Think the editor interesting? Learn to use it!

Posted by
December 19th, 2012 6:20 pm

I’m a bit late with this explanation, since it was announced for yesterday. Sorry for that, but here you have it:

Link to entry-site: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=18894

If you start the editor, you soon will notice the radio-buttons at the bottom. These will determine the “layer” you are currently editing.

1. Paint World: Use this to set the pictures of the tiles. On the right side you may have noticed the list of tiles. There are 4 main types of tiles:

  • Unpassable (Rows 1-12): these can only be traversed, by using a glitch or kind of hacking the game. Do not use the very first tile. It was initially transparent and used to display literally nothing, but then I realized, that java was capable of if-blocks, which were way better for drawing void
  • Passable (Rows 13-22): these tiles are like the floor in your favorite public or private place: you are able to step on them
  • Collectables (Rows 23-26): items that initially planned planned to have purpose, but now are just collectables with no known use, a little bit like ancient relicts (if you step on them, the tile will be replaced by the following on)
  • Presents (Rows 27-30): the holy grails of christmas thiefs and actually any other person. Don’t place more than 45 presents unless you want to f**k up the collection-display, you greedy ruffian! (Beware placing the tile at the very bottom right or an ArrayOutOfBoundsException will haunt you in your dreams!)

You can select multiple tiles, by dragging the mouse over the palete (Notice: you have to move the mouse down-right to do so). To paint selected tiles onto the world, just click or drag the desired position(s).

2. Define rooms: This tool lets you define areas which the game will notice as rooms. Rooms are like the place you supposedly are in right now: You can be in it or be outside of it. The game will check if you (well, the playing character) are in a room, and if so, whether the is an enemy in the same room, to decide when its time to brutally kick you out of the level right onto the world-map-screen.

To define an area as a room you need to drag the mouse from the top-left corner to the bottom-right one. If you want to remove a room, just right-click somewhere inside of it. Rooms may not intersect each other. They will be indicated by a yellow rectangle.

If you collected all the presents, you need to go inside an exitzone. Exitzones are similar to rooms, just have an other purpose. To define an exitzone, hold down the Y-key and drag the desired area as if you wanted to define a room. To remove an exitzone, right-click it while holding the Y-key.

3. Events: Events are visible or invisible thingies, which have different purposes, depending their type. Create an Event by just clicking a position, while being in create-events-mode. As soon as you do so, a window will pop up, showing you the properties of the event and allowing you to adjust them. If you want to reopen this window, rightclick an existing event. Note that each window is linked to its specific event. Before you close such a window remember to APPLY CHANGES!

  • TilesetInformation: Multiple purposes depending on the subtype: (if you’re messing with values other than -1 use propperly dimensioned images)
    • -1  –  player spawn point
    • 0  –  indicator to change the background from default to the file specified in the path-textfield
    • 1  –  indicator to change the tileset from default to the file specified in the path-textfield
    • 2  –  indicator to change the playerimage from default to the file specified in the path-textfield
    • 3  –  indicator to change the enemyimage from default to the file specified in the path-textfield
  • Enemy: People who hate it to be in the same room as you (maybe a shower would change that, but that feature is not yet implemented). If creating an enemy it is important to set the subtype to 0, or the game will crash. Enemy-events will snap to the grid as soon as you apply changes. Create a list of movements with the buttons at the bottom half of the window. By selecting an element in the list and hitting a button, it will insert specific action at the selected position. If no element is selected actions will be added at the end of the list. Selected elements can be removed by hitting the “Re…” button, which would look like a “Remove” button, if it hat the propper size (I didn’t feed it enough and I feel sorry for that). Each non-waiting action will move the enemy a whole square.
  • Door: No purpose at all.
  • Picture: Displays the picture from the file specified in the path-textfield
  • Text: Displays some lovely little characters, which you schould input into the path-field

All references to image-files need to be ralative to the directory, where the jar is living.

 

If you create a nice level, then for god’s sake remember to save it via the save button. We actually have lost ~10 creations by rushing out of the editor and forgetting to save the file. Currently the only way to play your level is to replace an existing campaign-level. Do not use the editor to cheat you through the game, because you want to see the ending! Use the one-button-win-everything-cheat instead 😉

If you have any question related to the editor feel free to leave coment.

 

I’m wishing you much fun creating your custom levels.

Greetings,

StMatn


2 Responses to “Think the editor interesting? Learn to use it!”

  1. Cake&Code says:

    A link to your entry would help! Add it into your post and people will be more willing to give it a try :)

    http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=18894

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