Build That Game with Storyline! with Jeffrey Riley

Take your Storyline skills to the next level! In this hands-on session, you'll learn how to use Articulate Storyline’s built-in functions to create an engaging learning game featuring hidden treasures, a three-life limit, a backpack to store items, keys to unlock doors, and even an online form to collect player information. We'll walk through the step-by-step process of designing and building the game, focusing on practical techniques you can apply right away. Attendees will receive a downloadable Storyline file to customize and build their own version, along with resource guides and a detailed walkthrough to continue developing after the session.

Luis Malbas  
All right, welcome everybody. Thank you for joining us this morning. It's Thursday, May 22 and welcome to the Immersive Learning Conference day two. Let's see. I'm just gonna check to see who have we got coming into the room. Oh, yes, it's populating nicely. Kim, thanks for being here once again. Nicole. Ephra Renee, great to have you here. Christy Tucker's back, uh, Danielle. Natalie, cos Bob. Lauren Dean, thank you so much. Oh, hey, Abby, nice to see you. All right, and if you can please just type in chat, let me know where you're logging in from. It's always nice to to see that, especially the first session of the day, and make sure that we get active in the in the chat interface as well. All right, so I'm not sure if any of you, well, there were definitely a bunch of you were in yesterday's group of sessions, and they were all fantastic. I really learned a lot yesterday, and I'm looking forward to today, which is, today is the final day of the event. We're just, we just got a two day virtual event for for this particular topic, but I'm sure that today we're going to be learning a whole bunch of stuff as well. All right, so I'm going to go ahead and introduce our next speaker, Jeffrey Riley. Jeffrey brings over 40 years of experience in education and corporate learning with a background in with a background spanning industries from insurance to government. He specializes in e learning and gamification, helping organizations design engaging results, driven training a game gamification, Master Craftsman with sententia games and owner of practical learning concepts. Jeffrey also integrates AI tools like chat, GBT and Gemini into his development process. He's passionate about using innovative strategies, including video and feedback loops to make learning more impactful. Jeffrey, 40 years of experience in education and corporate learning. How much have you seen instructional design change over those four decades?

Jeffrey Riley  
Well, now have I seen a lot of change, but most of it's been in the last two decades? Yeah, it's really piled up, and especially with the last three or four years with AI and more and more developers getting into JavaScript, it's just taking off. Yeah,

Luis Malbas  
have you? Were you a gamification focused designer or educator from the starter. When did you get into that?

Jeffrey Riley  
I got into that in 2016 when I first saw a presentation by Monica Cornetti, who's started sententia gamification, and I decided that her perspective has always been from the role of the instructional designer, giving you more tools, but helping you understand how much deeper gamification is than points, badges and leaderboards. That really isn't enough. You need to understand your audience and the personas and have a story. So it's a lot deeper than you think it is. And so I got involved in it, and by 2018 was when I got my certification. And it's been an interesting journey, because what I've learned in gamification has helped everything I do in e learning, it all ends together. Oh, that's great.

Luis Malbas  
That's good to hear. Now I know you mentioned yesterday that you feel like your session is going to be a great follow up to Elizabeth patience one. I just wanted to mention that real quick to the audience. And if you haven't watched Elizabeth's session, you can go back into the recordings here in Crowdcast and watch those anytime. They'll be available for a little while, and then I'm going to be moving them through the tldc website after I format them and make them look nice. So with that, I'm going to go ahead and hide myself from the from the screen. Jeffrey, thank you for taking time out to to to do a session with us. And yeah, I'll be here if you need me. All right, thank you.

Jeffrey Riley  
Yeah, I noticed that what I'm sharing on the screen is different than my PowerPoint, but we'll go ahead through it anyway. Here we go, and it's not changing. That's interesting. Hmm, the slide didn't change at all. What else do I need to select? Don't worry about it. Let's see. Actually I do need to. I'm gonna stop sharing and come back and try it again. And let's change screens and see if that helps.

