Don’t worry if you are at all testy - I can understand, I believe, that this situation may well be frustrating for you. 
As to the late reply, I’ll confess that I was away from the forum for a bit myself, so it works out.
As to your problem:
(And please forgive me if I’m a little vague, or off in some elements; I’m somewhat tired tonight, I fear. ^^; )
You should also, I believe, have one saved file for the model itself - the above should just hold the animation data, not the model data, I believe.
I’m not really in a position to create a YouTube video at the moment, I fear, but a quick set of instructions might be something like this:
First of all (just in case this is the problem), I recommend having one Blender file (.blend) for your model and its animations - not one Blender file per animation. I’m not sure of whether the latter would be likely to work at all, although it might.
Secondly, I don’t know whether shape-key animations work; for safety’s sake, I recommend sticking to using an armature for animation.
That said, you should then have a Blender file containing a model, an armature, and a set of keyframes describing its animations. For example, frames 0 to 10 might hold the “idle” animation, 11 to 34 might hold the “walking” animation, etc.
Now, go to Yabee via the “Export” menu option. There:
-
Set the folder to which to export, if called for.
-
Enter a name for your model in the entry at the top; in your case you might use “character”.
-
Scroll down to the box labelled “Animation”.
For each animation, perform 3.1 to 3.4 below:
3.1) Press the button labelled “+”
3.1.5) Note: If this is the first animation, a few new controls should appear beneath the box.
3.2) In the entry labelled “Name”, enter the name of the current animation, such as “idle” or “walk” - not “character-idle” or “character-walk”.
3.3) In the first control below that, enter the frame in Blender on which that animation starts; in the above example, that would be 0 for “idle” and 11 for “walking”, I believe.
3.4) In the control next to that, enter the frame in Blender on which the animation ends; in the above example, that would be 10 for “idle” and 34 for “walking”.
-
Make sure that “Animation only” is unchecked, and that “Separate animation files” is checked.
-
Press export! 
That should result in a set of files: the main model file (“character.egg”, for example) and a set of animation files, named along the lines of -.egg (“character-idle.egg”, for example).
As an example, here is a screenshot of the animation box as used for one of my models - in this case, a door, which has an “open” animation - and the resulting files:
