
I usually label each view of my room (I’m calling it “room one” “room two” etc but it’s actually the same room just different views of it) until I’ve populated each view with identifiable objects. Otherwise its very easy to get lost when you test your movie! Now set up an actions layer with a stop script every tenth frame for 40 frames, a labels layer with a blank keyframe every ten frames labeled “room_one” “room_two” “room_three” and “room_four”, and a navigation layer we’ll keep empty until the next step. Copy and paste your “room” drawing into each view and change the text field on it to reflect the actual name of the frame.

Now insert a new button object and call it “nav_button”. Create a simple triangle and insert one on the right side of the screen and one reversed on the left side of the screen. Some escape games make these buttons invisible so that you have to pixel hunt to move around the room – you’re welcome to do that. I’ve discovered that that can be very frustrating for the user and you need to be careful not to put any other objects you’d like folks to click on near the edges of the screen. I just think its easier to have navigation and doesn’t give that much away, but its up to you. If you want them to be invisible you should make them rectangular, probably larger and set the alpha property to 0. Either way the code is the same:
on (release)
{
gotoAndStop(“room_two”);
}

Add the code to each button, changing the destination to where you should be headed next. Remember that the right hand button in "room four" needs to head back to "room one"! Now you should have a working flash room that you can navigate around: