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1995-09-27
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Kids Only Volume 1
~~~~~~~~~~~~~~~~~~
Programming: Mark Meany
Graphics: Danny Norman
Sounds: Mike Legg
Contents
~~~~~~~~
Introduction
Floppy Disk Use
Hard Disk Installation
Common To All Activities
The Activities Available
Colouring Pad
Dot 2 Dot
Pairs
Picture Slide
Music Maker
Word Search
I Spy
Program Preferences
Support Programs
About Directory Structure And Icons
Deluxe Paint
Files For Colouring Pad
Files For Dot 2 Dot
Files For Pairs
Files For Picture Slide
Files For Word Search
Files For I Spy
Dot 2 Dot Editor
I Spy Editor
Contact Address
Introduction
~~~~~~~~~~~~
Thank you for purchasing KidsOnly.
This program consists of a collection of seven activities for children
aged 5 and older. The user interface used throughout has been kept as
uniform as possible, all buttons have explanatory text under pictorial
representation of what action 'clicking' the button will produce.
Throughout this document the expression 'clicking' will refer to a single
click of the left mouse button.
Floppy Disk Use
~~~~~~~~~~~~~~~
If you have a floppy disk based Amiga, the first thing to do is make a
copy of the three KidsOnly disks and use the copies from now on. Keep your
original disks safe in case your copies become corrupt at some later date.
The simplest method of running the program from floppy disk is to boot
your Amiga using Disk 1. The program will auto run and you will be
presented with the main selection screen.
When you select an activity, a disk change may be required. If your Amiga
has more than one floppy disk drive attached to it then insert the the
required disk(s) into them. The program can access all drives connected to
the system.
If the disk required by the program is not found, a requester will appear
asking you to insert the appropriate disk. The program will not continue
until the disk has been inserted.
Hard Disk Installation
~~~~~~~~~~~~~~~~~~~~~~
If your Amiga is fitted with a hard disk drive with approximately 2.5 Mb
free space, then we suggest you install KidsOnly onto it. The game runs
considerably faster from HD and the need to swap floppy disks is removed.
A script file has been supplied that will install KidsOnly onto the Hard
Disk Partition of your choice. To launch the script:
- boot your system from your usual boot partition.
- Insert KidsOnly Disk 1 and double-click on its icon.
- Select the HDInstall Icon by clicking on it ONCE.
- Holding down one of the SHIFT keys, double-click on the icon for
the hard disk you want the program installed onto.
The script assumes that you have a properly installed Workbench and will
rely on the following commands being available in either the c: directory
or, in the case of WB2+, in ROM. If for some reason the script fails, try
the second script, NastyHD. This script simply copies all the files without
checking first, this is not good practise but then neither is having a
partially installed Workbench:) The worst that can happen by using NastyHD
is that your may loose small.font if present in your fonts: directory.
Common To All Activities
~~~~~~~~~~~~~~~~~~~~~~~~
All activities, when first entered, will display an information requester
that explains the purpose of the activity. This feature can be disabled by
setting the appropriate TOOLTYPE in the programs icon, more on that later.
The requester is closed by 'clicking' on the 'Ok' button.
Some activities have levels of difficulty. When entering one of these a
requester will appear asking the user to select the level required. In all
cases there will be a brief explanation of the differences between levels.
The level of difficulty can be changed at any time play is not in progress
by 'clicking' on the 'New Level' button.
Some of the activities are timed, the users final time being used to
maintain high score tables. A high score table is maintained for each level
of each activity. When the user achieves a score better than one in the
High Score table they are requested to enter their name and this is
recorded in the table (( NOTE: THE HIGH SCORES ARE WRITTEN TO DISK >>> ONLY
EVER USE BACKUPS OF YOUR ORIGINALS!!! )). Once a new high score is achieved
the High Score table, is displayed. To return to the game 'click' on the
'Ok' button.
If the user wishes to abort a timed activity then the 'Esc' key should be
hit on the Amiga keyboard. The activity in progress will be solved for the
user, but the time taken will be ignored, ie. you cannot cheat and get high
scores by aborting.
Most activities requires access to disk files. To make the operation of
selecting a file easy on younger children we have implemented our own file
requester that uses small pictures, Icons, to represent files available.
When the requester is scanning the disk for available files, the user is
informed and once all file icons have been displayed a requester is
displayed asking the user to select a file. This requester must be closed
before a file can be selected! A file is selected by 'clicking' on its
Icon.
When the user chooses to quit an activity a requester will appear asking
them to confirm this action. If 'Ok' is selected the activity ends and the
user is returned to the main selection screen. If 'Cancel' is selected then
the user is returned to the activity.
The Activities Available
~~~~~~~~~~~~~~~~~~~~~~~~
1. Colouring Pad
================
The simplest activity available. This gives children the chance to load
pictures and then colour them in. At any time a new picture can be selected
or the current picture printed.
All pictures are drawn black on a white background, just as if pencil and
paper had been used. To prevent the young user making silly mistakes, the
colour black cannot be painted. This means that the picture outline is
always visible. Obviously black has been removed from the palette as has
the transparent colour used to produce the rainbow background.
The currently selected colour is displayed in a small rectangle to the
right of the palette located in the control window. The user can colour in
any area of the picture displayed by moving the mouse pointer into the area
an 'clicking'.
This activity does not have a level structure.
The following buttons are available:
Quit Quits this activity.
Print Will print the current picture.
Note that a requester will open allowing the print
to be aborted at any time.
Load Allows the user to load a new picture.
Undo Allows the last colouring action to be reversed.
Up Arrow Moves the control window to the top of the screen,
allowing the user to colour the bottom of the picture.
Down Arrow Moves the control window to the bottom of the screen,
allowing the user to colour the top of the screen.
Palette There are fourteen colours available in the palette,
click the desired colour and start colouring with it!
2. Dot 2 Dot
============
This activity was suggested to me by my five year old daughter!
The user selects a picture which, when loaded, has a number of lines
missing. The user has to fill in these missing lines.
The user must complete a picture by dragging a banding line from point to
point and pressing the left mouse button at each point. The banding line
always starts at the point numbered 1, the user must drag the line to the
point numbered 2 and then 'click'. The banding line will now be draw
solid between points 1 and 2 and will start banding at point 2. The user
must now drag the line to point 3 and 'click'. This procedure must be
followed until the line has been connected to all the points available at
which time the numbers and banding line will be removed from the picture, a
tune will play and the user can then proceed to colour the picture as with
the Colouring Pad activity.
If at any time the user 'clicks' when the banding line is not in the
immediate vicinity of the next point, a negative sound will be produced.
This activity has three levels of increasing difficulty, the higher the
level the more points required to complete a picture.
The user can only colour a picture in once it has been complete.
IMPORTANT NOTE: THIS ACTIVITY USES A SMALL 5 POINT FONT FOR DISPLAYING THE
NUMBER OF EACH POINT. IF YOU ARE USING A TELEVISION SET
AND NOT A MONITOR THESE NUMBERS MAY BE DIFFICULT TO READ,
ESPECIALLY AS THE DEFAULT COLOUR IS RED. THE SIZE OF THE
FONT USED AND ITS COLOUR CAN BE CHANGED, SEE THE NOTES AT
THE END OF THIS DOCUMENT REGARDING TOOL TYPES.
There is an editor available that will assist you in creating your own dot
2 dots for this activity. Details of this editor are given below under the
'Support Programs' section.
The following buttons are available:
Quit Quits this activity.
Print Will print the current picture.
Note that a requester will open allowing the print
to be aborted at any time.
Load Allows the user to load a new picture.
Undo Allows the last colouring action to be reversed.
Palette There are fourteen colours available in the palette,
click the desired colour and start colouring with it!
3. Pairs
========
This is a version of that age old game of finding pairs of cards from a
pack turned face down on the floor. In this activity the user selects
cards, by 'clicking' on them, two at a time. The cards are revealed as they
are selected and if the two cards are the same then they are removed from
the play area to a stack at the right. If the cards do not match then a
negative sound is played and after a short delay the cards are turned face
down again. Note that unmatched cards are shown for a predetermined time
for two reasons, first to give the user a chance to see them but also to
introduce a time penalty to the user for selecting unmatched cards. The
time elapsed during each game is displayed at the bottom of the screen.
Once all the cards have been removed to the stack a tune is played and the
high score checked. If the user has beaten a high score then they are
allowed to enter their name in the high score table.
The user can change the stack of cards used by 'clicking' on the 'New
Deck' button. The file requester will appear and the deck of the users
choice can be selected. Details on how to create your own decks is given in
the 'Support Programs' section below.
This activity has three levels of difficulty, the higher the level the
more pairs of cards to match.
The following Buttons are available:
Quit Quits this activity.
Load Deck Allows the user to load a new deck of cards.
High Score Allows the user to view the high score table.
New Level Allows the user to select a new difficulty level.
New Game Starts a new game at the current level.
4. Picture Slide
================
Remember those little plastic games that consist of a picture divided up
into 9 little tiles that can be slid around inside a square. You had to
keep manipulating the tiles until the picture was complete! This is a
computerised version of that puzzle game!
The user selects a picture which is subsequently loaded and divided into
tiles. These are then displayed in a square area on the left of the screen
along with a smaller rendition to the right of the picture you are trying
to produce.
A tile can only be slid if there is an opening for it to slide into. By
moving the mouse over the puzzle the pointer will change as you move from
tile to tile, it will show the direction that the tile it is over can slide
in. 'Clicking' on a tile will cause it to slide in the direction indicated
by the pointer. The game is complete when the picture on the right matches
that on the left, a tune will play and the top left tile will be filled in
on the puzzle.
The user can select a new picture for the puzzle at any time by clicking
on the 'New Tile' button. The file requester allows selection of a new
picture. Details of creating your own tiles for this activity are given
below in the 'Support Programs' section.
This activity has three levels of difficulty, the higher the level the
more tiles the picture is split into.
The following Buttons are available:
Quit Quits this activity.
Load Tile Allows the user to load a new tile picture.
High Score Allows the user to view the high score table.
New Level Allows the user to select a new difficulty level.
New Game Starts a new game at the current level.
5. Music Maker
==============
This is a fun activity as opposed to a competing one. The user is given
the opportunity to play with a digital synthesizer to listen to, create and
learn tunes.
The main screen shows a keyboard that is divided into four areas as shown
in the diagram below:
___________________________________________________
| | |
| Rhythms | Instruments |
|_______________|___________________________________|
| |
| Program Controls |
|___________________________________________________|
| |
| |
| Piano Keys |
|___________________________________________________|
Rhythms: There are eight rhythms available that will play
continuously once selected. To stop a rhythm playing
'click' on the stop button in this area. The tempo
of the rhythm can be adjusted using the + and -
buttons.
Instruments: The synth can play in one of six possible
instruments, this is where the current instrument is
selected. The following instruments are available:
Piano, Organ, Guitar, Flute, Vox and Xylophone.
Program Control: This section contains the usual Quit, Load, Play etc
buttons and will be covered in more detail below.
Piano Keys: Click on these piano keys to play a tune. Note that
the synth records all notes from the minute the
program starts, so you can play back tunes you have
just played, or even save them to disk. The synth
will play the notes you hit using the voice of the
currently selected instrument.
The program is continually recording all notes played and the sequence of
notes can be saved or played at any time by 'clicking' on the appropriate
buttons in the Program Control area. To clear the recorded tune and start a
fresh recording you must 'click' the 'New Tune' button.
The following Program Control Buttons are available:
Quit Quits this activity.
New Tune Resets the current tune and allows a new tune to be
started.
Load Tune Allows the user to load a tune saved at an earlier
time. The filerequester is used to allow selection
of a tune.
Save Tune Allows the user to save the current tune to disk. A
requester will appear in which the user has to enter
the name of the tune. All tunes saved this way are
given a standard default icon.
Play Tune Plays the current tune. To stop a tune playing, press
any key on the keyboard.
Show Me Will step the user through the current tune one key at
a time. An arrow will point to the next piano key to
click and the tune will not progress until the user has
clicked this key.
This activity comes with a selection of popular nursery rhymes and other
tunes.
Hints: A tune can be played in any instrument, try changing the instrument
between successive plays.
Try matching one of the rhythms to a tune you have created, you may
need to adjust the tempo of the rhythm.
6. Word Search
==============
A favorite puzzle book game recreated on your Amiga.
A grid is filled in with letters of the alphabet and then a list of words
hidden in the grid is displayed. The user must search the grid for the
hidden words and when located, 'click' on the first letter of the word in
the grid. The word will be highlighted and a picture will appear,
representing the word, to the right of the grid. When all the words have
been located a tune is played and the users score checked against the high
score table.
The grid of letters is generated randomly every time the game is played,
so the probability of getting the same grid with the same words in the same
place is very small indeed. The words hidden in the grid are selected
randomly from the list of words known to the program, this list can be
extended by the user as explained in the 'Support Programs' section below.
This activity has three levels of difficulty. With each successive level
of difficulty the size of the grid increases, the number of words to find
increases and the number of possible orientations of the hidden words
changes as shown below:
Level 1: small grid, 4 hidden words. Hidden words appear only
horizontally or vertically.
Level 2: medium grid, 8 hidden words. Hidden words still only
horizontal or vertical, but may be backwards in either
direction.
Level 3: large grid, 12 hidden words. Hidden words can now appear
diagonally as well.
The following Buttons are available:
Quit Quits this activity.
High Score Allows the user to view the high score table.
New Level Allows the user to select a new difficulty level.
New Game Starts a new game at the current level.
7. I Spy
========
This program originally used the Amigas speech facility to talk to the
user, however this feature is not supported by Commodore and a license is
required from some third party company. The speech was taken out!
This is a version of that kids classic, one player has to guess the object
being thought of by the other given only the letter that the objects name
begins with. In this case the Amiga thinks of objects selected from a scene
that the user can see.
Scenes are selected using the file requester and the Amiga decides what
objects it recognises in the scenes and then starts playing I Spy. The user
must locate the object by 'clicking' on it in the scene, wrong guesses will
result in a negative sound while correct guesses in a positive sound. If
the user takes too long locating the object then the Amiga shows him/her
where the object is and adds a time penalty to their score.
The activity comes with a number of scenes, though it is possible to add
your own scenes. This is covered in the 'Support Programs' section below.
This activity has three levels of difficulty, successive levels requiring
more objects to be located in the scene.
The following Buttons are available:
Quit Quits this activity.
Load Pic Allows the user to load a new scene.
High Score Allows the user to view the high score table.
New Level Allows the user to select a new difficulty level.
New Game Starts a new game at the current level.
Program Preferences
~~~~~~~~~~~~~~~~~~~
Some of the modules have preferences that can be altered to suit your
child or computer set up. All preferences are stored as Tool Types in the
programs icon. If you are unsure on how to edit an icons Tool Types then
refer to the manual supplied with your Amiga, below is a basic outline of
the steps required:
Workbench 1.2 & 1.3 Common Workbench 2 and higher
1. Boot your machine to Workbench.
2. Select the icon for Kids Only
by clicking on it ONCE.
3. Select Info from the Select Information from the
Icon menu. Icon menu.
4. Click on the Tool Type you wish to
edit.
5. Select Save once all alterations
have been made.
Below is a list of the Tool Types and their effect:
--------------------------------------------------
SMALLFONT ON - Dot2Dot will use a small 5 pixel font to
display numbers.
OFF - Dot2Dot will use the standard 8 pixel Topaz
font.
SMALLFONT was added as users running the program on a domestic
television may have problems reading the small font used by the
Dot2Dot module.
PEN n - What pen colour to use for the numbers in the
Dot2Dot module. This effects the colour that
numbers are written in. Legal values are 0 to
15.
PEN is another addition for the benefit of domestic television
users who may not be able to read the numbers when displayed
using the default red pen.
TIMEOUT n - How many seconds to allow your child to locate
an object in the I Spy module. Legal values
are 5 to 59. Defaults to 15 seconds.
HARDDRIVE - If specified, informs program it is running
from a hard disk drive and not floppy disks.
This is set in the icon created for KidsOnly
when you install it to hard disk. If you
remove it, you will be asked to insert the
original floppies when the program runs.
NOABOUT - If specified this stops the program
information requesters appearing. Useful to
set this once you are familiar with all the
activities.
NOLEVEL - Stops the activities from prompting you for
a level and always defaults to level 1. The
level can still be changed from within an
activity.
NOOKS - Stops the program from displaying Ok
requesters. This does speed things up a
little, but was really put in only to
aid debugging the program!
Support Programs
~~~~~~~~~~~~~~~~
All of the activities, except Music Maker, can be extended by the owner of
the program. For most activities all that is required is an IFF picture or
two as created by Deluxe Paint or some similar paint program. Because the
program uses a very rigid colour scheme and screen resolution you must be
sure of getting this correct in your paint program, for this reason there
is a Templates drawer containing a template picture for each activity. All
the templates are write protected so that you do not accidentally delete or
write over them. When you start designing an extension of your own, start
by loading the appropriate template!
About Directory Structure And Icons
===================================
Each activity looks in a specific drawer for its data files. If you do not
put the data files in the correct drawer and with the correct file
extension, the activity will not recognise them!
Example: The file 'fish.iff' is a picture of a fish that will be available
to the Colouring Pad activity. So that this file is accessible to the
Colouring Pad, a second file called 'fish.icon' is required. This will be a
small picture of a fish, 45x35 pixels, that will be displayed in the file
requester. When the user clicks on the small fish in the file requester,
Colouring Pad will load the file 'fish.iff'.
In the above example the data file had the extension '.iff' and the icon
file '.icon'. Each of the activities uses its own extension to recognise
data files, some activities require more than one data file per game so
there may be the same name with upto three different extensions. Below is a
list of the directories where data files should be located and an
explanation of the file extensions used by each activity:
Colouring Pad: ColourPadFiles All data files in here
name.iff drawing to be coloured
name.icon 45x35 drawing for file requester
Dot 2 Dot: Dot2DotFiles0 Your data files in here
Dot2DotFiles1 Level 1 data files in here
Dot2DotFiles2 Level 2 data files in here
Dot2DotFiles3 Level 3 data files in here
name.iff drawing to be constructed
name.data points data file
name.icon 45x35 drawing for file requester
NOTE: The Dot2Dot editor will produce the 'name.data' file and copy all
files from the 'Dot2DotFiles0' drawer into the appropriate level drawer.
See the editor explanation below.
Pairs: PairsFiles All data files in here
name.deck picture of a deck of cards
name.icon 45x35 drawing for file requester
Picture Slide: SlideFiles All data files in here
name.tile picture of a tile
name.icon 45x35 drawing for file requester
Word Search: WordSearchFiles All data files in here
name.card picture of 'name', 50x40 pixels
I Spy: ISpyFilesEd Your data files in here
ISpyFiles All data files in here
name.iff picture of scene
name.data objects in scene
name.icon 45x35 drawing for file requester
NOTE: The ISpy editor will produce the 'name.data' file and copy all files
from the 'ISpyFilesEd' drawer into the 'ISpyFiles' drawer. See the editor
explanation below.
Deluxe Paint
============
You can load any of the activity templates from the Templates drawer of
KidsOnly into Deluxe Paint. This will ensure the correct screen resolution
and palette is being used. You can then proceed to design the graphics for
that activity and finally save the graphics into the required drawer.
Not all the activities use full screen pictures and where possible notes
have been left in the templates file. However below is an explanation of
what graphics is required by each activity.
If you are unsure what is required then load in files supplied with the
program, these are only IFF pictures after all.
Files For Colouring Pad
-----------------------
A 640x256, 16 colour outline picture, black on white. Save with the file
extension '.iff'
A 45x35, 16 colour brush saved with '.icon' extension.
Files For Dot 2 Dot
-------------------
Pictures for Dot 2 Dot must be designed on a white background and should
use only the top 200 lines of the screen. The outline must be drawn in TWO
colours, BLACK and ORANGE.
The BLACK lines are permanent and will not be effected by the Dot 2 Dot
Editor whereas ORANGE lines should be used to draw the lines that will be
missing in the final program. The Dot2Dot Editor will get you to trace the
ORANGE lines and will record points and remove all ORANGE from the picture
before saving the data files.
Files For Pairs
---------------
Use the template file to see how to arrange a deck of cards. All the cards
in a single deck are stored in one IFF picture, the picture is cut up once
loaded by the pairs program.
Files For Picture Slide
-----------------------
Again use the template as a starting point for picture slide files nd
remember that when saving the final tile, it must be as a brush not the
entire picture!
Files For Word Search
---------------------
Word Search remembers the name of all files in the WordSearchFiles drawer.
This list of file names forms the activities vocabulary. When choosing
words the associated file is loaded and it should be a picture 50x40 pixels
( The same size as a card in the Pairs deck, hint, hint ).
Files For I Spy
---------------
As with Dot 2 Dot, I Spy has its own editor. This simply creates a '.data'
file to accompany each picture file. If you use the template file for this
activity you cannot go far wrong. Try not to create scenes with too many
objects in that start with the same letter.
Dot 2 Dot Editor
================
This editor will allow you to load a picture created as explained above.
You can then locate the start of the Dot 2 Dot and click. A banding line is
shown that you should use to trace the orange lines of the picture.
Clicking the mouse button will cause a new point to be added to the
picture.
There is a rectangle to the right of the Undo button that shows the colour
currently under the pointer. You can use this to line the banding line up
correctly.
If you make a mistake then the Undo gadget will back-step you one point
each time it is clicked.
Once you have reached the last point and all the orange has been traced,
click the Save button. The dot 2 dot will be copied into the correct
directory, all orange will be removed from the picture and a data file
created.
I Spy Editor
============
The I Spy editor allows you to load scenes, define/undefine objects within
a scene and save I Spy data files.
Scenes are loaded from the ISpyFilesEd drawer. If there is a data file
associated with the scene then it is read and the objects defined are
highlighted in the scene by drawing a box around them.
You can edit an existing object by clicking anywhere in the box
surrounding it in the scene. This will produce a requester in which the
name of the object can be changed. This requester contains a Delete button
and this will undefine the object and remove the box from the scene. Giving
an object an empty name will also delete it!
To define a new object, simply draw a box around it. Move the mouse
pointer to the left and slightly above the object to define, hold down the
left mouse button and move the mouse. A banding box will be dragged from
the starting point to the mouse pointer. Move the mouse pointer to the
right and slightly below the object. When you release the mouse button a
requester will appear, the same requester used to edit an object.
When you save a scene the picture and data file are saved in the editors
drawer and in the ISpyFiles drawer. If the scene contains less than 10
objects then an error message is reported warning you of this, all scenes
must have between 10 and 20 objects defined to be used by ISpy itself.
Contact Address
~~~~~~~~~~~~~~~
If you have any comments about this program, would like details about
future developments or suggestions for other programs then please write to:
M. Meany,
216 Bluebell Road,
Swaythling,
Southampton,
SO2 3LJ.
Please note that this is not my home address, but one which I do call at
reguarly.