text contents, there is no methof of changing
- attributes after the balloon is created.
-
- To select balloon attributes:
- o Double click on the BALLOON tool in the TOOL palette. CS will
- present a Balloon requester containing optional settings.
-
- SHAPES:
- CS provides six different balloon shapes, all of which are editable.
- Clicking oin any of the shape diagrams will select that shape.
-
- FEATURES:
- Certain balloons can be selected to have EVEN or JAGGED peaks. When EVEN is
- selected, all of the peaks will be of equal size. When JAGGED is selected,
- some peaks will be higher than others.
- The #PEAK counter indicates the number of peaks and control points that
- your balloon will have. The default value depends on the shape of balloon
- that you are using.
- The PEAK HEIGHT controls the height of the peaks above the "valleys"
- between them. Any value between 0 and 100 is allowed. Using a peak height
- of 0 will result in an ellipse being generated with the number of control
- points that were specified on the #Peaks line.
-
- EDITING THE BALLOON
- A balloon is really a group containing two components: a text object and a
- structured object. In a standard speech balloon, the text object is within
- the structured object. To modify the balloon or the text, the group must
- be entered and the appropriate component must be made active. For more
- information on groups, see Chapter 14:GROUPS. Only a brief summary is given
- here. To select either of the objects in a balloon:
- o Click on the balloon to select it. The two objects in the balloon
- will become visible (if PREFERENCES/SHOW BOXES is turned on).
-
- o Hold down the CTRL key while clicking on one of the two objects.
- That object will become active.
- Once a balloon is entered, you can simply click on the object that you wish
- to edit. The frame of that object will turn from dotted to dashed and
- control points will become visible.
-
- STRUCTURED COMPONENTS: ADDING A TAIL
- The graphic part of a balloon is simply a structured graphic with many
- segments--either a continuous line or a Bezier curve. Any editing that is
- possible with a normal structured graphic is possible with the balloon.
- Adding a tail has been simplified to grabbing and holding any control point
- to its desired location, and dragging out a speech tail. As with normal
- Bezier curves, clicking on any control point will bring up the tangent
- lines for finer control of the graphic.
-
- TEXT COMPONENT: EDITING
- Once a balloon is entered, selecting its text object will allow it to be
- edited just like any other text object. Therefore, by grabbing the visible
- control points, you can adjust the size of the object. Choose TEXT/EDIT to
- edit the actual text. For more information on TEXT objects, see Chapter
- 11:TEXT.
-
- OTHER ATTRIBUTES
- A speech balloon's COLOR and LINE WIDTH attributes can be chosen before the
- balloon is created, and modified afterwards. These features work the same
- way as with other graphic objects. For more information of COLOR and LINE
- WIDTH attributes, see Chapter 8:GRAPHICS. In the same way, a balloon's
- text attributes can be chosen, before or after creating the balloon, using
- the TEXT menu.
-
- 13. EDITING
- CS provides many tools to assist in object editing. One of the most useful
- tools is the UNDO command. Other commands allow you to MOVE, DUPLICATE, and
- DELETE panels and objects.
-
- UNDO
- Selecting EDIT/UNDO reverses the immediately previous change or delete that
- you might have invoked. This applies to panels, and all types of objects.
- Pages are excluded from the UNDO features.
- Some operations cannot be undone. If the most recent operation is not
- undoable, the EDIT/UNDO menu will be ghosted out to indicate this.
-
- CUT
- Selecting EDIT/CUT will remove the selected objects or panels from the
- screen, placing them in the PASTE BUFFER.
- The PASTE BUFFER is a temporary storage area for panels and objects. The
- contents of this buffer can be recalled at any time. Therefore, you can CUT
- an object from one page and PASTE it onto another page. CUT cannot be
- undone with UNDO--PASTE is the only way to reverse the effects of a CUT.
- Once a panel or object has been cut, it remains in the paste buffer until
- CUT or COPY is selected again.
-
- EDIT/COPY is similar to CUT, except that the selected panels or objects
- will not be erased from the screen. The EDIT/COPY selection transfers a
- copy of the object or panel into the PASTE BUFFER without affecting the
- original. This command is used in conjunction with the PASTE command.