And okay, here we go. Um. Um, as as Luis said, I've got 40 years of teaching. I started off as a as a teacher in public schools, but eventually moved into the business world, if you will, and spend a lot of time in the insurance industry, but then work with others as well. I actually started building e learning in in 94 when I was using Dreamweaver and Robo demo. And you know that now, by the name of Captivate, to create e learning to support insurance processors as they work with their computer systems. And I've started using storyline in 2012 and then, like I said, I was certified in 2018 one of the things that I did mention to I've got to changing, that I mentioned to Luis in the beginning, was I really liked what Elizabeth did yesterday, because she kind of introduced you to the idea that you don't have to be this graphics guru to really do all these things, the tools are out there, learn to use them and pull them together. And that's what I did to start with, and it kind of leads its own life after that. I guess you could say I'm going to get rid of the PowerPoint, because that's not what I want to do. What I did want to do is share with you some actual screenshot or actual the program itself, of storyline and why do I not find my program here? Okay, that's good. Now I need to switch to sharing. It doesn't like to switch when I switch. All right, here we go. Switch to that window. Maybe I should choose entire screen. I'll go back. All right? So hopefully what you're seeing now is, yeah, this is, this is, I'm going to do a quick run through of of it's not really, actually a full game, but it does embody the kind of things that you can do within a game. So we've got this game here. I can't hear the sound. That's because I've got it turned off, which is fine. We'll talk about sound later. But if I click click the figure, it moves, and that's just a motion path. And then we've got instructions here of to click a scroll and we click that in I've used this animation a lot with people, and people find it kind of fascinating. How do you make a scroll unroll like that? And it's just with a motion path, interestingly enough. And then the game itself is going to be about kind of an adventure where you have to go to the different islands and discover things on the islands that are objects that you're going to capture. And you're going to capture those in a backpack like this. So when you open the door, we discover that, oh yeah, because we open the scroll, we already have something, and we can click on the scroll and we get to read it again. Excuse me, a message that I left in here talked about deleted languages when I did this, like a year and a half ago, the first time I was even then in Storyline using multiple languages. Well, now it's even easier in story land storyline to use multiple languages for in location. It's a whole nother setup. I haven't actually worked with that because I don't usually work with multiple languages, but it's really something to look into, that you can do. So going to close that backpack. But the point of the backpack is that it collects objects, and we're going to use them again later in the game. Now, as we go to a different island, a space Island, when we click it, one of the things that the message said was there was a hidden island. Oh, it's here. We just can't see it. And we'll talk about that comes up later, but we're going to go and we're going to go and we find a lamp, and we click the lamp, and out pops a whoop. That's a genie. It's a wizard, not a genie, all right. Well, go cover. What does that mean later, but we're going to move on. And in this case, the wizard was so unhappy with us, he took a life. And so here we can see on the screen that, oh, we had three lives. Now we only have two. But we can also see that the map, the space map, this acts as as a progress bar, if you will. It shows you where you've been, but also where you need to go. The backpack does something similar, in that it tracks the objects that you're collecting, because if you don't collect all the objects, you can't finish the game. Close that. So let's go to another island I'm. And here we have a flashlight, and we're going to search for objects on the Oh, am I can't find Oh, oh, you have to turn on the flashlight. Okay, so I click it, I turn it on. Now I have a beam. Oh, now I can start to find things. Oh, yeah, okay. That makes it a little bit more game like now, something that is kind of missing here is I don't have a message telling people, well, where do you do next? Well, if you one of the things Elizabeth said yesterday, which I really liked, is that when you develop things, you need to know your audience. Do you have a curious audience? Do you have an audience that has to be led through all the steps? Well, if that's where you need to incorporate that into your game design. So if you have a curious audience, they might go around and hover over this and discover, oh yeah, I can click on the treasure chest, and that takes me to the next move. You might need to put in something that directs people to the treasure chest. So that's something you have to figure out. Oh my gosh, something bad happened, the the blaster went off, and we lost another life, so now we're down to one life. I may not have time to cover this, but I'm going to show you how that you can restore the lives if you need to. Now, something else I'm going to bring up here is at the end of this that's not showing on the screen. Okay, I'll come back to that. I am going to give you at the end of the presentation, the link to a handout that has all the steps that you would need to develop these interactions, every step that you're going to need, plus videos to walk you through the steps. So that's why I think this. Through this demonstration, you're going to learn how to do all this stuff, but you can through the information. So let's talk about something else that storyline does that a lot of times. When I present this, people don't realize it can do this is that storyline can collect data. You can create form filling fields that you can use to collect data. My original concept of this form was you could use a game in onboarding, and what would be cool about is you could have them fill out their forms while they're doing the game. That form could then be printed out go to HR. So let's talk about how you do that? So I type in my name. I just tab to get to the next field. I just tap, I type in a street, address, a city, whatever I need to fill. I'm not going to do the whole thing. Here's something that that I ran into today that I didn't, don't understand, and we'll talk a little bit about this in a minute notice, how the the the text doesn't fit the box. But when I first built this, it did, in fact, yesterday, when I tested it, it was fine. This morning, when I opened up the game, it's not working right? I don't understand that. So I'm going to have to take a look at that, because when I looked at the original, it was fine. So sometimes things will happen in Storyline you don't expect. I can still remember I used to have trouble with with triggers, and sometimes the only solution was blow the trigger away and start over. So let's go on. So anyway, here's the form. And I literally took a form off the web, the image, if you will, put it here, and then I put the fields in here. And what I could do with this is I could print it. I'm not going to do that now, but I could also, by putting a back button, I can go back to the form, correct any mistakes, come back here and still print it. So it has a lot of flexibility that you could use literally during a game. So let's continue on. So now we've been to three places. Our backpack says where we found four items. That's because the scroll equals one of the items. One of the things that I'd like to do in a back in the backpack is I could also do something like this. The lamp is its own layer. Notice again, the text box problem that that wasn't there yesterday. So we're going to take a look that in a minute. But what you can do here is we could have the lamp offer the player three wishes that would solve some problem they have in the game. That's one of those things that you have to decide on in the beginning. Something I didn't say when I started out, is you need to plan this out well before you design your game.

