1 | <!doctype html public "-//w3c//dtd html 4.0 transitional//en">
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2 | <html>
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3 | <head>
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4 | <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
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5 | <meta name="Author" content="Justin Cassidy">
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6 | <meta name="GENERATOR" content="Mozilla/4.75 [en] (Win98; U) [Netscape]">
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7 | <title>The Free Abuse Project</title>
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8 | </head>
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9 | <body text="#FFFFFF" bgcolor="#000000" link="#C0C0C0" vlink="#666666" alink="#C0C0C0" background="../images/jmc.jpg" nosave>
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10 | <font color="#FFFFFF"><u><font size=+4>fRaBs</font></u><i>
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11 | level editing</i></font>
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12 | <br><a href="../index.html">Main</a><i><font color="#FFFFFF"> - </font></i><a href="updates.html">Updates</a><i><font color="#FFFFFF">
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13 | - </font></i><a href="single.html">Single Player</a><i><font color="#FFFFFF">
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14 | - </font></i><a href="dm.html">Deathmatch</a><i><font color="#FFFFFF">
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15 | - </font></i><a href="editor.html">Level Editing</a><i><font color="#FFFFFF">
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16 | - </font></i><a href="faq.html">FAQ</a><i><font color="#FFFFFF"> - </font></i><a href="credits.html">Credits</a><i><font color="#FFFFFF">
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17 | - </font></i><a href="links.html">Links</a>
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18 | <p><tt> Written by Duong Dai Nguyen, level designer for Abuse</tt>
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19 | <br><tt> Edited by Mitch Burton and Justin Cassidy.</tt>
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20 | <p><tt> PLEASE NOTE THAT SOME OF THESE FUNCTIONS ARE NOT INCLUDED
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21 | IN ABUSE 2.0,</tt>
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22 | <br><tt> THE VERSION OF ABUSE THAT fRaBs USES. ALSO, NOTE THAT IF
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23 | YOU ARE USING</tt>
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24 | <br><tt> A REGULAR VERSION OF ABUSE THAT MANY OF THESE OBJECTS ARE
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25 | ONLY IN THE</tt>
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26 | <br><tt> fRaBs DISTRIBUTION.</tt>
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27 | <p><tt>
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28 | ABUSE LEVEL EDITING</tt>
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29 | <br>
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30 | <p><tt> Here at Crack dot Com
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31 | we strive to create fun games. Many elements</tt>
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32 | <br><tt> go into making a fun game, one of which is level design.
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33 | Supplied with</tt>
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34 | <br><tt> your official Abuse package is a level editor. This editor
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35 | allows</tt>
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36 | <br><tt> you to produce your own Abuse levels, using prefabricated
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37 | pieces which</tt>
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38 | <br><tt> we call OBJECTS. The interface is a little daunting at first,
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39 | but with some</tt>
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40 | <br><tt> persistence you can be blasting your way down long, dark
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41 | alleys pursuing (or</tt>
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42 | <br><tt> being pursued by!) aliens, robots, and flyers of your own
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43 | creation. Let's</tt>
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44 | <br><tt> begin!</tt>
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45 | <br>
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46 | <p><tt>
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47 | Table of contents</tt>
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48 | <p><tt> (Do a key-word search
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49 | for the number/letter combination</tt>
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50 | <br><tt>
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51 | to jump to the section you want to read)</tt>
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52 | <br>
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53 | <p><tt> [1] <a href="#Shortcuts">Key Listings
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54 | and Extended Options</a></tt>
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55 | <br><tt> [1.a] Key Listings</tt>
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56 | <br><tt> [1.b] Extended Options</tt>
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57 | <br><tt> [1.c] X11 (X windows for UNIX) Options</tt>
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58 | <br><tt> ---------------------------------------</tt>
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59 | <br><tt> [2] <a href="#Objects">Object Listings
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60 | and Descriptions</a></tt>
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61 | <br><tt> [2.a] Links</tt>
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62 | <br><tt> [2.b] AI</tt>
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63 | <br><tt> [2.c] Range</tt>
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64 | <br><tt> [2.d] <a href="objects.html">Object List</a></tt>
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65 | <br><tt> --------------------------------------</tt>
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66 | <br><tt> [3] <a href="#Design">Preliminary
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67 | Level Designing, Editors Windows and Menus</a></tt>
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68 | <br><tt> [3.a] Preliminary Level Designing</tt>
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69 | <br><tt> [3.b] Windows and Menus</tt>
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70 | <br><tt> -------------------------------------------------------------</tt>
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71 | <br><tt> [4] <a href="#Tips">Level Designing
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72 | Hints and Practicalities</a></tt>
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73 | <br><tt> [4.a] Level Designing Hints and Practicalities</tt>
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74 | <br><tt> -----------------------------------------------</tt>
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75 | <br><tt> [5-7] <a href="editor2.html">Advanced Level
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76 | Editing Topics</a></tt>
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77 | <br><tt> ------------------------------------</tt>
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78 | <br><tt> [8-10] <a href="editor3.html">Making Special Types
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79 | of Levels</a></tt>
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80 | <br>
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81 | <p><tt>[1]</tt>
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82 | <p><a NAME="Shortcuts" href="#Shortcuts"></a><a NAME="Shortcuts" href="#Shortcuts"></a><tt><a href="#Shortcuts" NAME="Shortcuts">Key
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83 | Listings and Extended Options</a></tt>
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84 | <p><tt>------------------------------------------------------------------------</tt>
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85 | <br><tt>[1.a] Key Listings</tt>
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86 | <br><tt>------------------------------------------------------------------------</tt>
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87 | <p><tt>a : Toggle toolbar window.</tt>
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88 | <br><tt>A : Disable auto lighting (when computer
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89 | is too slow, lighting shuts off)</tt>
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90 | <br><tt>b : Toggle background tile picker window.</tt>
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91 | <br><tt>B : Make background window wider.</tt>
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92 | <br><tt>c : Center on player.</tt>
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93 | <br><tt>C : Clone object under cursor.</tt>
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94 | <br><tt>d : Delete object under cursor.</tt>
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95 | <br><tt>D : Toggle delays.</tt>
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96 | <br><tt>E : Toggle enlarged render.</tt>
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97 | <br><tt>f : Toggle foreground tile picker window.</tt>
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98 | <br><tt>F : Make foreground tile picker window
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99 | wider.</tt>
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100 | <br><tt>g :</tt>
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101 | <br><tt>h : Help!</tt>
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102 | <br><tt>i : Invert color black (for foreground
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103 | tile window, for discerning</tt>
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104 | <br><tt> transparent
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105 | and non-transparent tiles)</tt>
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106 | <br><tt>j : Jump player to mouse position.</tt>
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107 | <br><tt>k : Kill first link of object under cursor.</tt>
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108 | <br><tt>K : Kill last link of object under cursor.</tt>
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109 | <br><tt>l : Toggle light picker window.</tt>
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110 | <br><tt>L : Toggle layer show window.</tt>
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111 | <br><tt>m : Toggle map.</tt>
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112 | <br><tt>n : Next player focus (not working/useful).</tt>
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113 | <br><tt>o : Toggle object picker window.</tt>
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114 | <br><tt>p : Toggle palette picker window.</tt>
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115 | <br><tt>P : Toggle profiler window.</tt>
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116 | <br><tt>Q : Quit (does not ask permission).</tt>
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117 | <br><tt>r : Raise/lower tile under cursor.</tt>
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118 | <br><tt>s : Search for object. Not working yet.</tt>
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119 | <br><tt>S : Save level.</tt>
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120 | <br><tt>t : Flood fill the current tile. If "grabbing"
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121 | a palette window, flood</tt>
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122 | <br><tt> fills
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123 | with the palette pattern.</tt>
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124 | <br><tt>U : Ultra smooth drawing. Not working yet.</tt>
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125 | <br><tt>v : Volume.</tt>
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126 | <br><tt>w : Where. Tells the x & y position
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127 | of the mouse in the game.</tt>
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128 | <br><tt>x : Flip object under cursor on the X axis.</tt>
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129 | <br><tt>z : Clear weapons.</tt>
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130 | <br><tt>Z : Toggle god mode. Cursor must be inside
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131 | of view to toggle god-mode.</tt>
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132 | <br><tt>space : Pick up object, so that you can move it around (click to
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133 | drop).</tt>
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134 | <br><tt>ctrl : When moving an object : Hold down to align on a tile
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135 | grid.</tt>
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136 | <br><tt> When not moving an objects
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137 | : Hold down on one object and let go on</tt>
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138 | <br><tt>
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139 | top of another to make a link.</tt>
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140 | <br><tt>alt : Hold down while moving to align to center of
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141 | tile grid.</tt>
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142 | <br><tt>` : "Pick up" the foreground tile the mouse
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143 | is current on.</tt>
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144 | <br><tt>F1 : Help!</tt>
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145 | <br><tt>F2 : Save a single screen shot to scrnshot.pcx.</tt>
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146 | <br><tt>F3 : Save a single screen shot, but name shot0001.pcx,
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147 | shot0002.pcx...</tt>
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148 | <br><tt>F5 : Save a series of screen shots, one every
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149 | 5 frames.</tt>
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150 | <br><tt>F10 : Reduce screen to what it would for 320x200. Useful
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151 | for hi-res editing.</tt>
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152 | <br><tt>+ : Increase view size.</tt>
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153 | <br><tt>SHIFT+: Increase view size a lot.</tt>
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154 | <br><tt>+ : Decrease view size.</tt>
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155 | <br><tt>SHIFT-: Decrease view size a lot.</tt>
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156 | <br><tt>arrows: Scroll view.</tt>
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157 | <br><tt>TAB : Toggle edit/play mode.</tt>
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158 | <br><tt>/ : Toggle console window.</tt>
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159 | <p><tt>------------------------------------------------------------------------</tt>
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160 | <br><tt>[1.b] Extended Options</tt>
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161 | <br><tt>------------------------------------------------------------------------</tt>
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162 | <p><tt>-nosound</tt>
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163 | <br><tt>-sfx_volume [0..127]</tt>
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164 | <br><tt>-vmode [G640x480x256 | // SVGA for linux</tt>
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165 | <br><tt> G800x600x768 |</tt>
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166 | <br><tt> G1024x768x256]</tt>
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167 | <br><tt>-size xres yres
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168 | // for X11 and DOS, for DOS -size ? will give you</tt>
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169 | <br><tt>
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170 | // a list of available modes</tt>
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171 | <br><tt>-2
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172 | // doubles each pixel during rendering</tt>
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173 | <br><tt>-demo
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174 | // quits game after an idle timeout and goes to</tt>
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175 | <br><tt>
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176 | // demo</tt>
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177 | <br><tt>-lisp
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178 | // starts up with an interactive lisp command line</tt>
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179 | <br><tt>-lock_size
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180 | // X11, does not allow window to be resized</tt>
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181 | <br><tt>-disp/-display
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182 | // specify an alternative X server than $DISPLAY</tt>
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183 | <br><tt>-no_delay
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184 | // starts with no delays, plays as fast as computer</tt>
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185 | <br><tt>
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186 | // goes</tt>
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187 | <br><tt>-cprint
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188 | // print all output to stderr instead of console</tt>
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189 | <br><tt>-nojoy
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190 | // disables joystick use (there isn't any, anyway!)</tt>
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191 | <br><tt>-lsf [filename]
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192 | // use a different lisp startup file than abuse.lsp</tt>
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193 | <br><tt>-edit
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194 | // Initially start in EDIT_MODE, loads "edit.lsp"</tt>
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195 | <br><tt>
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196 | // as well</tt>
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197 | <br><tt>-t [filename]
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198 | // auto-number and load tiles from SPE file</tt>
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199 | <br><tt>-f [filename]
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200 | // load filenames as "level1.spe"</tt>
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201 | <br><tt>
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202 | // don't shoot yourself in the foot!</tt>
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203 | <p><tt>------------------------------------------------------------------------</tt>
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204 | <br><tt>[1.c] X11 (X windows for UNIX) options :</tt>
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205 | <br><tt>------------------------------------------------------------------------</tt>
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206 | <p><tt>-noshm
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207 | // don't use Shared memory for X11</tt>
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208 | <br><tt>-grab_pointer
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209 | // causes abuse to keep pointer inside of window</tt>
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210 | <br>
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211 | <p><tt>While playing, press <TAB> to go into development mode, if you
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212 | ran abuse with</tt>
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213 | <br><tt>the -edit parameter. Type '/' to bring up the console window, into
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214 | which you</tt>
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215 | <br><tt>can type LISP commands.</tt>
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216 | <br>
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217 | <p><tt>[2]</tt>
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218 | <p><a NAME="Objects" href="#Objects"></a><a NAME="Objects" href="#Objects"></a><tt><a href="#Objects" NAME="Objects">Object
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219 | Listings and Descriptions</a></tt>
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220 | <p><tt>------------------------------------------------------------------------</tt>
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221 | <br><tt>[2.a] Links</tt>
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222 | <br><tt>------------------------------------------------------------------------</tt>
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223 | <p><tt> Before you can learn
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224 | about the objects you need to learn about</tt>
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225 | <br><tt>LINKING. Links are the grey lines drawn from one object to another.
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226 | They</tt>
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227 | <br><tt>act as visual cues, indicating that those objects are referencing
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228 | each</tt>
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229 | <br><tt>other for particular purposes that will be discussed later on in
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230 | this</tt>
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231 | <br><tt>document. The exact function of a link depends upon the objects
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232 | being</tt>
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233 | <br><tt>linked and the order in which the links are created. Creating a
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234 | link is</tt>
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235 | <br><tt>actually quite simple.</tt>
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236 | <p><tt> First, position your
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237 | mouse cursor over the object you wish to</tt>
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238 | <br><tt>start the link from. A grey bounding box will surround the object.
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239 | Now,</tt>
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240 | <br><tt>you have two options. The first, and slightly faster, way is to
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241 | hold down</tt>
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242 | <br><tt>the <CTRL> key, move the cursor to the object you want to create
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243 | the link</tt>
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244 | <br><tt>to, and let go. The second way is to click on the first object.
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245 | An extended</tt>
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246 | <br><tt>options window will open. Now, click on the second object, and
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247 | you've</tt>
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248 | <br><tt>made your link. Note that the extended options window now belongs
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249 | to the</tt>
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250 | <br><tt>second object, not the first. The advantage of this method is that
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251 | it can</tt>
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252 | <br><tt>be used to link objects to lights, whereas the first method cannot.</tt>
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253 | <p><tt> Some objects can have
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254 | multiple links. To make multiple links,</tt>
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255 | <br><tt>simply repeat either method. However, if you are using the
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256 | second</tt>
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257 | <br><tt>method, you must close the extended options window before you can
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258 | make</tt>
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259 | <br><tt>another link from the first object. It is also important to note
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260 | that links</tt>
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261 | <br><tt>are sensitive to which object they originate from. When you
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262 | create a link</tt>
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263 | <br><tt>from Object A to Object B, Object B is modified only in that its
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264 | range is</tt>
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265 | <br><tt>extended when the player is within range of Object A.</tt>
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266 | <p><tt> There are two ways to
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267 | kill a link. The first is the most</tt>
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268 | <br><tt>flexible and efficient, and involves only the shortcut keys. First,
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269 | move</tt>
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270 | <br><tt>the cursor over the object that owns the link. Since objects can
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271 | have</tt>
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272 | <br><tt>multiple links, you can now either break the links first to last,
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273 | by</tt>
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274 | <br><tt>pressing <k>, or last to first, by pressing <SHIFT>-<k>.
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275 | To see whether an</tt>
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276 | <br><tt>object is making a link or being linked, move the cursor over an
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277 | object with</tt>
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278 | <br><tt>a link line originating from it. If the line turns yellow, then
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279 | that object</tt>
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280 | <br><tt>owns the link.</tt>
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281 | <p><tt> The second method uses
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282 | the extended options window. First, open</tt>
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283 | <br><tt>said window by clicking on the object. There will be two buttons</tt>
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284 | <br><tt>with a red X on them. The button on the left will break links with</tt>
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285 | <br><tt>objects from first to last. The button on the right will break
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286 | links</tt>
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287 | <br><tt>with objects from last to first. Note that links to lights must
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288 | be</tt>
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289 | <br><tt>broken using this method. It is suggested that you close the extended</tt>
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290 | <br><tt>options window when you are finished, to prevent any accidental
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291 | linking</tt>
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292 | <br><tt>or delinking. Simply click on the check mark to close the window.</tt>
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293 | <p><tt> Most links that objects
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294 | make act as triggers. That is, an</tt>
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295 | <br><tt>object usually makes a link to another object, such as a sensor
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296 | or</tt>
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297 | <br><tt>switch, which can only have two states (on or off). When this sensor</tt>
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298 | <br><tt>or switch changes its state, the object is triggered and then proceeds</tt>
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299 | <br><tt>to do whatever it does best.</tt>
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300 | <p><tt>------------------------------------------------------------------------</tt>
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301 | <br><tt>[2.b] AI</tt>
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302 | <br><tt>------------------------------------------------------------------------</tt>
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303 | <p><tt> There are two ways to
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304 | access an object's AI. The first</tt>
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305 | <br><tt>method is to click on the object, thus bringing up the extended</tt>
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306 | <br><tt>options window. Then, click on the AI button, which will bring</tt>
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307 | <br><tt>up the AI window. The second method is to simply position the</tt>
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308 | <br><tt>cursor over the object, and then press <SHIFT>-<a>.</tt>
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309 | <p><tt> The AI window will have
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310 | a bunch of labeled fields, which are</tt>
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311 | <br><tt>different for each object. For the most part, these should be</tt>
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312 | <br><tt>self-explanatory. To modify them, move your mouse cursor over the
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313 | box</tt>
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314 | <br><tt>for the parameter you wish to modify, use the <BACKSPACE> key
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315 | to delete</tt>
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316 | <br><tt>the current value, and, finally, type in the desired value. Click
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317 | on</tt>
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318 | <br><tt>the check to close the AI window and make the changes complete.</tt>
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319 | <p><tt>------------------------------------------------------------------------</tt>
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320 | <br><tt>[2.c] Range</tt>
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321 | <br><tt>------------------------------------------------------------------------</tt>
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322 | <p><tt> Another important facet
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323 | of objects is the range concept. Levels</tt>
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324 | <br><tt>can be quite large, and have hundreds of objects. Obviously, if
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325 | all of</tt>
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326 | <br><tt>them were given processing time, the game would run very slowly.
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327 | Thus,</tt>
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328 | <br><tt>only objects within a certain distance of the player are processed.</tt>
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329 | <br><tt>However, not all objects have the same range. For example, distant</tt>
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330 | <br><tt>aliens can walk through closed doors, because the aliens have a
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331 | longer</tt>
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332 | <br><tt>range. There are two ways to fix this. The first is to search through</tt>
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333 | <br><tt>the LISP code, find the portion that defines the AI of the objects,</tt>
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334 | <br><tt>and change the range there. The second way is to link another object,</tt>
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335 | <br><tt>usually a sensor, to the short-ranged object. When the closer</tt>
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336 | <br><tt>or longer ranged object is active, it will extend the range of</tt>
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337 | <br><tt>the linked object, allowing it to perform its special functions.</tt>
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338 | <p><tt>------------------------------------------------------------------------</tt>
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339 | <br><tt>[2.d] Object List</tt>
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340 | <br><tt>------------------------------------------------------------------------</tt>
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341 | <p><tt>The fRaBs <a href="objects.html">object set</a> is huge, so it has
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342 | been moved to a <a href="objects.html">separate file</a>.</tt>
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343 | <p><tt>[3]</tt>
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344 | <p><a NAME="Design" href="#Design"></a><a NAME="Design" href="#Design"></a><tt><a href="#Design" NAME="Design">Preliminary
|
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345 | Level Designing, Windows and Menus</a></tt>
|
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346 | <p><tt>------------------------------------------------------------------------</tt>
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347 | <br><tt>[3.a] Preliminary Level Designing</tt>
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348 | <br><tt>------------------------------------------------------------------------</tt>
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349 | <p><tt> When creating a new level,
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350 | it is generally a good idea to think</tt>
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351 | <br><tt>about a general theme. Will it be all action? Will there be puzzles,
|
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352 | and</tt>
|
---|
353 | <br><tt>if so, have difficult will they be? What is the mood of the level?
|
---|
354 | What</tt>
|
---|
355 | <br><tt>is the skill level of the target player? Keep these questions in
|
---|
356 | mind. You</tt>
|
---|
357 | <br><tt>may also find it helpful to sketch out the general design of a
|
---|
358 | level on</tt>
|
---|
359 | <br><tt>paper before you begin. Levels can be more or less as large as
|
---|
360 | you want them</tt>
|
---|
361 | <br><tt>to be, but the default size of 100 by 100 tiles should be large
|
---|
362 | enough for</tt>
|
---|
363 | <br><tt>most levels.</tt>
|
---|
364 | <p><tt> However, before you can
|
---|
365 | begin putting down tiles and objects, you</tt>
|
---|
366 | <br><tt>must first learn to tame the windows and menus that populate the
|
---|
367 | world</tt>
|
---|
368 | <br><tt>we call ABUSE.</tt>
|
---|
369 | <br>
|
---|
370 | <p><tt>------------------------------------------------------------------------</tt>
|
---|
371 | <br><tt>[3.b] Windows and Menus</tt>
|
---|
372 | <br><tt>------------------------------------------------------------------------</tt>
|
---|
373 | <p><tt> First, you will need
|
---|
374 | to start the game in edit mode. This will</tt>
|
---|
375 | <br><tt>allow you to access the built-in editor. To do this, go to the
|
---|
376 | current</tt>
|
---|
377 | <br><tt>ABUSE directory and type in this line :</tt>
|
---|
378 | <p><tt> abuse -edit</tt>
|
---|
379 | <p><tt> The "-edit" is an Extended
|
---|
380 | Option. See section 1.b for a complete</tt>
|
---|
381 | <br><tt>listing of these.</tt>
|
---|
382 | <p><tt> The game will now start.
|
---|
383 | It will load level 00, the training level</tt>
|
---|
384 | <br><tt>by default. This will suit our goal of learning the windows and
|
---|
385 | menus just</tt>
|
---|
386 | <br><tt>fine. Notice that the game is not running yet. If you have already
|
---|
387 | played</tt>
|
---|
388 | <br><tt>the game, you will notice there now is a menu bar at the bottom
|
---|
389 | of the</tt>
|
---|
390 | <br><tt>screen that is not present when you normally play, and that your
|
---|
391 | cursor is</tt>
|
---|
392 | <br><tt>now an arrow instead of the usual target. Let's examine the menus
|
---|
393 | and their</tt>
|
---|
394 | <br><tt>functions.</tt>
|
---|
395 | <p><tt> Under the farthest left
|
---|
396 | hand menu called FILE, we find a listing</tt>
|
---|
397 | <br><tt>of file utility commands and some advanced options.</tt>
|
---|
398 | <p><tt>Under FILE--></tt>
|
---|
399 | <br><tt>
|
---|
400 | Load Level</tt>
|
---|
401 | <br><tt>
|
---|
402 | Save Level (S)</tt>
|
---|
403 | <br><tt>
|
---|
404 | Save level as</tt>
|
---|
405 | <br><tt>
|
---|
406 | Save game</tt>
|
---|
407 | <br><tt>
|
---|
408 | New level</tt>
|
---|
409 | <br><tt>
|
---|
410 | Resize map</tt>
|
---|
411 | <br><tt>
|
---|
412 | Suspend non-players</tt>
|
---|
413 | <br><tt>
|
---|
414 | Play mode toggle (TAB)</tt>
|
---|
415 | <br><tt>
|
---|
416 | Save Palettes</tt>
|
---|
417 | <br><tt>
|
---|
418 | Start cache profile</tt>
|
---|
419 | <br><tt>
|
---|
420 | End cache profile</tt>
|
---|
421 | <p><tt>The first 5 options from the top are basic file utility commands
|
---|
422 | found</tt>
|
---|
423 | <br><tt>in almost all programs.</tt>
|
---|
424 | <p><tt> Load level</tt>
|
---|
425 | <br><tt>
|
---|
426 | This command loads in levels. There are two methods you</tt>
|
---|
427 | <br><tt>
|
---|
428 | can use to do this. The first is the command line -- simply</tt>
|
---|
429 | <br><tt>
|
---|
430 | point the cursor at the text box at the top of the window,</tt>
|
---|
431 | <br><tt>
|
---|
432 | use the <BACKSPACE> key to delete the current contents, and</tt>
|
---|
433 | <br><tt>
|
---|
434 | type in the path and name of the level you wish to load.</tt>
|
---|
435 | <br><tt>
|
---|
436 | The second is the file selection system that uses the mouse.</tt>
|
---|
437 | <br><tt>
|
---|
438 | Under the text box, you will notice a list of files in the</tt>
|
---|
439 | <br><tt>
|
---|
440 | current directory. By double clicking on a directory, you</tt>
|
---|
441 | <br><tt>
|
---|
442 | can move around your directory structure. Double clicking on</tt>
|
---|
443 | <br><tt>
|
---|
444 | a file will have the editor try to load it as a level.</tt>
|
---|
445 | <br><tt>
|
---|
446 | -------NOTE----------</tt>
|
---|
447 | <br><tt>
|
---|
448 | The file selection system does not work for loading up files</tt>
|
---|
449 | <br><tt>
|
---|
450 | outside the directory from which ABUSE was ran. Use the</tt>
|
---|
451 | <br><tt>
|
---|
452 | command line to load up levels from other directories outside</tt>
|
---|
453 | <br><tt>
|
---|
454 | the current one.</tt>
|
---|
455 | <p><tt> Save level (S)</tt>
|
---|
456 | <br><tt>
|
---|
457 | This command saves levels. A shortcut key is <SHIFT>-<s>.</tt>
|
---|
458 | <br><tt>
|
---|
459 | This command will save the level with the name and path of the</tt>
|
---|
460 | <br><tt>
|
---|
461 | currently loaded level.</tt>
|
---|
462 | <p><tt> Save level as</tt>
|
---|
463 | <br><tt>
|
---|
464 | This command saves a level using a different name from the</tt>
|
---|
465 | <br><tt>
|
---|
466 | currently loaded level. Its methods are the same as the Load</tt>
|
---|
467 | <br><tt>
|
---|
468 | Level command, and it has the same limitaions.</tt>
|
---|
469 | <p><tt> Save game</tt>
|
---|
470 | <br><tt>
|
---|
471 | The save game command saves the level with your current</tt>
|
---|
472 | <br><tt>
|
---|
473 | position and weapon status. When the level is loaded up,</tt>
|
---|
474 | <br><tt>
|
---|
475 | the player will begin at the position from which the game</tt>
|
---|
476 | <br><tt>
|
---|
477 | was saved. This differs from the other save level commands</tt>
|
---|
478 | <br><tt>
|
---|
479 | in those do not save your current position, and weapon status.</tt>
|
---|
480 | <p><tt> New level</tt>
|
---|
481 | <br><tt>
|
---|
482 | This command creates a new level.</tt>
|
---|
483 | <p><tt> Resize map</tt>
|
---|
484 | <br><tt>
|
---|
485 | This command resizes the map (level). The default size is</tt>
|
---|
486 | <br><tt>
|
---|
487 | 100 x 100 tiles. A tile is 30 x 15 pixels, so this</tt>
|
---|
488 | <br><tt>
|
---|
489 | translates into a 3000 x 1500 pixel world, or roughly</tt>
|
---|
490 | <br><tt>
|
---|
491 | 9.5 x 7.5 screens at the default resolution of 320x200.</tt>
|
---|
492 | <br><tt>
|
---|
493 | To change the size of the world type in the new parameters</tt>
|
---|
494 | <br><tt>
|
---|
495 | and press <OK>.</tt>
|
---|
496 | <p><tt> Suspend non-players</tt>
|
---|
497 | <br><tt>
|
---|
498 | This command stops all objects from being processed, aside</tt>
|
---|
499 | <br><tt>
|
---|
500 | from the main character. You will notice that when you</tt>
|
---|
501 | <br><tt>
|
---|
502 | execute this command, the main characters upper body is</tt>
|
---|
503 | <br><tt>
|
---|
504 | frozen. This is because the main character is composed of two</tt>
|
---|
505 | <br><tt>
|
---|
506 | objects, and only the lower half is processed. This mode</tt>
|
---|
507 | <br><tt>
|
---|
508 | is useful in level designing when you don't want to</tt>
|
---|
509 | <br><tt>
|
---|
510 | disturb the world as you roam about.</tt>
|
---|
511 | <p><tt> Play mode toggle (TAB)</tt>
|
---|
512 | <br><tt>
|
---|
513 | This command starts the game from edit mode, allowing you to</tt>
|
---|
514 | <br><tt>
|
---|
515 | play the game as you normally would. Once you select this</tt>
|
---|
516 | <br><tt>
|
---|
517 | command you can only use the short-cut key (TAB) to return to</tt>
|
---|
518 | <br><tt>
|
---|
519 | edit mode. It is suggested you use this key and forgo the menu</tt>
|
---|
520 | <br><tt>
|
---|
521 | command, as the shortcut is much faster and not as tedious,</tt>
|
---|
522 | <br><tt>
|
---|
523 | and you will find yourself using it often.</tt>
|
---|
524 | <p><tt> Save palettes</tt>
|
---|
525 | <br><tt>
|
---|
526 | This command saves palettes to a file called edit.lsp, which</tt>
|
---|
527 | <br><tt>
|
---|
528 | can be edited using a conventional text editor. Palettes will</tt>
|
---|
529 | <br><tt>
|
---|
530 | be discussed in detail later in this document.</tt>
|
---|
531 | <p><tt> Start cache profile</tt>
|
---|
532 | <br><tt>
|
---|
533 | This is a level optimization feature. It lets the engine know</tt>
|
---|
534 | <br><tt>
|
---|
535 | in advance which graphics and sounds will be used in a level,</tt>
|
---|
536 | <br><tt>
|
---|
537 | so that it can store them in an efficient manner, resulting</tt>
|
---|
538 | <br><tt>
|
---|
539 | in reduced disk access when playing the level.</tt>
|
---|
540 | <br><tt>
|
---|
541 | -----------------------NOTE--------------------------</tt>
|
---|
542 | <br><tt>
|
---|
543 | This command should only be used for COMPLETED levels.</tt>
|
---|
544 | <br><tt>
|
---|
545 | To use this command properly these steps must be followed :</tt>
|
---|
546 | <p><tt>
|
---|
547 | 1) Start a new level from the proper position and state.</tt>
|
---|
548 | <br><tt>
|
---|
549 | 2) Select this command from the menu system.</tt>
|
---|
550 | <br><tt>
|
---|
551 | 3) Enter play mode.</tt>
|
---|
552 | <br><tt>
|
---|
553 | 4) Play through the level as you normally would. Using</tt>
|
---|
554 | <br><tt>
|
---|
555 | save positions is ok. Each time graphics, sound,</tt>
|
---|
556 | <br><tt>
|
---|
557 | etc. is used, the game makes note of it.</tt>
|
---|
558 | <br><tt>
|
---|
559 | 5) Continue until you reach the end of the level. Do NOT</tt>
|
---|
560 | <br><tt>
|
---|
561 | go to the next level.</tt>
|
---|
562 | <br><tt>
|
---|
563 | 6) Press tab to return to edit mode.</tt>
|
---|
564 | <br><tt>
|
---|
565 | 7) Use the load command to reload the level.</tt>
|
---|
566 | <br><tt>
|
---|
567 | 8) Save the level from the menu, or by using <SHIFT>-<s></tt>
|
---|
568 | <br><tt>
|
---|
569 | 9) Choose End Cache Profile from the file menu.</tt>
|
---|
570 | <p><tt> End/save cache profile</tt>
|
---|
571 | <br><tt>
|
---|
572 | This command will save and end the cache optimization</tt>
|
---|
573 | <br><tt>
|
---|
574 | procedure. It saves the data to a file under the name</tt>
|
---|
575 | <br><tt>
|
---|
576 | and directory of the original level with an extensiton of</tt>
|
---|
577 | <br><tt>
|
---|
578 | .cpf.</tt>
|
---|
579 | <p><tt> From the FILE menu you
|
---|
580 | will use the Load Level command most often.</tt>
|
---|
581 | <br><tt>The rest are occasionally used, and the Save Level command has
|
---|
582 | a keyboard</tt>
|
---|
583 | <br><tt>short-cut so it will not be necessary to use the menu for that
|
---|
584 | command. Now</tt>
|
---|
585 | <br><tt>let's take a look at the EDIT menus.</tt>
|
---|
586 | <p><tt>Under EDIT ----></tt>
|
---|
587 | <br><tt>
|
---|
588 | Toggle light</tt>
|
---|
589 | <br><tt>
|
---|
590 | Set scroll rate</tt>
|
---|
591 | <br><tt>
|
---|
592 | Center on player</tt>
|
---|
593 | <br><tt>
|
---|
594 | Add palette</tt>
|
---|
595 | <br><tt>
|
---|
596 | Toggle Delays</tt>
|
---|
597 | <p><tt>
|
---|
598 | God mode</tt>
|
---|
599 | <br><tt>
|
---|
600 | Clear weapons (z)</tt>
|
---|
601 | <br><tt>
|
---|
602 | Mouse scroll</tt>
|
---|
603 | <br><tt>
|
---|
604 | Lock palette windows</tt>
|
---|
605 | <br><tt>
|
---|
606 | Raise all foreground</tt>
|
---|
607 | <br><tt>
|
---|
608 | Toggle object names</tt>
|
---|
609 | <p><tt>
|
---|
610 | Toggle map (m)</tt>
|
---|
611 | <br><tt>
|
---|
612 | Shrink to 320x200 (F10)</tt>
|
---|
613 | <br><tt>
|
---|
614 | Disable view shifts</tt>
|
---|
615 | <br><tt>
|
---|
616 | Ultra Smooth draw (U)</tt>
|
---|
617 | <br><tt>
|
---|
618 | Disable Autolight (A)</tt>
|
---|
619 | <br><tt>
|
---|
620 | Show FPS/Obj count</tt>
|
---|
621 | <p><tt>
|
---|
622 | Record demo</tt>
|
---|
623 | <br><tt>
|
---|
624 | Play demo</tt>
|
---|
625 | <br>
|
---|
626 | <p><tt> Toggle light</tt>
|
---|
627 | <br><tt>
|
---|
628 | This command turns on and off the lighting. Lighting is a</tt>
|
---|
629 | <br><tt>
|
---|
630 | unique feature of the Abuse engine, allowing the level</tt>
|
---|
631 | <br><tt>
|
---|
632 | designer to create new and interesting scenes simply</tt>
|
---|
633 | <br><tt>
|
---|
634 | by moving around the light sources. However, it can be</tt>
|
---|
635 | <br><tt>
|
---|
636 | distracting while editing a level, so this command is</tt>
|
---|
637 | <br><tt>
|
---|
638 | provided.</tt>
|
---|
639 | <p><tt> Set scroll rate</tt>
|
---|
640 | <br><tt>
|
---|
641 | This command modifies the rate at which the foreground</tt>
|
---|
642 | <br><tt>
|
---|
643 | layer and background layer scroll relative to each other.</tt>
|
---|
644 | <br><tt>
|
---|
645 | The Abuse engine has the capability for 2 layers of</tt>
|
---|
646 | <br><tt>
|
---|
647 | parallaxing. The top layer is called the foreground layer</tt>
|
---|
648 | <br><tt>
|
---|
649 | and the bottom is called the background layer. The parameters</tt>
|
---|
650 | <br><tt>
|
---|
651 | for the scroll rate are:</tt>
|
---|
652 | <p><tt>
|
---|
653 | rate for background scroll in x axis:</tt>
|
---|
654 | <br><tt>
|
---|
655 | rate for foreground scroll in x axis:</tt>
|
---|
656 | <p><tt>
|
---|
657 | rate for background scroll in y axis:</tt>
|
---|
658 | <br><tt>
|
---|
659 | rate for foreground scroll in y axis:</tt>
|
---|
660 | <p><tt>
|
---|
661 | For example if the parameters were:</tt>
|
---|
662 | <p><tt>
|
---|
663 | X mul 1</tt>
|
---|
664 | <br><tt>
|
---|
665 | X div 2</tt>
|
---|
666 | <p><tt>
|
---|
667 | Y mul 1</tt>
|
---|
668 | <br><tt>
|
---|
669 | Y div 2</tt>
|
---|
670 | <p><tt>
|
---|
671 | Then background would scroll twice as fast as the</tt>
|
---|
672 | <br><tt>
|
---|
673 | foreground in the x and y axes.</tt>
|
---|
674 | <p><tt> Center on player</tt>
|
---|
675 | <br><tt>
|
---|
676 | This command will center the screen on the main character.</tt>
|
---|
677 | <br><tt>
|
---|
678 | It's very useful since the Abuse engine allows the level</tt>
|
---|
679 | <br><tt>
|
---|
680 | designer to move the center of the screen away from the</tt>
|
---|
681 | <br><tt>
|
---|
682 | character. The short-cut key is <c>.</tt>
|
---|
683 | <p><tt> Add palette</tt>
|
---|
684 | <br><tt>
|
---|
685 | This command allows the level designer to make custom</tt>
|
---|
686 | <br><tt>
|
---|
687 | palettes. When you choose this command, a dialog box will</tt>
|
---|
688 | <br><tt>
|
---|
689 | open with several fields. Type in an appropriate name, as well</tt>
|
---|
690 | <br><tt>
|
---|
691 | as width and height values. Since the palette can be resized</tt>
|
---|
692 | <br><tt>
|
---|
693 | with the arrow keys, you do not need to worry about getting</tt>
|
---|
694 | <br><tt>
|
---|
695 | the size perfect. You will now have a blank palette window.</tt>
|
---|
696 | <br><tt>
|
---|
697 | You can add foreground tiles to this window by selecting a</tt>
|
---|
698 | <br><tt>
|
---|
699 | tile from the foreground tile window (see below), and then</tt>
|
---|
700 | <br><tt>
|
---|
701 | clicking in the palette window with the RIGHT mouse button.</tt>
|
---|
702 | <br><tt>
|
---|
703 | Palettes are discussed in detail in the section on the</tt>
|
---|
704 | <br><tt>
|
---|
705 | Palettes menu option, below.</tt>
|
---|
706 | <p><tt> Toggle Delays</tt>
|
---|
707 | <br><tt>
|
---|
708 | This command will allow the game to run at the fastest speed</tt>
|
---|
709 | <br><tt>
|
---|
710 | your machine is capable of. There should be a message telling</tt>
|
---|
711 | <br><tt>
|
---|
712 | you whether delays are being turned on or off after you choose</tt>
|
---|
713 | <br><tt>
|
---|
714 | this command. The keyboard short-cut is <SHIFT>-<d>.</tt>
|
---|
715 | <p><tt> God mode</tt>
|
---|
716 | <br><tt>
|
---|
717 | In this mode you have all the weapons, unlimited ammo, and</tt>
|
---|
718 | <br><tt>
|
---|
719 | cannot be killed. The SHAREWARE version has only four</tt>
|
---|
720 | <br><tt>
|
---|
721 | weapons as opposed to the COMMERCIAL versions full eight</tt>
|
---|
722 | <br><tt>
|
---|
723 | weapon types. The keyboard short-cut is <SHIFT>-<z>.</tt>
|
---|
724 | <p><tt> Clear weapons (z)</tt>
|
---|
725 | <br><tt>
|
---|
726 | This command resets your weapon status, leaving you</tt>
|
---|
727 | <br><tt>
|
---|
728 | with only the laser rifle. All ammo will be set to 0.</tt>
|
---|
729 | <br><tt>
|
---|
730 | This is useful when designing and debugging levels,</tt>
|
---|
731 | <br><tt>
|
---|
732 | since the Abuse engine does not clear your weapons</tt>
|
---|
733 | <br><tt>
|
---|
734 | status when you reset the level. The keyboard shortcut</tt>
|
---|
735 | <br><tt>
|
---|
736 | is <z>.</tt>
|
---|
737 | <p><tt> Mouse scroll</tt>
|
---|
738 | <br><tt>
|
---|
739 | An optional feature is the ability to use the mouse as a</tt>
|
---|
740 | <br><tt>
|
---|
741 | scrolling device. If this command is active (as indicated</tt>
|
---|
742 | <br><tt>
|
---|
743 | by an asterisk), you can move around the level by pushing</tt>
|
---|
744 | <br><tt>
|
---|
745 | the cursor against the boundaries of the screen. You can</tt>
|
---|
746 | <br><tt>
|
---|
747 | also use the arrow keys to scroll around, however, you must</tt>
|
---|
748 | <br><tt>
|
---|
749 | take care that you do not accidentally resize palette windows</tt>
|
---|
750 | <br><tt>
|
---|
751 | when using them.</tt>
|
---|
752 | <p><tt> Lock palette windows</tt>
|
---|
753 | <br><tt>
|
---|
754 | This command prevents any accidential alteration to</tt>
|
---|
755 | <br><tt>
|
---|
756 | palettes. When this command is active (as indicated by an</tt>
|
---|
757 | <br><tt>
|
---|
758 | asterisk) none of the palette windows can be resized nor</tt>
|
---|
759 | <br><tt>
|
---|
760 | can the tiles in them be changed. To deactivate this command,</tt>
|
---|
761 | <br><tt>
|
---|
762 | simply select it again.</tt>
|
---|
763 | <p><tt> Raise all foreground</tt>
|
---|
764 | <br><tt>
|
---|
765 | This command will, when active as indicated by the asterisk,</tt>
|
---|
766 | <br><tt>
|
---|
767 | make all the foreground tiles laid down in the level be</tt>
|
---|
768 | <br><tt>
|
---|
769 | raised. Raised foreground tiles are drawn in front of the</tt>
|
---|
770 | <br><tt>
|
---|
771 | character. When in edit mode all raised foregrounds will have</tt>
|
---|
772 | <br><tt>
|
---|
773 | an 'X' drawn over them. You can deactivate this command by</tt>
|
---|
774 | <br><tt>
|
---|
775 | selecting it from he menu again. To raise and lower individual</tt>
|
---|
776 | <br><tt>
|
---|
777 | tiles, position the cursor over the tile you wish to raise or</tt>
|
---|
778 | <br><tt>
|
---|
779 | lower and press the <r> key.</tt>
|
---|
780 | <p><tt> Toggle object names</tt>
|
---|