-
- PASTE
- Selecting EDIT/PASTE, after a CUT or COPY command, will transfer the
- objects or panels in the PASTE BUFFER back onto the original locations on
- the current page. For example, a panel CUT from the top portion of one page
- will PASTE into the same location on the current page. It is possible to
- PASTE an item several times, onto the same page or different pages. Each
- new copy will be placed on top of the original object. You are then free to
- move the copies to new locations.
- NOTE: When CS PASTES an object or panel, it will make that item active. In
- the case of a panel, the panel will be active even if there are several
- objects in the panel. If you select the PASTE item again, CS will produce
- an error message. The reason for this is that you would be trying to paste
- an object into an object, or a panel into a panel, and this is not
- possible. You can, however, paste an object into a panel. A PASTE command
- will copy an object from the PASTE BUFFER into the current panel,
- regardless of the panel's position on the page.
-
- ERASE
- Selecting EDIT/ERASE permanently deletes the selected objects or panels
- from the CS layout. This allows you to delete objects without affecting the
- object or panel in the Paste Buffer.
-
- DUPLICATE
- The EDIT/DUPLICATE selection is convenient for creating several copies of
- objects or panels. Simply select the object or panel that you wish to
- recreate and select the DUPLICATE function. CS will place the second copy
- slightly below and to the right of the original, so that it may be easily
- grabbed and moved. The DUPLICATE command will not affect any objects or
- panels in the Paste Buffer.
-
- After a Duplicate, the new copies of the items will be active, rather than
- the oriignals. The copies can therefore be moved together to a new location
- by grabbing one of them while holding down the L-SHIFT key.
-
- FLIP
- The EDIT/FLIP selection allows you to create mirror images of active
- objects or panels. This incredibly useful feature greatly multiplies the CS
- ClipArt options.
- When you select an EDIT/FLIP, a sub-menu of two chioces will appear:
- o HORIZONTAL: CS will flip the contents from left to right, resulting
- in a mirror image.
-
- o VERTICAL: This will flip the contents from top to bottom, resulting
- in an upside-down image.
-
- LOCK
- Selecting LAYOUT/LOCK will protect the active panels or objects from any
- further changes. A LOCKED object can not be moved or modified in any way.
- If the panel or group is locked, all of the objects it contains will also
- be locked.
-
- UNLOCK
- Selecting LAYOUT/UNLOCK will UNLOCK the selected object or panel, allowing
- you once again to move, modify, or delete it.
-
- ALIGN
- This command aligns all of the selected items, either relative to each
- other or relative to the panel or group which contains them. It is possible
- to align items horizontally or vertically, or both at the same time. In the
- horizontal direction, if you choose LEFT (or RIGHT), the items will move so
- that their left (or right) edges all line up. If you choose CENTER, the
- items will move so that they are all centered on the same vertical line.
- Vertical alignment works similarly, aligning the items' top or bottom
- edges, or centering the items on the same horizontal line.
- To align a set of objects or panels:
- o Select all of the items that you wish to align. See Chapter 7:
- PANELS, for more information on selection.
-
- o Select LAYOUT/ALIGN... . CS will present an ALIGN requester.
-
- o Choose the desired alignment options.
-
- ALIGNING TO PARENT:
- There are two basic ways to align items. These are controlled with the TO
- PARENT item in the ALIGN requester.
- If TO PARENT is chosen, all of the items will be aligned relative to their
- parent item. They will move to the edge of the parent's frame, or they will
- be centered within it, depending on the options you choose in the VERTICAL
- and HORIZONTAL sections of the requester. It is possible to align just one
- item TO PARENT.
- The parent of an object is the group or panel of which it is a member. This
- is also the parent of a group. All of the panels on a page have the same
- parent--the page itself.
- If TO PARENT is not chosen, CS will align relative to a frame which
- surrounds all of the selected items. Thus, if you align LEFT, the program
- will find the leftmost of all the selected items, and will move the rest of
- the items to line up with it. RIGHT, TOP, and BOTTOM work similarly. If you
- CENTER-align without choosing TO PARENT, the program will choose, from
- among the selected items, the left edge which is farthest left, and the
- right edge which is farthest right; it will then move each of the selected
- items so that its center is half-way between those two edges. Although
- possible, it is useless to align just one item without TO PARENT--every
- item is already aligned relative to itself!
