In any story, there is an initial event which the story begins with. Our story begins when you find yourself in front of your computer monitor and decide to try out Story Architect, which is already installed. How that happened is not important at all. We are faced with a fact and something has to be done about it.

We will assume that you don't understand anything about computers and they don't understand anything about you. The main thing is don't be afraid, we'll take you on a winding path of computer knowledge into the happier reaches of creative aspirations, so say a good prayer and a couple of quick clicks on the Story Architect program icon if you found it on the Desktop, and a single click if you found it somewhere else.

The very first time you turn the program on, you'll be prompted to register. Enter your email address. The program will instantly send you a confirmation code to this address. Enter this code in the second line and voila! We are in the program.

So, what do we see? We see an open program in which we understand a bit more than nothing. Decent people never read the letters on the screen, they are not computer geeks. But we will not be clever enough and ask you a simple question: What are you here for? To make a story. In every sense. Whether you yourself get into (hi)story – it's a question of the distant future, but for now, take a deep breath and just poke the mouse into the inscription on the left side of the screen: "+ CREATE STORY". Did it work? Then you can exhale.

CREATE STORY menu

Here you'll be prompted to select "Story Type":

NOT SET is for those who haven't decided what they want: they can write a short story, a screenplay, or a novel in three parts about supernatural forces on an inhabited planet in the Goldilocks zone.

SCREENPLAY is for those who want to write a screenplay.

COMIC BOOK is for those who want to write a comic book, graphic or visual novel script.

AUDIO DRAMA is for those who want to write a play for an audio production. In today's gadget world, that's what it's called, but in the last century it was called a radio play.

STAGEPLAY is for those who want to write a play for a theatrical production.

Make a choice of story type and fill in the bottom line with the intuitive explanatory text "Name of the story" – the name of your story. If you already have a title ready, don't be afraid to put it in, it's not forever. You can easily change it later if you want. If you just want to try out the program, then write "Test".

Okay, you've chosen the type of story, you've entered the name, and now the most important thing: Click on the gear in the lower left corner of the box where you did all this.

Right under the text "The story will be created on the local computer", you see a line of small blue text explaining what's happening: "Location of the new story file". Don't pay attention to what it says at the moment, just click on the image of the folder at the end of the line.

Here you'll see the program's secret room where it stores all your projects. We'll tell you how to find it on your own, but for now, feel free to choose Desktop and let your files be kept there, in plain sight, where they can be accidentally deleted, but easy to find.

Got it? Then press Enter or click the "New" button and don’t be bothered with anything.

CAUTION: It may turn out that you have bad eyesight, and the letters on the screen are too small to work comfortably. Don't worry, it can be fixed. Try it with a combination of CTRL +/- (CMD +/-), CTRL and the mouse scroll wheel, diagonally move your fingers on the touchpad and be sure that some of these will work, depending on your operating system or device type. The letters magically increase or decrease at the wave of your hand.

WRITING A STORY

NOT SET type

If you haven't decided what you're going to write and you just want to write something, don't be intimidated by the incomprehensibility. Characters, Locations, and especially Trash can – they're not for you yet.

In the bottom left corner of the screen, look for "ADD DOCUMENT" and click on it. In the "Add Document to the story" menu, the default format is Text. In the Name line, enter the same name and click Create.

What you see in front of you is the dreadful dream of any writer – a blank sheet. But it won't be entirely clean – at the top you'll see the title of your future creation.

What's next? Well, then write. Your text will periodically save itself, but for peace of mind don't forget to press CTRL-S or CMD-S.

The program saves your text in a file with the extension *.starc, which can not be read on other computers or devices, if they do not have Story Architect.

Export

If you want to share your work with another person who might not have Story Architect on their computer, you'd better export text in the format *.pdf and *.docx files that the vast majority of users are used to. To do this, you need to perform a few more actions.

In the upper left corner, find the three bars on top of each other – the "hamburger" menu – and click on them.

In the menu that pops up, find the line "Export current document..." and click on it.