I just designed here different effects to work. So it's not truly a game in that sense. But think about that, plan your game ahead of time, and then you'll know, well, where's the game going to go? What are you going to have in it? What are you not going to have in it? I like the comment that might be because of cross. No, it was. It was doing this. This morning when I practiced, it was off then, and I can't explain that right now. Anyway, I've got another item Island to go to. For those of you who have used PowerPoint a lot, they've always had, they've had for several years now, a morph transaction, transition, Morph transition, where you put objects on different slides and they actually look like they're moving. They're animated without you doing all the animation tricks. So let's take a look at that. We go to morph, click the tab, and every time I press the go button, the rocket ships proceed and they keep proceeding. Now, I could have made them all do this automatically, but it's a rather jerky motion in the storyline. Well, a couple of the rockets are going to crash. Oh my gosh, there they've crashed. Whoops, they've disappeared, and one of them crossed the finish line. Okay, well, I'm stuck. Now, what do I do? I don't have any place to go. Well, that was another built in mistake. One of the things I do when I'm developing is I always use the menu. The menu is always active, because when I'm practicing and I'm building it, if I have something like this that doesn't work, I have to figure that out. Now, because of the sharing, let me, let me stop sharing and see if I can share my desktop rather than my screen, because that seems to be what's holding me back screen. Let's do entire screen and share that. See how that works. It's coming up here. Okay, so let me bring in, let me bring in storyline itself. And let's go to that morph slide and bring that up. And, yeah, okay, I see what's happening. There's no trigger here. The slide doesn't know what to do, so it stops, because that's all it can do. So what I'm going to do here is I'm going to put in a trigger that says, jump to slide. I want to jump to the space map when the timeline starts, no when the timeline ends on this slide, then it's going to jump. And that way the player automatically goes back to where I want them to go, which is the space map. So get this out of the way. Yeah, this is sharing much better. And so again, because I'm using the menu, I can move around as I need to. I also do this when I give the game to other people to practice with. I let them use the menu to practice. So I made the animation using PB. No, that's a good question. I didn't use the PPT morph. Morph is built into storyline. Let me show you that. Whoops, that's the here we go, right here, under transitions, morph is one of the choices that you get. So if I take you to these slides that did the Morph, see how it's selected already. So each slide is morph, and so then that makes it work. It's actually it's a great way to introduce animation without doing a lot of building that you didn't need to build. Yeah, fairly new in Storyline. That's exactly right, yep. Okay, so now I've got four islands that I've been to. The map says I found four objects. I should have found five, the backpack. Okay. Again, what I like that's kind of cool is, remember, when I filled out the app, it's still filled out. Close the backpack. Okay, so now we've got, this is another one of those areas where I said you need to decide in your game design, are you going to tell people what to do or not? Yeah, they didn't have morph. Yeah, no, your design team is wrong on that one. And let what it depends too. I have to do the statement with storyline. You now need to have a subscription to storyline so that you can keep up with all of the changes. I get updates every two or three months, sometimes more often than that, so the subscription is worth it, in my opinion. So now we've got a hidden island to go to, so I'm going to go there. And now we've got a hidden key. We've also got something else that I put into this at the end, if there's time, I'll talk about JavaScript, one of the things that I used to do when I designed e learning in the insurance world is we had an Insurance Processing System, and I put the instruction manual online here in a window next to it, and that way the processors could run the computer, run the processing system. But then they could go to the Help system in the next screen and look up anything they wanted to look up. You may not want to do that in a game, or you may want to have clues, but, but a JavaScript window is in many ways better than the light box window and storyline. So it's something to consider. Yeah, didn't have but that was last year. Yeah, last year. Yeah. Double check it out again. You'll be happier with with the newer storyline. Okay, so I've got a hidden key. How do I find it? So I've got a backpack and I've got a flashlight. Remember when I will use the flashlight before I turned it on? Oh, my gosh, I'll look at that. The key turned on, but I didn't have the flashlight turned on. What happened? Let's go look at that. What happened was I left out another trigger. And that's one of the things that, that I discovered in working with storyline is you have to make sure that you have your triggers, and you also have to make sure that the triggers are in the right order. I run into that every once in a while, even though I know better, I'll sometimes put, for example, I might put a jump to slide before the trigger other trigger that, and then it's never going to happen because you've jumped. So what I needed to do here was I needed a trigger to tell the flashlight, oh, turn it on or off. And there's a specific trigger for that. I'm not going to go into that detail right now. It's in the handout that I want to give you, which I'll show you an example of that right here. The link I'm going to give you in the in the chat will take you to this document. It'll also take you to a story file that has all the basic slides in it that allow you to to experiment. And then the the handout is interactive. So for example, if you want to know how to build the three lives, you just go to it. And I'm going to go back and talk about that in a minute, but you can jump back and forth and find everything that you need. So that'll help. All right, so that's where you'll you'll actually do the learning at your own desk. You're not going to be able to learn from this demonstration. All right, so anyway, let's, let's finish the demo. So I've got the key take goes back to the space Mac map, and because I fulfilled all of the requirements, I get this congratulations. And I click that and I'm done. Oh no, I need the key. And now I go to teleport out, and then when I click the image, it closes. One of the issues that drives me crazy about storyline is the the trigger for closing often only works with learning management system, so sometimes you might need a JavaScript to close it. In this case, I did use the exit command, and it works. So let's go look at that so you can see it. I did use the exit trigger, and it closed at this time. And in this case, when I published this version, I published to the web. I didn't publish for an LMS. Most of the people, if I do a game for them, they're not putting it on an LMS. They're just, they just have it on their server. So that's another way of handling it. Um, all right, so let's talk about some of the special effects. It's 1025, yep. So I still have a few minutes to break some of these things down, so that you get an idea of, oh, this is how they work. So the opening sequence is really just an animation path, really simple animations you built the path. One of the things that's a newer feature of storyline is that you can change the name of the path. In this particular case, I called it space man instead of

what it used to be called animation line one and 234, whatever. Not very helpful. So I like a lot of the features that storylines done to make things easier for the developer, so that we can see what we've done in troubleshoot that's extremely helpful. To show you the scroll. Everybody likes the scroll. Every time I show this, they want to know how I built it. I wish I could remember who I got this scroll from originally. I always tried to steal from the best. But this is actually kind of a simple thing in that let's hide this. Hide the right scroll, the left scroll. This is the actual image that I was working with. Is an image of a scroll in the state that's a hidden state, and the text. That is actually in the hidden state of the scroll. So that is how that part works. But and then the left and the right scroll are two separate images. So everything else is done by the triggers. You have a trigger and let's pop the trigger panel out. I do this a lot with complicated trigger setups. As I pop out the trigger panel, you've got a little icon here that when you click it, you can click it and it opens it or closes it, and then, as you can see, these are the triggers associated with that image. Image of The right scroll, and what it's telling us is that, okay, when somebody clicks the right scroll, you're going to change the status of the state, rather of the main slide, to normal. You're going to move. The right scroll is going to be hidden, but there's also going to be a motion path moving the left scroll is going to be hidden, and then you're also going to, I can. I'll come back and explain this, but this is one of the ways that we trigger things to go to the backpack. So we'll come back to that in just a second. But let's, let's look at it again so you see it work. I'm Oh, here we go. Always takes a couple of seconds, all right, so what you see as an image is you only see the right and the left scroll because, of course, the main scroll is hidden. So when I click the right scroll, the animation begins and looks like it's unrolling. It's actually kind of a, kind of a magic type of thing. Looks really cool. I think again, if people like it, find it's popular, you can make any of these changes that you need, and then that's it. It's It's done. It's actually a fairly quick animation. Let's talk about the backpack. Open it up here and let Yeah, here's the front. Turn that off. See if I can open this up a little bit. Yeah, the images you, hopefully you can see it that, the the images, the objects, I should say, are already in the backpack, but they're in a hidden state. The one thing about all objects with storyline is every object, no matter what it is, has an automatic hidden state that you can select. I haven't found any exceptions to that. There might be, but, oh yeah, what are they called hotspots? Hotspots don't have a hidden state. For what I wish they did. I used something else. But anyway, everything is in here as a hidden state. So what happens is you have to have a variable, and let's look at the variable for the scroll. We have a variable for the scroll that's true and false. So back in the first slide, when I or that second slide, when I click the scroll, I have to have a trigger that flips the variable to true, so that then when I open the backpack up here, pop it open every time something comes into the backpack, when the timeline starts on the backpack slide, if the scroll variable is true, it appears it changes the state. And you just do that for every one of them. So it's, it's kind of repetitive, which I also like as a developer. If I develop something for one thing, I can apply it to other objects as well. So that's how, kind of how the backpack works. And then you have see, this is interesting. Notice how in the storyline file, the lamp text is correct, but when I ran the published version, it was not. So something happened between doing this and publishing it, and I can't explain it. Just found it this morning. Um, I'd have to dig into it to find more, but I don't know, but everything here is fine. This is the way I would expect it to be that really drove me crazy. Um, okay, let's talk about a couple of other fun things. Let's see time wise, how am I doing yet? 1031, good, because I want to try to cover at the end a couple of the things about the AI features that I really like that are built into storyline. So let's talk about how. Did I do the wizard that was kind of fun. The wizard is really a layer that is animation. So I found this cloud effect that I liked, so I grabbed it and pasted it in. Elizabeth mentioned yesterday, she likes free pick. I love free pick. I subscribe to free pick.com they have an AI generation thing that is really good. They have so many different features now than when I first started using it. But then I also have the image of the wizard, and that's actually an animation. It's a swivel animation, and it only lasts part of a second. But when, when it opens, it looks like he's coming up out of the smoke, just because that's the animation part. Now and then the smoke itself disappears. I have it stop. The other thing that I did do, let's see i

Ah, okay, I did add and I'll go ahead and throw this in now. I did add a text to speech, voice, and I'm not sure if you're going to be able to hear this over the podcast. I'm going to play it and let's see what happens. Let's play the slide. And I really like the text to speech in storyline, because it's the inflections of the voice. Actually very good. I think I click the lamp. I

Speaker 1  
am the Wizard of the lamp. What were you expecting a genie? So I don't know

Jeffrey Riley  
if you heard that or not, but he says, I am the Wizard of lamp. What were you expecting a genie? And I just love the inflection that he has for, you know, an artificial voice, grayscale, hidden objects for position of the colored graphics. Yeah. Oh, you did hear it. Okay, cool. Yeah, the short answer to that is actually the grayscale. That's just the normal hidden state. When you put something as a hidden state, it's grayscale. So yeah, that's true, and then you can see the position of everything. So that's exactly right. Excuse me, I just recovered two days ago from an upper respiratory infection, so I'm glad I can't even talk. Okay, the other the other thing, and just to show you this, this is an AI text to speech answer you can do text to speech. You can select all kinds of voices. The voices are really, again, I really like them. You can also do, let's close this out. You can also do sounds. Let's talk about that. I wanted to sound for the blaster, so I went to AI sound effects, which is, I'll go back to that. I just typed in the prompt the sound of a laser blaster, like Star Trek, and it created a sound I really liked. It was simple. Was easy. Let's try and play it. I