-
- 14. GROUPS
- The purpose of a group is to join several objects together, allowing you to
- move and modify all of them at once. For example: grouping a graphic
- character created from several pieces offers the obvious advantage of
- moving the complete character as a whole, without moving all of the pieces
- separately and reassembling them. Note: objects and groups can be grouped;
- panels cannot.
-
- CREATING
- o Select all of the objects that you wish to include in the group.
- The objects must all be from the same panel. For more information
- on the methods of selecting and extended selecting objects, see
- Chapter 8:GRAPHICS.
- o Once all of the objects to be grouped have been selected, use the
- LAYOUT/GROUP function to make the selected objects into a group. A
- frame surrounding all of the selected objects will appear. The
- borders of the individual objects will change from dashed (selected)
- to dotted (deselected).
- When the group is not selected, the borders of the individual objects in
- the group will disappear, and only the group border will be visible.
-
- SELECTING, MOVING AND SCALING
- Once a group has beencreated, it acts just like any other object. It can be
- selected, moved, and scaled using the methods described for objects in
- CHAPTER 8:GRAPHICS. When a group is moved or scaled, all of its members
- will move or scale along with it. It is never necessary (or possible)
- to explicitly resize a group. Whenever a group's member are changed (sic),
- the group's frame will automatically be adjusted to exactly contain them.
-
- ALTERING
- Selecting ALTER/CURRENT... will produce the GROUP ATTRIBUTES requester.
- This requester allows you to exactly specify:
- o Position: the group relative to the panel.
- o Scaling: The horizontal and vertical scaling factors that will be
- applied to the group.
-
- UNGROUPING
- To ungroup a selected group of objects, select LAYOUT/GROUP
- OPERATIONS/UNGROUP. The group's members will still exist, but they will be
- no longer in a group. They will all be selected, making it easy to deselect
- a couple (using L-Amiga-Click) and regroup the rest.
-
- ENTERING A GROUP
- There are times when it is necessary to modify one object within a group.
- To enter a selected group and gain access to its individual members:
- o Hold down the CTRL key while clicking the pointer over the member
- to be made active. The object will become active, allowing full
- access. Once a group has been entered all of objects within that
- group are accessible by clicking on them. Extended selection is
- also possible at this point.
-
- If an object within a group is modified, the group frame will readjust to
- accommodate the change.
- If the group contains a sub-group, enter the group and then use the same
- procedure to enter the sub-group.
- To leave a group, just click anywhere other than in any of the group's
- members. The group's members will no longer be individually selectable.
-
- 15. PREFERENCES
-
- DISPLAY BOXES
- To turn the display of borders ON or OFF, select PREFERENCES/SHOW BOXES. A
- checkmark will appear left of the menu item if the item is turned on.
- The only borders displayed will be those of the current active objects, and
- their corresponding panels. Turning on PREFERENCES/SHOW BOXES causes all
- objects and panels to be displayed with borders around them. These borders
- may be dashed, solid, or dotted depending on the current state of the
- object.
-
- GADGETS
- There are situations where maximum screen viewing area is desired,
- especially when editing very large panels. CS provides the option of making
- the tool palette disappear, increasing your viewing area by about 10%. To
- turn the TOOL PALETTE OFF, select PREFERENCES/SHOW GADGETS.
-
- FAST MOVE
- CS has a method for moving objects very quickly. By default,
- PREFERENCES/FAST MOVE is selected. This setting allows objects to be moved
- quickly, by only displaying the frame of the object being moved. When FAST
- MOVE is turned on, a checkmark appears to the left of the item.
- When the FAST MOVE option is turned off, the contents of the moving object
- will be visible providing for accurate positioning. The disadvantage of this
- is that CS may take a second longer to prepare the object to be moved.
-
- INTERLACE
- Selecting PREFERENCES/INTERLACE will double the CS screen resolution
- allowing you to view twice as many vertical lines. The disadvantage,
- naturally, is flicker, about which 'nuff said.
