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Throw a Fireball Part 3 - The True Limits of Articulate Storyline

As my project grew, I wanted to make sure that I kept the scope of my vision from ballooning too big. I had to stop myself from allowing the player to choose other characters, different levels, and more importantly trying to completely simulate the game one-to-one. 

While Articulate Storyline served my purposes, the software is not capable of checking the timing of inputs, storing them temporarily as a variable, and then running commands in real-time. I was only ever able to present the illusion of real-time gameplay with GIFs, static images, and videos. 

One of the most frustrating aspects of Storyline was a slight delay in playing Slide Layers. I was never able to fully remove several frames of static images from GIFs that had yet to be triggered, which resulted in some choppiness at times, but this was something I had to accept after several attempts of workarounds.

Color Fading

During several GIFs and videos, I began to notice that colors were washed out without any apparent cause. This resulted is some slight color changes during shifts in GIFs, especially after the player press "8" to jump.

For a presentation tool, Articulate Storyline is immensely powerful, but again, it does have its limits.