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Transcript

Instructions

Template

Old version

Examples

Tutorial

An easy way of creating an escape room

Breakout Version 2

Reuse

Featuring DND by

Video is for version 1 but the principle is the same

Home page

You can decorate the front page as you like. Keep the "New game", "continue" and/or "map" buttons *You could change it but note which page it links to and the grouping of the orange squares.

*Borrar la página anterior para que esta sea la portada

New game

Map

Info

Continue

Con profundo orgullo y satisfacción, anunciamos la liberación de la plantilla básica de Itinerarios de Aprendizaje y Breakouts versión 2. Si bien es una alegría contenida, porque no incluye, de momento, todos los elementos avanzados, supone un paso de gigante hacia su liberación completa. Poco a poco os iremos contando novedades y trucos que esconde, pero podemos adelantar las grandes novedades que ya podéis aprovechar. - Recompensas con imágenes aleatorias que se asocian al dígito y color de la clave - Actualización en tiempo real de recompensas - Guardado automático de partida con posibilidad de volver a la última página visitada - Nuevas barras de progreso horizontales y verticales que incluyen una con cambio de color en función del porcentaje - Generador de barras de progreso horizontales y verticales con tutorial incluido - Nuevo GICO2 para los candados virtuales - Posibilidad de definir el rango de valores de los dígitos de la clave - Posibilidad de definir los colores asociados a los dígitos de la clave - Posibilidad de establecer una condición de no repetición en los dígitos de la clave - Elemento Portal que se muestra al conseguir el 100% de los retos - Compatible con CRYPTEX para disfrutar de los candados que ofrece

NEXT

  1. 5
  2. [1-5]
  3. color
  4. #FF9900, #FAF700, #00CC00, #FF0000, #6633FF
  5. no-repeat

Generator page

What to do with this page:This page should contain the introduction to your game. The orange box and the pictures with the pink boxes will be invisible, just keep them in the corner of the page.Make sure this page is skipped when "continue" is selected on the first slide, otherwise your game might be reset to zero.First, change the parameters of the game by changing the text next to your own preferences (see explanation below). Make sure to keep the text grouped with the orange box.Ungroup the Easter eggs and the pink boxes. Replace the eggs with your own pictures and group each with a pink box. Remember that they will be randomly assigned to a challenge, so the order here is not relevant.Delete the current texts on this slide and replace them with your own game instructions, introduction to the story or just with pictures.

  1. 5 indicates how many challenges you have. Make sure you have the same number of reward pictures (instead of Easter eggs)
  2. Optional [1-5] indicates the range of possible values for the pass code. If you don't specify a range, any number between 0-9 can be included
  3. Optional: backgrounds of found passcord will have different, random colours (out of the ones below)
  4. Optional: colour hex codes that associated with each digit. To find the hex code, open the colour palette, e.g. for font colour, and choose a colour. Then copy the code that appears underneath it (always starts with a #)
  5. no-repeat makes the digits/images/colours of the password non-repeating (if there are enough pictures available and the number range is large enough)

Group the images of the rewards we want them to get for each challenge. They will come out randomly

MISSION ACCOMPLISHED! GO GET YOUR FINAL REWARD

Map

Page to create the route of your challenges You can change it to your own design and increase or decrease the number of challenges (needs to be the same as set on the generator page). If you want to let players decide on the order, just delete all locks, they are optional.

80%

Saving...

80%

ENTER THE SECRET CODE

Reward overview

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#

The # will show the random digit that the players have "won" in each challenge. The font, colour and size can be changed. The circles will change to one of the colours predefined on the generator page (in random order), The pink square will be replaced by the image of the random reward that was won in each challenge (out of the pictures added to the generator page).

Saving...

START

Challenge 1

Customise this page as you wishIt should be the introduction to challenge 1.

This will allow you to save the game wherever you want. You need the black box below "auto save bookmark". You can modify text and images by ungrouping and regrouping.

Saving...

NEXT

Challenge 1

Create your activity for challenge 1

Saving...

NEXT

Challenge 1

You can use this page to do another activity for challenge 1. Delete or duplicate it in case you want to do more/less activities.

Saving...

GO TO REWARDS

#

#

Recompensa 1

The # is automatically replaced with the first digit that the players "win" in challenge 1. You can change the colour and font, even put more than one # as in the example.

The pink box is automatically replaced by one of the images grouped on the generator page.

80%

Saving...

Challenge 2

Customise this page as you wish

START

Saving...

NEXT

Activity 2

Saving...

NEXT

Challenge 2

More activities for 2

Saving...

GO TO REWARDS

Recompensa 2

80%

#

#

Saving...

Challenge 3

START

Saving...

NEXT

Challenge 3

Create your activity for challenge 3

Saving...

NEXT

Challenge 3

More activities

Saving...

GO TO REWARDS

Recompensa 3

80%

#

#

Saving...

START

Challenge 4

Guardando...

NEXT

Challenge 4

Create your activity for challenge 4

Saving...

NEXT

Challenge 4

more activities

Saving...

GO TO REWARDS

Reward 4

80%

#

#

Saving...

START

Challenge 5

Saving...

NEXT

Challenge 5

Create your activity for challenge 5

Saving...

NEXT

Challenge 5

more activities

Saving...

GO TO REWARDS

Recompensa 5

80%

#

#

Guardando...

Unlock the padlock

Editable success and error text ->

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<

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12345

OPEN

This button will appear when the lock is unlocked. It can be changed. Don't forget to add a link to the final reward page.

We have recovered these figures, will it work?

ERROR

$CODE$

1234

All text, including numbers, on this screen can be customised.

On top of the numbers is a "d-TOUCHE" box grouped with a number. You can move them the side to change the keypad below and put them back on top of the correct number. They keyboard could also be changed to letters.

The "d-SUPPR" needs to be on top of a "back" button, and "d-VIDE" on top of a "delete" button".

Basado en GICODE de S'cape

Here you will see the digits we have collected in the challenges and the digits we need to unlock the lock (optional).

This will disappear when the padlock is opened.

Final reward

Congratulations!

Decorate this page with the final reward

Templates

Template slides are only visible in edit mode.The next two slides (teal background) are the original sandbox templates.The pink slides after that are Julia's version where the elements are sorted by page where they need to be used.

Optional element on the first page to be grouped with your map button. Takes you to the page you set it to.

Place these elements on a page to create automatic bookmarks

Mandatory element. It must be placed on a page that is obligatory to go through at the beginning. For example, the introduction page.

Game completed. Optional. Can be used if a lock is not implemented. Place this object on a page where you want the game to end.

Creation page

  1. 5 indicates how many challenges you have. Make sure you have the same number of reward pictures (instead of Easter eggs) #
  2. Optional [1-5] indicates the range of possible values for the pass code. If you don't specify a range, any number between 0-9 can be included
  3. Optional: backgrounds of found passcord will have different, random colours (out of the ones below)
  4. Optional: colour hex codes that associated with each digit. To find the hex code, open the colour palette, e.g. for font colour, and choose a colour. Then copy the code that appears underneath it (always starts with a #)
  5. no-repeat makes the digits/images/colours of the password non-repeating (if there are enough pictures available and the number range is large enough)

Optional element on the first page to be grouped with a continue button. Takes you to the last bookmarked page

Place this item on the GICODE page. (the one with the number keypad)

Group with any element. Appears when all challenges are completed and the bar is filled to 100%.

Continuar

1234

  1. 5
  2. [1-5]
  3. color
  4. #FF9900, #FAF700, #00CC00, #FF0000, #6633FF
  5. no-repeat

Saving...

Creation page

Rewards

Group a reward image with each square and place them on the introduction page with the generator.

Group with RECOMP to display the image. Put on the repurchase page.

Dígitos. Number achieved by overcoming a challenge

Group with a text. Place it on the last page of each challenge, when you get the reward for the challenge.

Rewards

Agrupar con #. Saldrá el dígito de la contraseña conseguido de cada reto.Agrupar con imagen o texto de recompensa. Aparecerá la imagen y/o texto del reto conseguido.Agrupar con imagen de feedback de reto conseguido. Se puede poner encima del mapa para marcar retos conseguidos e incluso impedir que se repitan.Agrupar con IMG REC. Saldrá una imagen aleatoria establecida como recompensa

Group with image or any Genially element. Appears when the final reward of the game has been achieved.

Locks

Group with image or any Genially element.Padlocks make an item visible until previous missions are completed, then it will be hidden. Attached to an item that covers the link to the corresponding quest, for example, will prevent that quest from being performed until previous quests are completed.

Padlock boss. Group with an image.to lock the final challenge or password page. It will disappear when all challenges are completed.

You need the following pages in your game: 1. A title page.2. an intoduction/generator page.3. A map4. Several activitiy pages (up to 10 different rewards/numbers can be collected, but each could require several tasks to be completed.Each needs to end with a reward page.5. A reward overview A lock page6. An final reward page7. optional: an avatar page.

Page by Page template

Mandatory element on the first page to be grouped with your "map" button.You also need a new game" button

Title page

.Mandatory element. It must be placed on a page that is obligatory to go through at the beginning. For example, the introduction page.Make sure this page is SKIPPED when "continue game" is pressed as it resets any progress.

Introduction/Generator page

Optional element on the first page to be grouped with a continue button. Takes you to the last bookmarked page

Continue

  1. 5 indicates how many challenges you have. Make sure you have the same number of reward pictures (instead of Easter eggs) #
  2. Optional [1-5] indicates the range of possible values for the pass code. If you don't specify a range, any number between 0-9 can be included
  3. Optional: backgrounds of found passcord will have different, random colours (out of the ones below)
  4. Optional: colour hex codes that associated with each digit. To find the hex code, open the colour palette, e.g. for font colour, and choose a colour. Then copy the code that appears underneath it (always starts with a #)
  5. no-repeat makes the digits/images/colours of the password non-repeating (if there are enough pictures available and the number range is large enough)

If you want players to win random reward item, add all the pictures of possible rewards to your introduction page and group each one with a different "IMG PSW" box. They will be invisible on this page.

  1. 5
  2. [1-5]
  3. color
  4. #FF9900, #FAF700, #00CC00, #FF0000, #6633FF
  5. no-repeat

Avatar page (optional)

Make as many copies of the red box as you have avatar options. Group each avatar option with a red box (change the size of the red box first).Place the green box on ALL pages where you want the chosen avatar to be visible. Keep it grouped with any picture - the picture will be replaced with the chosen avatar.

Place these elements on any page where you want to create automatic bookmarks.The progress through your game will be saved automatically even without theses bookmarks. as long as the players don't go back to the introdcution page, which will reset any progress.

Any page (optional)

Saving...

Map page

Optional: If you want your character/avatar to move around the map, use the extension below.

Group this text with the picture of the character or the green avatar box. The picture has to face forwards or to the right (the picture will flip when going from right to left)

Add the yellow box somewhere on your page - will be invisible.

Group this text with the names of your challenges - this is where you need to click to make it move.

Group this text an arrow/word/picture that is linked to the activity page. It will pop up when the character reaches the destination.

Place this text on top of the "zone de clic" (don't group!) This it where the picture will move to.

The three elements below can be copied and pasted to create as many as you need. Duplicating and grouping them changes the number and their order, so make sure you always group them in the right order.When you group or duplicate, the number will change to X - go to a different slide and come back and it will show the current number (always starting with 0). Make sure that the three elements with the same number are all next to each other/on top of each other.

Map page

Add links to your activity/task pages. Also add a link to the reward page.Add one of the progress bars from the progress bar template page.

Group the blue boxes and green "off boss" with a feebback text or picture (e.g. a tick or a star) which will appear after each challenge is complete. Use as many as you need (up to 10). Make sure you keep them in the right order. If you want to stop players from re-playing challenges, make sure the feedback object covers the link to the challenge.

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Map page

Optional (if you want the challenges to be played in a certain order)Group the "lock" elements with image or any Genially element, for example the picture of a padlock.It will then be visible until the previous challenge is completed, then it will disappear. Place it so it covers the link to the corresponding challenge so that it prevent players from playing the challenge until the previous ones are completed.

Group with any element. Appears when all challenges are completed and the bar is filled to 100%.

Group with image or text. Appears when the final passcode of the game has been entered and the game has been won.

Group with an image that covers up the link to the final reward page or to the lock page. It will disappear when all challenges have been completed.

Reward page

You need one reward page for each challenge. Players should only be able to reach it after completing the task.Group one of the green boxes grouped with an #, with a pink IMG REC element (it will be automatically replaced with one of the images from the introduction page) and add a shape from the resources tab behind the #, (it will take one of the coloures defined on the introduction page) lock.

Add a arrow/text with a link to the reward overview and/or the map.

For each rewards page you need to group these four elements1. a green COMPLETE box - this wil tell the elements on the map page that the challenge is complete and switch the locks off.2. a # -this will be replaced with a random number as defined on the introduction page3. a pink IMG REC element - it will be automatically replaced with one of the images from the introduction page4 a shape from the resources tab behind the #, - it will take one of the coloures defined on the introduction page.

Reward overview

This page will show the players all the obejcts, numbers and colours they have collected so far, so they should be able to go from the map page to the reward overview and back.You need a similar group as on the individual reward pages, but here you them all together. For each challenge, group a blue box, a pink box, a # and a shape. They will be replaced with the correct number, colour and picture once the corresponding challenge has been completed.

Lock page

These are the numbers where players will enter all the numbers they have found to open the final lock. If you don't like the design, place them on top of the picture of the numbers you would like to use and make them transparent (checkered icon at the top).

"ECRAN" will display the numbers as the player enters them. You can change the font/colour/size. Keep the numbers as 123... but add as many digits as you have activities. Do the same for "digi_code".

0

The text grouped with these two purple elements will appear when the code has been entered correctly/incorrectly. You can change the text and the font/size/colour but keep it grouped.

The text/picture grouped with the green box will appear when the correct code has been entered. Group it with an element that links to the final reward page.

Optional: The text/picture grouped with the red box will disappear when the correct code has been entered.

Group this with the button that takes you to the final reward. It only appears after the correct number has been entered.

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$CODE$

Group this box and text, it will display the code that has been collected in the challenges.

12345

1234

Keep these somewhere on the page

OPEN

ERROR

Progress bars

Progress bars

Cambia de color según %

Create your own progress barGo into preview mode (!) dand play with the controls until you have a progress bar design that you like. Now copy the code text in the bottom right. Go to the page where you want to use it, go to the "Insert" tab, then "others and paste the code in the box.