-
- PAGE CACHE
- Turning on Page Cache allows work on very large documents without placing a
- great strain on the Amiga's memory availability. With Page Cache ON, CS
- will temporarily store most pages of your document on disk. Only the
- current page will be in memory. The disadvantage of Page Cache is that it
- may take a few extra cesonds to moce from one page to another. The
- advantage gained is a comic whose size is only limited by available disk
- space.
- Selecting PREFERENCES/PAGE CACHE produces a sub-menu containing two items:
- o USE PAGE CACHE is a switch to turn the feature ON or OFF.
-
- o SET DIRECTORY... displays a PAGE CACHE DIRECTORY requester which
- is used to select the disk and directory in which CS will store the
- non-current pages.
-
- AVAILABLE MEMORY
- Selecting PREFERENCES/AVAILABLE MEMORY... displays an Available Memory
- requester. The requester shows you the total free memory currently at your
- Amiga's disposal:
- o CHIP: Total amount of CHIP memory (duh...).
-
- o FAST: Total amount of FAST memory (duhhhhh...).
-
- o CHIP LARGEST and FAST LARGEST: These show for the two types of
- memory, the size of the single largest available chunk of memory of
- that type.
-
- 16. PRINTING
-
- SETUP
- First, you must set the printer driver, as usual, by using the WORKBENCH
- Preferences program.
-
- PRINT
- Selecting PROJECT/PRINT will produce a PRINT DOCUMENT requester, providing
- the necesary options for printing the document:
- o FROM PAGES X TO Y: allows a range of pages to be selected for
- printing. By default, CS will print the entire document. Click in
- the page lines to specify the range of pages to be printed.
-
- o #COPIES: CS will print this many copies of the requested pages.
- Default is 1.
-
- o DFLT: In this setting CS will scale the page as required to make it
- fit on the physical page in your printer.
-
- o CUSTOM: gives you control over scaling factors that are applied
- during printing. A 1.0 by 1.0 scale instructs CS to print every
- pixel with no scaling.
- Depending on these values, the output may be larger or smaller
- than the page on your printer. If it is larger, only part of the page
- will actually be printed.
-
- o DENSITY: Depending on the selected printer, several print DENSITIES
- may be available for use. Click the pointer over the appropriate
- density to select it. The DPI value will display the actual dots
- per inch for the chosen density.
-
- o COLOR: The color setting tells CS to print comics in their original
- CS colors. The color quality depends greatly on the type of color
- printer connected to the Amiga. This setting should not be used
- with a B&W printer!
-
- o GREY SCALE: If this setting is used, CS will convert all colors
- into appropriate grey shading that your printer can output. The
- grey shades are created by different patterns of black dots which
- give the appearance of a solid grey color, a technique used oin
- newspaper photographs. The type of DITHERING pattern is selected
- using the DITHER SETTING gadgets in this requester.
-
- o BLACK & WHITE: Printing in BLACK & WHITE will force all colors to
- be either black or white--no grey-scaling will be attempted. A
- color comic may not output satisfactorily when printed in B&W mode.
- In B&W printing, there is a threshold; any color darker than the
- threshold will be printed as black; the rest of the pixels willmbe
- white. Although this threshold cannot be changed within CS, you can
- change it using WorkBench Preferences.
-
- o DITHER: CS provides three settings for grey scale patterns:
- o ORDERED: Which creates bits with uniform placement of light and
- dark pixels.
- o HALFTONE: which creates bits with dark or light pixels radiating
- from a central point. This emulates the dots of a newspaper's
- halftone photograph.
- o FLOYD-STEINBERG: Which creates bits with a randomized placement
- of light and dark pixels.
-
- Experimentation is the best way to determine which of these
- settings produces the best quality output on your printer.
-
- o SMOOTH: if any upward scaling is performed, the SMOOTH function
- helps CS to smooth out some of the jagged edges common to dot
- matrix printers. The degree of improvement depends on the printer
- and amount of scaling. Smooth cannot be used with Floyd-Steinberg
- dithering. Selecting either of these turns off the other one.
-
- o CORRECT: This function helps CS to more closely match the printed
- colors to the screen colors. Of course, this is only applicable
- when a color printer is used.
-
- o MANUAL: This is for single-sheet feeding of your printer.
-
- o EJECT: This ejects the last page of your comic from the printer.
-
- o START: This starts the printing operation using the selected
- attributes.