so if you hear it'll be real quick, really quick, just like that. And then that gave me the context for saying, okay, you've you've lost, you lost a life. And let's cover that, because people shouldn't be interested in that. 1035, good, good, good. Um, huh. I'm glad this happened. Does this happen to anybody? As you work with storyline, as you go in and out of it, notice how the icons and the story view are shrinking. Drives me nuts. What I figured the way I saw of it is I click View Slide Master, close slide master, and they all normal size. I have no idea why that happens. I haven't even mentioned it to articulate it's not a big deal, but it drives me nuts. So anyway, let's talk about the lives, because this is kind of been fun from a game perspective. Games change that in the lower right hand corner. Oh, you mean the whoops, gotta straight this down. This is too big. It's off my screen. There. Oh, this down here, the visible the visible size, yeah, cool, okay, I could use that. Haven't bothered with it good. Always good to hear something new. Storyline, Shadow, curriculum. I like that. Yeah. I. Okay, cool. Let's Let's go. Okay. The reason I want to show this is that I've put the the three lives in the Slide Master. I put it in the slide master because I can then bring that in into whatever slide I want it. And here are the three icons that represent the lives. I'm going to pop this out. These were the original three triggers that I used to take away the lives. And I realized after, as I was preparing for this meeting, this conference, that I really needed to show people well, let's show you how you could add lives as well. That's a different set of triggers, but this set of triggers works on when, when this layer pops in, into the screen. That is when the timeline starts on this slide. You would change the values you do change the state of the life to hidden depending on the value of the variable. In this case, the variable is called lives. And so if the variable is two or less, then life number three needs to disappear. And I did the same thing with all the others, one or zero. But I ran into, when I was wanting to add lives, I ran into a different issue, which is, well, it doesn't matter what happens on this slide, it's what happens to the variable. If you want the the the image to reappear, then you have to change the state when the variable changes, not when the timeline changes. Couple of different ways of looking at it,

but it all works from the Yeah, it all works from the layers. So let's, let's show you that. So if I wanted to see the, if you haven't used Slide Masters before, if you wanted the the lives to appear on this slide, you have to go up here to the layouts, and you click, and then now you can see your slide master. Well, in this case, I actually have two slide masters. So at some point in time, I combined projects and I brought in another slide master. I can delete one of them. I won't go into that now, but anyway, if I wanted this lives to appear, I would select the layout that has the lives in it, and here it is. Well, it's covered up by something else, which is another reason why you have to plan this ahead. You have to know, Well, where am I going to put the lives? And we're going to put objects on the screen so that one thing doesn't lay over the other. So in this case, I wouldn't want that, so I'd keep it blank. But okay, I would want it maybe, maybe I do want the lives to show here, to show that the life was lost, so I could put it here, and then it comes in also again, like these text boxes that say lives equal. That's another thing that I use to tell me if my variables are working or not. And I don't know how many of you had have had that explanation before. Let's go. Where can i Oh, this is what makes sense. This is where I'm doing it. This is where I have the textbook text box. The Lives equal in the lives are here, insert and then this image that this is where the reference or the variable information is located, right here. Replace reference. So lives, so by selecting this, that's what appears in this text box. And then, as the variable changes, the numbers change, and that the same thing is true. Let me get out of here. The same thing is true. This is how I did it on the backpack. And go here and right here this, this is total objects. So I have to make sure that every time an object actually needs to work, that there's a trigger that says, Add this to total objects, so that, that way I get the count to happen, but I have it here so that I can see it happen, and then I put it on other screens. So again, as I'm developing I try to give myself clues to say, is this working? Is this not working? Is the State changing? Is the state not changing so that I know what's going on as I build it? And then, of course, once I if I would give this game to anybody else, I would take away those markers and the text boxes also I can. I can talk about this is how I added lives. Remember, I created the triggers. I should say I created the icons and the images on the Slide Master. But I have to have a way to create that, to change the variable. And again, I have a variable. Called lives. And the variable is a number, so I can add to it, or I can subtract from it. And in this case, I have a trigger that when I press the heart, it adds one value to lives, and then up to value three. So I set I did that so that if somebody clicks it four times, they can't get four lives, I can only get three. That's the maximum. I could have said it lower too. It just depends what you want to do in the game. The other thing is, I had to have the heart to to display or not. Yeah, the heart in here again, as we said, it's in a hidden state. So it is grayed out. The heart's not going to appear on this slide until lives equal zero. So you can use your variables and everything to kind of mix and match and make one work with the other. And then I think I want to finish with with one thing, and that was, I talked about the variables. I talked about the AI. Yeah, here we go, the AI for inserting text. I do like the fact that you can put this into your E learning or to a game, and it'll help you rearrange and redesign your text. It'll even help you think about text. The AI here, though, cannot create code if you wanted it to write JavaScript code, we can't do that. It just stays blank. It's not program. Storyline, articulate puts restrictions on their AI and on their JavaScript. They can't always do everything. So it can handle that kind of stuff, but it will handle text in terms of the voice. You can create images and you can insert, like I said, both sounds and voice, and you just have to experiment to work with it, find out what it'll do. I was blown away about that it would do it in one slide. I had it making the sound of footprints crunching on the sand. It was actually pretty good. When you play the whole game, you'll get to pick up on that. The last thing, though, is JavaScript. Again, I go back to the slide master. One of the things that's always driven me crazy is, how do I turn sound on and off in storyline, I have customers who they want, their their e learning to have the text and the sound, because they have some workers who understand English better if they hear it than if they read it. So I give them the option of having either or, but turning it on and off takes a lot of triggers, a lot of triggers and variables, and it's just a lot of extra work. What I like about JavaScript is I can build one JavaScript with just this code. And as you can see, I put it on all the slides. It's on the master slide, and you can turn the sound on and off on every slide with just this one set of code. And that's the value of JavaScript, is that it can reduce, sometimes, the work that you have to do to build into other things. I'm just relearning JavaScript. I knew JavaScript back in the 1990s when I was developing for the internet that I was on and I had to make my own website out of Dreamweaver, and I had to make my own demonstrations with Robo demo, and I often used JavaScript on the website to get it to do things that I needed to do that were generic. So it was easy to go and find snippets and stick them in. This is a little bit different in that I'm trying to find, okay, what are some ideas that JavaScript can do better than storyline to make either elearning, e learning or a game smoother easier. And I'm finding that on LinkedIn. And Elizabeth mentioned that yesterday, and I'm you'll see that in my handout, I have a whole listing of of people I follow. These are resources where to find graphics and sound and music, but these are people I follow that helped me learn a lot of this stuff. And there's a few names on here that are missing that I need to add. JavaScript. If you want to learn JavaScript, I would recommend you follow Jeff Batt. I. He is amazing. He is, uh, he's an instructional designer. He understands all the sides of it. And in fact, he even does Captivate, if you're Captivate, because you can do all that stuff and captivate too. For for gamification, I absolutely recommend sentencia gamification. You will get the broad story of gamification. This is how it's really different than just a few things that move and work on the screen. It's much deeper than that, and it's a lot more fun. Yeah, lots of friends. Yeah, there you go. Lots of friends on that list. This is a good list. So anyway, that will be available to you. In fact, let me put the link. Because I've exhausted about everything, including my voice, I'm going to put this. This is going to a drop box so you should be able to it should be safe. I've tested it several times. The link will give you a download that you can get the handout, the story file that has the slides in it, and then a bunch of videos where I walk through doing pretty much everything, step by step by step. And that'll make more sense than probably this recording. I see it as an overview, but that'll make a lot more sense.

Luis Malbas  
This is great. Jeffrey, thank you so much. There's a we had that was a lot in there,

Jeffrey Riley  
yes, and I didn't cover it all right, right. So

Luis Malbas  
do you go back to captivate at all? Do you do any work in Captivate? I don't

Jeffrey Riley  
I've only got this much brain, and I can't handle two authoring tools, because I'm also into, like I said, developing JavaScript. I'm doing a lot more with Snagit and Camtasia as well. And then by the time you add in, trying to do some AI stuff. My brains kind of full,

Luis Malbas  
sure, sure. So have you always been a little bit on, I guess, on the developer side? I know you're working with Dreamweaver and and Robo demo you probably were technically inclined back then, so always been kind of running it in that space.