The Export Text Document window appears. Here we are primarily interested in the line with small blue text "Format". This means the format of the file you want to get. The default file format is PDF, and you or the recipient is unlikely to be able to edit it later.

Click on Format, and you are prompted to choose the second format, DOCX, which is more familiar, since this is the format we use in Microsoft Word.

Uncheck all the boxes and press Enter or click on EXPORT.

It may be funny, but after that, another little box appears, prompting you to indicate where the file will be stored.

The name of the file is written according to the name of your story, but you can change it here. In the Where: line, I again recommend you specify the Desktop.

If you have behaved well and done everything I asked, then you can safely press Enter or click on Save.

Well, ladies and gentlemen? We did it. You now have a file on your desktop that you can send to your destination. And we also learned the basics of the program, so now we can handle anything!

If you get stuck or confused, that's okay. You can always start from scratch. Just click on the hamburger in the upper left corner of the screen, select the "+ Create Story" line and start reading this text all over again.

SCREENPLAY type

You selected the "Screenplay" story type, entered the name of the story, and clicked the "Create" button. After these manipulations, you see the start page of your new project. Ignore any confusion and look at the left side of the screen, where the options are listed under the "Screenplay" tab. You'll laugh, but you'll have to click the "Screenplay" option again to start writing your script. So, here's your choice: Screenplay >> Screenplay.

Forget about the left side of the screen for a while and turn your gaze to the still-white sheet.

The script text consists of various blocks:

  • Scene Heading
  • Action description
  • Character
  • Dialogue
  • Parenthetical

There are actually a few more of these blocks, but for starters we only need the most necessary ones. You can explore other text formatting options later when you get the hang of these.

Any script starts with a scene heading – defining the place and time of the action, so the first block is "Time and Place".

Hover your mouse over the beginning of the first line and start typing "INT." When you enter the first letter "I" the program substitutes the scene number and pops up a menu trying to guess what you want to write.

For the first letter "I", the menu selects from INT. or INT./EXT. The acronym INT. is highlighted. If you really need INT. – type it in yourself (you do not need to hold down SHIFT) or press ENTER and the program types INT.

If you have your own unique scripting style, are conservative or insufficiently fluent in English, you can use EXT. (EXTerior).

In the latter two cases, the menu won't offer you anything, but it won't prohibit you from writing whatever you want.

After you have written INT. write the place of action, e.g. MAGGIE CHOPSTICKLING'S KITCHEN. I remind you that you don't have to hold down the SHIFT key. Are you done with it?

Now press the SPACE key and put a dash "-". After the dash, a menu with all possible versions of the action time dropdown:

  • DAY
  • NIGHT

and others, 9 in total, for different tastes and needs. At first, use only DAY and only NIGHT, because 90% of the time, only they are used. Are you done with it?

CAUTION: Those who are too lazy or too clever can press the TAB key right after writing the action place MAGGIE CHOPSTICKLING'S KITCHEN. After this action, the program automatically inserts the desired construction with dashes and spaces, and freezes, waiting to enter the time of action. Don't keep it waiting for too long, write DAY or NIGHT or choose something else from the drop-down list.

Press ENTER, the cursor jumps to a new line and automatically changes the text formatting to the "Action" block.

Write in all the details what Maggie and her friend Poppy are doing in the kitchen. When they want to talk, just put a period at the end of the sentence describing their actions and press ENTER again. The cursor moves to a new line.

Every line in the script begins with a character name. Press the tab key to enter a character name in the header of the dialogue. The cursor jumps to the center of the page.

CAUTION: Those who are too lazy or too clever can press the TAB key right after writing the last sentence of an action sequence. The program magically takes you to the line in which you are supposed to enter the name of the character. The total number of keystrokes is reduced by 8% and exactly the same amount of creative effort you'll save on writing a script.

Enter the character's name: MAGGIE. Have you entered it? Press the ENTER key again.

Occasionally, screenwriters have to write parentheticals to eliminate the ambiguity of a character's spoken line. If you put a parenthesis "(" on a new line, the program automatically substitutes a second one, inviting you to write something in between. This is the "Parenthetical" block.

Enter the text of the remark: Outraged. Have you typed it? Press the ENTER key again.

The cursor is on a new line again, waiting to enter the dialogue text. We're ready that the program automatically formats this text as a "Dialogue" block. Write: Well, hello there! Are you done with it? Press the ENTER key again.

After the dialogue, the cursor is on a new line, which by default is formatted as an action description block.

If you need to continue the dialogue and give a second character some lines, press the tab key again.

A menu then dropdown, offering you the name of the MAGGIE character, which you already have in program memory. Press ENTER if Maggie speaks, or enter a new character name, which also subsequently appears in the drop-down menu.

You can move through the character names with the up/down arrow keys, and press ENTER when you select the desired one. Simple, isn't it?

CAUTION: You don't have to press SHIFT when entering text in all script blocks except the Dialogue block. The first letter of the sentence in the "Action" block automatically gets big, so just focus on what you're writing, not how.

Now turn your gaze to the top of the sheet on which you are writing the script. There's a menu there, too.

The arrows << and >> tell us that this is the undo or return of the last action.

Poke around in the blocks of the script you've already written and you'll see the text in the center of this menu change. That's right, this text informs you what block the cursor is in now.

If you click on the block name at the top of the page, a long menu with possible text block options dropdown. If the cursor is in the Action box and you decide it is really just a Inline Note, click the Text Note menu item and the block the cursor is on is reformatted as a Text Note. Click the << arrow if you made a mistake.

Now write! Remember the two most important keys you'll need during this hard way: ENTER and TAB.

Export

In order for people who are not burdened with knowledge about Story Architect to see the fruits of your creative efforts, you need to transform the existing file into a publicly acceptable format.

If you are in the scriptwriting mode, look in the upper left corner of the program window and find the menu “hamburger” – three bars on top of each other. Click that menu with your mouse.

In the bottom third of the panel that appears, find the “Export current document…” line. Click it once.

In the window that appears, check the box with the word Screenplay, and uncheck the other boxes.

There are four Format options:

  • PDF
  • DOCX
  • FDX
  • Fountain

Uncheck the Print Editorial Notes option and click the EXPORT button in the lower right corner of this window.

Another small box appears, prompting you to enter a file name and a location on your computer where the file will be saved.

For your and your readers' convenience, it is best to use the following file naming scheme: title-full name-00, where title is the title of the work, full name is your first and last name, 00 are digits denoting the current version of your project, which will increase by +1 each time you export after editing. You will easily reach these files in email or on your computer's hard drive.

You can save the exported files to any folder on your computer, but if you're not sure that tomorrow you'll remember where "any folder" is stored, the best choice will be Desktop.

After entering all the data, click Save and keep on being surprised by the results.

COMIC BOOK type

After starting the program, ignore all the captions and find the + Create Story button on the left panel. Press this button once.

A small Create New Story window pops up. In the first lines of this window, choose the type of story. In our case, this is a Comic Book. To do this, just click on the first line and choose Type of Story – Comic Book.

In the second line, enter the name of the future project, for example, WALMART ON FIRE, and then click the Create button in the lower right corner of the window.

Thanks to your confident actions, the program interface has changed. We are now in the creative environment of comic book script creation.

Explore the left pane, find the word Comic Book, and under it the Script button. Right now we're just trying to write the script, so we won't need any other working materials yet. Click on the Script button.

Since we won't go into all the intricacies of comic book writing, we'll just explore its basic elements step by step.

The comic book script starts with a page. Go to the right main editor window and type: PAGE. The text “0 panels” appears to the right of that word, but that's not what you wanted, is it? After all, you need six frames, and there's a whole zero!

There is no need to drink valerian and write an angry letter to the developer with the subject "Unsubscription!!!". Instead, press the ENTER key and your patience will be generously rewarded.

Your page and frame has a number, and in general it looks like this: PAGE 1 (1 panel). The program continues to count pages and frames for you, but you'd better concentrate on what you're writing. What are you writing?

Now you should write the word Frame and then press ENTER again. You don't have to add numbers to anything, as it was said before, the program does it for you and puts the number delicately like this: 1 Panel – and you go on to the description.

Description block. Whereas in a screenplay this is an action description block, in a comic, the action is frozen and you describe a static picture. Let's try to write something. For example, this: Gal and Iron are sitting on the edge of a high-rise roof with bottles of beer in their hands, staring out at the glow of the fires, through which the bloody face of the moon barely peeks.

The sentence starts with a capital letter even if you don't press the SHIFT key, try to remember it and make fewer gestures later on to save your energy for great things.

Put a period at the end of the sentence and press ENTER. The cursor jumps to a new paragraph, inviting you to continue describing the picture, but we don't need that right now. We've written everything we want. Now we need Gal and Iron to talk.

Look at the top of the page. At the very top, where you can see some obscure icons and the word Description. To the left of that word is a pair of < > arrows pointing in opposite directions. We need the one on the left now.

Take a precise aim with your mouse and click this < arrow once. Your last action is undone and the cursor returns to the end of the sentence. If your index finger has a life of its own, independent of you and presses the left mouse button in bursts, that's fixable too. Sorry, it's not about you, it's about the program.

If you undo too many actions by mistake, try pressing the > button next to it. It returns the lost, that is, undo the undo, that is, return the last action, although the last action was the undo of the previous action, so it is... It is... It is the opposite of the previous action. Yeah, something like that.

So, at this point, the cursor is to the right of the dot at the end of the sentence of the action description block. If it really is, press the tab key. The cursor moves to a new line and blink, prompting you to enter the character's name.

Enter the character's name: GAL. It is not necessary to breathe deeply while holding down the SHIFT key. The letters writes themselves in big letters.

Have you got it? Press the tab key again. The cursor jumps to the right and waits patiently for you to type your lines. Let's write: Do you think we'll make it through the morning?

After the question mark, we'll press the TAB key and find out what Iron has to say. After pressing the TAB key, the cursor is on a new line in the space reserved for the name of the character saying the line. We write: Iron, and in the editor we get 2. IRON Cool, isn't it?

Each line has its own number, which the program assigns automatically. Okay. Iron is sad. We should mark it with a Parenthetical.

Right after "Iron" we put a space, and then a left bracket “(“. This brings up a menu of standard remarks:

  • OFF
  • WHISPER
  • BURST
  • WEAK
  • SINGING

Here you can choose something standard or enter something of your own. Nobody likes to think and work, so we'll click on the standard option SOFTLY and close the Parenthetical with a right parenthesis “)”.

To write what Nail is whispering, we have to press the TAB key again. The cursor moves to the dialogue box and there we write: What's the point of that?

Here we are. We've got the dialogue for the first frame. That was easy, wasn't it? Then let's try to create the second frame, and then everything will go smoothly.

Now your cursor should be to the right of the last sign of Iron’s line. Press the ENTER key and the cursor is on a new line, now press the ENTER key again. A small menu pops up, giving you a choice of three frame-related items:

  • PANEL
  • PANELS
  • BACKGROUND PANEL

Depending on your creative intent, you can use these elements, which are also carefully numbered by the program. You already know how to undo and redo actions.

Most likely, the characters who appeared in the first panel will want to continue the dialogue. When you move to the character name field and enter the first letter of that name, for example G, the program will show you a menu with the names of available characters whose name begins with that letter. Since we have only one character whose name begins with G – Gal, the menu will contain only that name.

Later we may have other characters: Gena, Gee, Gray and Grynch, their names will also appear in the drop-down menu, but you will have to work, adding the second letter to the first, so that the program can guess whose name you want to write, but you can also move through the names with the up and down arrows.

Now try to fill the first page with text. Note that the TAB key allows you to switch from description mode to dialogue mode if the cursor is at the beginning of an empty line.

Look at the top of the script editor, more precisely at the word to the right of the < > arrows. Now poke at the different text elements in your script and see how the text at the top of the editor changes depending on where the cursor is at the moment.

Click on that text once. A menu with a list of different text block options pops up:

  • Page
  • Panel
  • Description
  • Character
  • Dialogue
  • Inline note
  • Unformatted text

If the cursor is on a blank line, that line is formatted entirely according to your choice.

If the cursor is in one of the text boxes, its formatting can be changed in full accordance with your choice of that menu item.

For example, in the Description block, you have written something, for example, that Iron is loading a revolver of the Nagan system with bursting bullets. At this point, a worm of doubt crawls into your brain and forces you to write a Note on the text: Google how many cartridges are in a Nagan: 5 or 6?

Well. Now you know how to create a new page, frame, description, dialogue and even know how to write author notes. Now all we have to do is sigh (rub our hands together happily) and go back to where we started: create a story!

Export

In order for people who are not burdened with knowledge about Story Architect to see the fruits of your creative efforts, you need to transform the existing file into a publicly acceptable format.

If you are in the scriptwriting mode, look in the upper left corner of the program window and find the menu “hamburger” – three bars on top of each other. Click that menu with your mouse.

In the bottom third of the panel that appears, find the “Export current document…” line. Click it once.

In the window that appears, check the box with the word Screenplay, and uncheck the other boxes.

There are two Format options:

  • PDF
  • DOCX

Uncheck the Print Editorial Notes option and click the EXPORT button in the lower right corner of this window.

Another small box appears, prompting you to enter a file name and a location on your computer where the file will be saved.

For your and your readers' convenience, it is best to use the following file naming scheme: title-full name-00, where title is the title of the work, full name is your first and last name, 00 are digits denoting the current version of your project, which will increase by +1 each time you export after editing. You will easily reach these files in email or on your computer's hard drive.

You can save the exported files to any folder on your computer, but if you're not sure that tomorrow you'll remember where "any folder" is stored, the best choice will be Desktop.

After entering all the data, click Save and keep on being surprised by the results.

AUDIO DRAMA type

After launching the program, you should not be surprised by the modesty of the interface. To make it more understandable to you, find the text + CREATE STORY in the left pane and your opinion of the program will change to the opposite.

Well, have you pressed the button + CREATE STORY? Now we need to choose the type of story - Audio Drama. Click on the first line of the window, and select Story Type – Audio Drama.

The second line of the window is intuitive – you need to enter the Title of the story there. Let it be Features of Raising Dogs and Children during the Fall. Have you written it? Then feel free to click on the button Create in the lower right corner of the window.

No need to guess what to do with what appeared in the main window, you will learn about this later. Look on the left panel of the interface and find the word Script under our type of story Audio Drama. Click on the word Script once and you'll be in playwriting mode for the Audio Drama.

If you've done everything correctly, the program interface changes again. In the right pane, we write the play for the Audio Drama. The first thing we start with is defining the Place and Time, in other words, telling the listener where it all takes place. Where and when does it all happen?

Poke your mouse in the first line. Intuitively, you click at the beginning of the line, but don't be alarmed if the cursor ends up in the center of the line. Believe me, this is exactly what we need. Don't try to make the letters big by pressing the SHIFT key, just write: THE BLUEBERRY FAMILY'S YARD – DAY in small letters, which will be printed in big letters by themselves. Then press the ENTER key.

You don't need to describe who's doing what for the audio drama, no one will see it anyway. It has to be voiced, so we go straight to writing the lines.

On the new line, the program can't wait for you to enter the name of the character. Let it be Vinchenzo. The cursor is blinking at the right place, so we just write Vinchenzo, and Vinchenzo appears in the editor. What will Vinchenzo tell us?

We press the tab key TAB and the cursor jumps to the place where the dialogue should be written. Now we safely hit the keys with the letters, not thinking about anything except the first phrase: Grandpa, Grandpa, look who I brought!

You are unable to relay to the viewer's ears the image of the object that Vinchenzo is showing Grandpa, but we can voice this something brought into the scene.

Press the ENTER key and the cursor is on a new line, waiting to enter the name of the character and his/her line, but we need sound. Oh, what do we do? Look up. No, not at the stars, but at the top of the main script editor panel.

Do you see the text Character there? It's actually a magic button that, when click, dropdown a menu with various text formatting options:

  • Scene Heading
  • Character
  • Dialogue
  • Sound
  • Music
  • Cue
  • Inline Note
  • Unformatted Text

We need the Sound button. Click this button once, and the formatting of the line is changed to the sound description mode. You write WOOF-WOOF and the editor goes WOOF-WOOF .

Now the listener understands exactly who Vinchenzo brought us. We press the ENTER key and type in the character's name again, because we're on the correct line and in the correct mode: grandpa eugine and GRANDPA EUGINE appears on the screen.

We press the TAB key and the cursor jumps to the dialogue writing mode. Write: Well, what do I do with this treasure? Fry it for dinner and potatoes?

Sometimes we will need to mark the intonations of the lines with Inline Notes. Inline Notes are written in the same place as the lines and in parentheses. Let's try to write some Inline Notes.

We press the ENTER key and enter a small letter “v” in the character name field. The clever program immediately offers us the name of the character VINCHENZO, which it is familiar with. You can press the ENTER key, click on the proposed name with your mouse or take the trouble to write the name in small letters, without trusting the artificial intelligence.

After writing the name, press the TAB key and switch to the dialogue writing mode. Open the parentheses “(“ and press the SHIFT key and write: terrified. Close the parentheses “)” and immediately write a line: What is it with you, grandpa?

Immediately after the line we have written, write another inline note in large letters and in brackets: (PAUSE). After that, we continue with the line: Is it delicious?

And then... Then you have to write something. On your own. You know how to insert signals, sounds, notes, and music. There is nothing complicated about it. Their place and number depends on your creative idea, but at the end of the story, do not forget to write the word END. How the word will be formatted is up to you, there are no rules.

Export

In order for people who are not burdened with knowledge about Story Architect to see the fruits of your creative efforts, you need to transform the existing file into a publicly acceptable format.

If you are in the scriptwriting mode, look in the upper left corner of the program window and find the menu “hamburger” – three bars on top of each other. Click that menu with your mouse.

In the bottom third of the panel that appears, find the “Export current document…” line. Click it once.

In the window that appears, check the box with the word Screenplay, and uncheck the other boxes.

There are two Format options:

  • PDF
  • DOCX

Uncheck the Print Editorial Notes option and click the EXPORT button in the lower right corner of this window.

Another small box appears, prompting you to enter a file name and a location on your computer where the file will be saved.

For your and your readers' convenience, it is best to use the following file naming scheme: title-full name-00, where title is the title of the work, full name is your first and last name, 00 are digits denoting the current version of your project, which will increase by +1 each time you export after editing. You will easily reach these files in email or on your computer's hard drive.

You can save the exported files to any folder on your computer, but if you're not sure that tomorrow you'll remember where "any folder" is stored, the best choice will be Desktop.

After entering all the data, click Save and keep on being surprised by the results.

STAGEPLAY type

You start the program, click on the left side of the interface and see the "Create Story" box that appears.

In this box, select the type of story "Stageplay" and enter the name of the story, for example Path to Dawn. Now click the Create button.

We won't write that this is a social drama by Jason Funseeker, the engineer. It’s not the time to think about a cover or a short description of the story, yet. We are taking the very first steps in mastering a new software product, so take a look at the left menu of the interface.

Under the Stageplay tab you'll find different options for work materials, but right now we need the Script option. Select it. Here's your choice: Stageplay >> Script.

Story Architect is growing and evolving, but so far, it doesn't look like everything is the way anyone would like it to look. Put aside your doubts and just reproduce everything that's written here.

The popular format of one-act play in today's world doesn't require a title, but if you've conceived of something large-scale or complex, a title will be necessary. By default, the program prompts you to enter that title. If you don't need it, you can always remove it when you edit the exported version of the text.

At the top of the right panel you will see the formatting mode for the text block: Time and Place, however, we are not writing a movie script, but a play, so we will just write the title. Enter one of the possible titles: Act, Action, Part, or Picture. Write ACT I. You don't need to put a period and just hit ENTER after you've written it.

Got it? Now is the time to arrange chess on the board, in other words, write an external remark that explains the location of objects and characters in the scene.

After you press ENTER, the program automatically prompts you to write the names of the characters and their lines. Oh, how do we write an external remark after all?

We look at the top of the right panel, find the text Character there, and click it once. With the mouse, of course, and not with the objects at hand. Stop. For completeness of the process: the mouse should not poke the screen, but left click it, carefully aiming the cursor.

As a result of our correct and confident actions, the program shows us a menu with different variants of text blocks in the play:

  • Scene Heading
  • Character
  • Dialogue
  • Action
  • Inline note
  • Unformatted text.

Let's try to write an external remark, in other words, tell the reader what we have on stage at the moment.

There is no need to press SHIFT at the beginning of the sentence, just relax and write, the program does everything for you.

Describe who is standing where, what is where and what is going on. Well, now it's time to talk to our characters, because most of the play is dialogue.

Aim your cursor at the Action Description line and click it once. We write: Small kitchen. At a deserted table in front of a clean plate sits an engineer Funseeker with a knife and fork in his hands. His mother-in-law Mrs Cleanlover is frying meat.

We are not writing a movie or a comic book, so our characters have to talk a lot. Let them talk, and we'll listen. How do you write dialogues?

That's easy. On the left, you write who speaks, and on the right, what he/she says, but there are some very important nuances. Press ENTER.

On the new line, type in the name of the character Jason Funseeker. After the name, put a dot. SHIFT key should not be pressed, the name is written in uppercase letters. To the right of the name you will see >>. Click to the right of this sign and write a character line: It's freezing, but the wire is bare!

Have you written it? That's great. Now let's hear what Jason’s mother-in-law Mrs Cleanlover will say. When you've put a period to Jason's remark, press ENTER and the cursor will move to a new line waiting for you to enter the name of Jason's interlocutor.

Write the name Mrs Cleanlover and put a dot after the name. Move the cursor to the right of the >> sign with the TAB key and explain the emotional state of the mother-in-law to our readers with an internal remark. To do this, put the left bracket “(“. Let's write the text of the remark: enthusiastically and put the right bracket “)” and after it – a dot.

Right. Here we have a problem. The rules of British (European) and American play formatting demand that remarks be written in capital letters, which means you have to hold down the SHIFT key or hit the CAPS LOCK key a couple of times when writing interior remarks. Don't be discouraged.

Let's find out what the mother-in-law says: Mrs Cleanlover (enthusiastically). We managed to harvest the potatoes just on time! (Sighs). Oh, who would help me shred the cabbage now?

Well, now that Jason Funseeker and his mother-in-law Mrs Cleanlover have talked, it's time for them to get down to business. Let them have dinner with fried meat and discuss the future, the past and the present.

The average modern play consists of 90% dialogues, so we won't be too clever and suggest that you write whatever you want and send it wherever you want.

Export

In order for people who are not burdened with knowledge about Story Architect to see the fruits of your creative efforts, you need to transform the existing file into a publicly acceptable format.

If you are in the scriptwriting mode, look in the upper left corner of the program window and find the menu “hamburger” – three bars on top of each other. Click that menu with your mouse.

In the bottom third of the panel that appears, find the “Export current document…” line. Click it once.

In the window that appears, check the box with the word Screenplay, and uncheck the other boxes.

There are two Format options:

  • PDF
  • DOCX

Uncheck the Print Editorial Notes option and click the EXPORT button in the lower right corner of this window.

Another small box appears, prompting you to enter a file name and a location on your computer where the file will be saved.

For your and your readers' convenience, it is best to use the following file naming scheme: title-full name-00, where title is the title of the work, full name is your first and last name, 00 are digits denoting the current version of your project, which will increase by +1 each time you export after editing. You will easily reach these files in email or on your computer's hard drive.

You can save the exported files to any folder on your computer, but if you're not sure that tomorrow you'll remember where "any folder" is stored, the best choice will be Desktop.

After entering all the data, click Save and keep on being surprised by the results.

That’s it! Good luck!

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