-
- o PAUSE: This pauses a print while in progress.
-
- o RESUME: This unPAUSEs the paused printing.
-
- o CANCEL!: This aborts a PAUSEd printing, returning you to CS.
-
- o QUIT: Clicking on this aborts the PRINT DOCUMENT requester.
-
- ENVIRONMENT SETUP
- There are times when CS must produce either a comic which looks good on the
- screen, or one which looks good on paper--it can't do both at the same
- time. For example, when you use L-SHIFT with the Ellipse tool to draw a
- circle, what you see on the screen is very unlikely to be circular; it
- will, however, appear circular when printed. In order to do this correctly,
- the program must know, while you are creating a comic, the resolution of
- the printer on which it will be output.
- When CS firsat starts up, it checks the printer settings you specified to
- the Preferences progra, on the assumption that they describe the printer
- you will be using to output your comics.
- If you plan to use a different printer than the one in your Preferences
- (for example, if you're working at home, but plan to use a friend's color
- printer for your final output), you should tell CS about this so that it
- can get things right. To do this:
- o Select PROJECT/ENVIRONMENT SETUP... menu item. An ENVIRONMENT SETUP
- requester will appear.
-
- o Enter the resolution (Dots per inch, or "DPI") for the printer you
- will be using for final output.
-
- If you create a comic with the wrong printer resolution, everything will
- still work OK, but the final output won't look quite as good as if the
- correct resolution had been used.
- If, when the program starts up, the printer information is not available,
- the settings for a common type of printer (Epson) will be used, and you
- will be told about it so that you can change the settings to the correct
- ones for your printer.
-
- 17. COMIC HINTS
- (This chapter contains generic rules for making good-looking comics. The
- chapter is nowhere near as good as Stan Lee and John Buscema's HOW TO DRAW
- COMICS THE MARVEL WAY, which ANY aspiring comic book creator should read
- thoroughly. Besides, I don't want to type out a crummy chapter wwhen I can
- recommend a good book...)
-
- APPENDIX A
-
- Technical Support
- If you have problems, you might try calling Gold Disk's Tech Support Line
- at (416)828-5636 between 9:00 and 5:00 Eastern weekdays. They might not ask
- if you're a registered user...
-
- APPENDIX B
-
- KEYBOARD SHORTCUTS
- Many of the gadget and menu functions can be accessed through the keyboard.
- Here are the shortcuts: (Ax means RIGHT-AMIGA and key "x")
-
- PROJECT MENU
- Project/New A N
- Project/Open A O
- Project/Save A S
-
- EDIT MENU
- Edit/Undo A Q
- Edit/Cut A X
- Edit/Copy A C
- Edit/Paste A P
- Edit/Duplicate A D
- Edit/Flip/Horizontal A H
- Edit/Flip/Vertical A V
- Edit/Select All A A
-
- LAYOUT MENU
- Layout/Group Operations/Group A G
- Leyout/Group Operations/Ungroup A U
- Layout/Add Page A P
- Layout/Lock A L
-
- PREFERENCES MENU
- Preferences/Magnify/200% A 1
- Preferences/Magnify/100% A 2
- Preferences/Magnify/Fullpage A 3
- Preferences/Magnify/50% A 4
- Preferences/Snap to Grid A R
- Preferences/Show Gadgets A M
- Preferences/Interlace A J
-
- TEXT MENU
- Text/Edit A E
- Text/Font... A W
-
- Keyboard Modifiers
- The following chart summarizes the keyboard modifiers, and the mode in
- which each operation functions.
- To use a desired function, press the specified Modifier key whilew clicking
- in the appropriate area with the left mouse button.
- The Edit column (below) is in effect when a keyboard modifier is used for
- an editing operation, i.e., clicking or grabbing any visible control point.
- The Selection column (below) is in effect when a keyboard modifier is used
- in a selection process, such as clicking inside the body of an object.
-
- MODIFIER SELECTION EDIT
- (none) Select Single Object
- Left-Shift Extend Single Object Constrain
- Right-Shift Extend Select Panel Constrain
- Left-Amiga Deselect Object Move Tangent
- point with points
- Right-Amiga Deselect Panel Move Tangent
- point with points
- Left-ALT Scale Panels or Objects
- Right-ALT Select Single Panel
- CTRL Descend Into Group Close Polygon
- Continue Bezier
-
- In the Edit column, there is no difference between the left and right Shift
- keys, or between the left and right Amiga keys.
-
- APPENDIX C
- This appendix is all about the 1.3 printer drivers, and contains nothing
- that isn't in the Workbench 1.3 manual.
-
- APPENDIX D
- Write Gold Disk at...
-
- APPENDIX E
- This is a dump of all the graphic images on the ClipArt disk.
-
- APPENDIX F
- This is the program "license" agreement.
-
- And finally...
-
- GLOSSARY
- active panel & subject The current panel or object, on which all
- modify operations are performed.
-
- background color See fill color.
-
- backup To copy disks and files for safekeeping.
-
- bezier curve A matmematically defined smooth curve.
-
- bit An abbreviation for "binary digit". Groups
- of bits are used to represent characters
- and other information. The most common
- grouping is the "byte" (8 bits).
-
- bitmapped graphic A graphic created with pixel representation.
-
- bold Letters with heavier blacker appearance.
-
- cache A temporary storage area on disk where the
- computer stores unused pages to save memory.
-
- carriage return Often referred to as the RETURN key.
-
- center-justified text Text centered on the full line, with both
- margins ragged.
-
- CLI If you don't know by now...
-
- click Ditto...
-
- crop To trim a graphic to a reduced size by
- hiding part of the image.
-
- directory A place on a disk where files are kept...
-
- document The comic being currently worked on within
- ComicSetter.
-
- DPI Dots Per Inch--printer resolution.
-
- drag Typing 100 pages of documentation--I mean,
- to move objects on the screen with the mouse.
-
- file requester Surely you've seen these by now also...
-
- filename Uh, the name associated with a file (Get it?)
-
- fill color The color used as the background when a fill
- is requested.
-
- fill pattern A pattern used in a fill.
-
- Font A set of characters in one style and size.
-
- foreground color See line color.
-
- function key Those grey keys on top of the keyboard (Fn).
-
- gadgets Potato peelers, doorstops, can openers, etc.
-
- grid A set of non-printed lines to guide layouts.
-
- group A collection of objects.
-
- halftone A continuous grey tone simulated by a
- pattern of pixels.
-
- handles Small rectangles which can be dragged to
- change the size or shape of an object or panel.
-
- hard disk drive What many want, and not so many have.
-
- icon A representation of a saint in the Russian
- Orthodox Church.
-
- interlace mode Amiga-haters' favorite gripe.
-
- italic Text that slants to the right (GOP text).
-
- justification How you defend the purchase of a 4 MB RAM
- expansion to your spouse.
-
- left-justified text Right ragged edge text (COMPUTE! books)
-
- line color The color in which graphics and text appears.
-
- line weight The thickness of a line.
-
- Manual feed Feeding paper to a printer by hand.
-
- Margin The blank area around the printed part.
-
- Menu bar If You Don't Know By Now...
-
- Object A simple graphic or text element. Objects
- can be bitmapped, structured or text.
-
- panel A rectangular area on the page. Every
- object must belong to a panel, and the only
- part of an object which is visible is that
- within the object's panel.
-
- paste buffer The area where objects which have been cut
- or clipped are temporarily kept.
-
- Pixel A dot of light on the screen. ("Picture
- element", abbreviated.)
-
- Pointer That funky little arrow that the mouse moves.
-
- requester A box which asks for something.
-
- resolution The number of horizontal and vertical lines
- in the screen and printer.
-
- right-justified text Left-ragged text.
-
- scaling Changing the size of an image proportionally.
-
- screen That glowing area on your monitor, dummy.
-
- scroll bar The gadgets on the bottom and sides of the
- screen, which allow you to see different
- parts of a large frame.
-
- select 1. To invoke a menu option.
- 2. To activate one or more panels, groups,
- or objects.
-
- Sizing gadget The thingie that allows windows to be made
- bigger or smaller.
-
- submenu A menu within a menu.
-
- tool Hammer, saw, pliers, screwdriver, etc.
-
- typeface A particular combination of type family,
- style and weight.
-
- Workbench If you don't know by now...
-