Jeffrey Riley  
Great. Yeah. In fact, it was funny how I kind of went back to some of the other tools I used before, those that got me started, and then once you get a tool, you tend to look for, okay, what's what's one that's better, yeah. And of course, in today's world, everybody keeps upgrading their tools,

Luis Malbas  
awesome. All right, any other questions out there, let's see. I'm just taking a look. Yeah, thanks again for for postings. What looks like going to be a great resource. It really

Jeffrey Riley  
should be. Especially I think the the videos really help. Yeah? Kevin Thornes work? Yeah, yeah, Kevin and I are good friends. I've been to many of his sessions, and I've learned so much from him. But yeah, every time we get to a conference together, we talk geek so,

Luis Malbas  
yeah, I love Kevin. Yeah,

Jeffrey Riley  
he's a great guy. Kevin knows one of those people. He was an illustrator. He drew, he paints and so creative, and that's why I related to the fact that I can't do all that stuff, so I have to find a tool that does it

Luis Malbas  
for me. Yeah, yeah. Awesome. All right. Well, Jeffrey, are you going to be anywhere that people can can meet up with you? Are you going to conferences or doing anything like that? Yeah,

Jeffrey Riley  
actually, I'm going to sententia Does a conference every year or a couple of year, but they're doing what they call game a con New Orleans that's in October, around the first of October, and I'm going to be presenting this concept, but bigger, I'm going to take a new game and redevelop it, use a lot more AI and JavaScript, and show people okay, this is, this is storyline, but this is bigger. And then often what we do with those is we record them and they get put on the the gamification site. So if that happens, that'll we can let people know about that. Okay,

Luis Malbas  
you know, just that link that you dropped, it was a storyline file.

Jeffrey Riley  
There's a storyline file in it, yes, and it might say that it can't load that file, but that's okay. You can download it. Okay, don't worry about loading it. Download it. But yeah, I do get that warning. Sorry about that.

Luis Malbas  
And did you have a PDF file as well, or PDF

Jeffrey Riley  
file in there? And then there's, there's a zip file with the videos.

Luis Malbas  
Okay? So if you don't have storyline, you won't be able to open up that PDF file right

Jeffrey Riley  
now. The PDF is PDF. You can open the file the. You open, you the only way you open the storyline file itself is to have storyline that's part. But the PDF will open. It's a regular file in the video. So if something's missing, I'm going to have to figure out what. Because let me look at the let me look at it myself.

Luis Malbas  
Yeah, maybe you might want to, if you can share the PDF separately, that would be helpful too.

Jeffrey Riley  
Yeah, let me. Let me see, let me go here.

Speaker 1  
Paste it.

Jeffrey Riley  
Can't load, yeah, there's a when it says can't load this file, type, there's a download. Oh, you know what I bet I did. I gave you only the storyline. Let me, let me give you another link. That's what I did wrong. Duh. Here we go, all resources. Sorry about that. That's okay. Brain collapse, yeah, that should be everything. Let's try it again. I'll put it up here and make sure that it's everything. Take a look. Yeah, there we go. There's the story file, the the the handout and the videos.

Luis Malbas  
Sorry about that. No problem. Love it. Oh, look at that. Nice handout. Jeffrey,

Jeffrey Riley  
thank you. This. This is a project that's been in in the works since what I first presented this at training magazine in 2024 Okay, and I've been poking at it and changing it, and then with all of the updates to not storyline, but all the also things I'm learning with AI, I use three AIS, I use chat, GPT co pilot and Gemini. And I like doing that, because I learned something new from all I give them all the same prompt and I get something different. It's kind of fun, which

Luis Malbas  
is why it tends to be the one you use the most,

Jeffrey Riley  
right now, I use co pilot more because I like the fact that it gives you what you ask for. And more. Okay, it says, Have you thought about this, this and this, and, and I like that. And then you can keep re asking it, which is the other thing I've learned about AI in generals. You don't have to accept the first answer. You can ask it over and over and over again. It's right,

Luis Malbas  
yeah, no, definitely. Alright. Well, Jeffrey, thanks again for taking the time to share with us incredible resource, and thanks everybody for being here. Keep saying I appreciate Jeff talking so much right after recovering from the blue Goofus,

Jeffrey Riley  
yeah, yeah, it was, it was nasty, yeah, I have to thank my sister in law for telling me how to get my voice back since last night. Nice.

Luis Malbas  
Well, yeah, thanks for powering through it, everybody. We have another session coming up in about an hour. That one is with Melinda quilty, who's going to be talking about getting started with VR at your university. I'm sure that you know, just getting started with VR all together is something interesting. Yeah, so please join us then, and with that, I'm going to go ahead and close out the session and thanks see at the next one. Thanks, everybody. You.

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