781 | <br><tt>
|
---|
782 | When this command is active, each object will have its name</tt>
|
---|
783 | <br><tt>
|
---|
784 | displayed below it in green.</tt>
|
---|
785 | <p><tt> Toggle map
|
---|
786 | (m)</tt>
|
---|
787 | <br><tt>
|
---|
788 |
|
---|
789 | This command will display a map of the level. The map is a</tt>
|
---|
790 | <br><tt>
|
---|
791 | global representation of the level, with area boxes shown.</tt>
|
---|
792 | <br><tt>
|
---|
793 | An area box is an area of the level that has its own</tt>
|
---|
794 | <br><tt>
|
---|
795 | ambient light and screen displacement values. The map can</tt>
|
---|
796 | <br><tt>
|
---|
797 | be scrolled around with the arrow keys, or with the mouse</tt>
|
---|
798 | <br><tt>
|
---|
799 | if mouse scroll is activated.</tt>
|
---|
800 | <br><tt>
|
---|
801 | Ambient light is the global level of lighting. A</tt>
|
---|
802 | <br><tt>
|
---|
803 | player can only have one ambient light value at a time.</tt>
|
---|
804 | <br><tt>
|
---|
805 | However with the help of area boxes, you can have multiple</tt>
|
---|
806 | <br><tt>
|
---|
807 | ambient light values. Once a player leaves an area box, the</tt>
|
---|
808 | <br><tt>
|
---|
809 | screen displacement and ambient light do not return to their</tt>
|
---|
810 | <br><tt>
|
---|
811 | original values. The values of the screen displacement and</tt>
|
---|
812 | <br><tt>
|
---|
813 | ambient light change only when the player enters another area</tt>
|
---|
814 | <br><tt>
|
---|
815 | box. Screen displacement shifts the center of the screen</tt>
|
---|
816 | <br><tt>
|
---|
817 | away from the player. You can access these parameters and</tt>
|
---|
818 | <br><tt>
|
---|
819 | others via the toolbar window, which can be opened from the</tt>
|
---|
820 | <br><tt>
|
---|
821 | WINDOWS menu. See the section on the toolbar window, below,</tt>
|
---|
822 | <br><tt>
|
---|
823 | for a description of the tools and what they do.</tt>
|
---|
824 | <br><tt>
|
---|
825 | The keyboard shortcut for map mode is <m>. To get</tt>
|
---|
826 | <br><tt>
|
---|
827 | out of map mode, simply press <m> again.</tt>
|
---|
828 | <p><tt> Shrink to 320x200 (F10)</tt>
|
---|
829 | <br><tt>
|
---|
830 | This command shrinks the view window to 320x200 resolution.</tt>
|
---|
831 | <br><tt>
|
---|
832 | When working in hi-res mode, this can give you an idea of</tt>
|
---|
833 | <br><tt>
|
---|
834 | what the player will see in low-res mode.</tt>
|
---|
835 | <p><tt> Disable view shifts</tt>
|
---|
836 | <br><tt>
|
---|
837 | If this command is activated (it will have an asterisk next</tt>
|
---|
838 | <br><tt>
|
---|
839 | to it in the menu selection) view shifts will not take place</tt>
|
---|
840 | <br><tt>
|
---|
841 | when the player enters a new area box. When developing a</tt>
|
---|
842 | <br><tt>
|
---|
843 | level, this command can prevent accidental and annoying</tt>
|
---|
844 | <br><tt>
|
---|
845 | view shifts. To enable view shifts, simply reselect this</tt>
|
---|
846 | <br><tt>
|
---|
847 | command.</tt>
|
---|
848 | <p><tt> Ultra Smooth draw (U)</tt>
|
---|
849 | <br><tt>
|
---|
850 | This command will draw the characters as smoothly as possible.</tt>
|
---|
851 | <br><tt>
|
---|
852 | This command currently is under development and should</tt>
|
---|
853 | <br><tt>
|
---|
854 | not be used.</tt>
|
---|
855 | <p><tt> Disable Autolight (A)</tt>
|
---|
856 | <br><tt>
|
---|
857 | This command disables the autolight feature. The autolight</tt>
|
---|
858 | <br><tt>
|
---|
859 | feature will turn off the lighting if the frame rate drops</tt>
|
---|
860 | <br><tt>
|
---|
861 | below 9 frames per second. Disable this if you're working on</tt>
|
---|
862 | <br><tt>
|
---|
863 | a slow machine and want to see the lighting no matter what</tt>
|
---|
864 | <br><tt>
|
---|
865 | the speed. To enable autolighting again, reselect this from</tt>
|
---|
866 | <br><tt>
|
---|
867 | the menu. The keyboard short cut is <SHIFT>-<a>.</tt>
|
---|
868 | <p><tt> Show FPS/Obj count</tt>
|
---|
869 | <br><tt>
|
---|
870 | This command prints the number of frames per second and the</tt>
|
---|
871 | <br><tt>
|
---|
872 | number of objects currently being processed in the upper</tt>
|
---|
873 | <br><tt>
|
---|
874 | left hand corner of the screen.</tt>
|
---|
875 | <p><tt> Record demo</tt>
|
---|
876 | <br><tt>
|
---|
877 | This command will begin recording a demo of the game. These</tt>
|
---|
878 | <br><tt>
|
---|
879 | demos can be viewed with the play demo command.</tt>
|
---|
880 | <p><tt> Play demo</tt>
|
---|
881 | <br><tt>
|
---|
882 | this will play the demo which you have recorded.</tt>
|
---|
883 | <p><tt> The EDIT menu is very
|
---|
884 | important to designing levels. Most of the</tt>
|
---|
885 | <br><tt>important functions have keyboard shortcuts and can greatly speed
|
---|
886 | up</tt>
|
---|
887 | <br><tt>level designing. Now let's take a look at the WINDOWS menu.</tt>
|
---|
888 | <p><tt>WINDOWS-></tt>
|
---|
889 | <br><tt> Foreground (f)</tt>
|
---|
890 | <br><tt> Background (b)</tt>
|
---|
891 | <br><tt> Draw layers (L)</tt>
|
---|
892 | <br><tt> Lighting
|
---|
893 | (l)</tt>
|
---|
894 | <br><tt> Palettes
|
---|
895 | (p)</tt>
|
---|
896 | <br><tt> Objects
|
---|
897 | (o)</tt>
|
---|
898 | <br><tt> Console
|
---|
899 | (/)</tt>
|
---|
900 | <br><tt> Tool Bar
|
---|
901 | (a)</tt>
|
---|
902 | <br><tt> Search
|
---|
903 | (s)</tt>
|
---|
904 | <br><tt> Profile
|
---|
905 | (P)</tt>
|
---|
906 | <br><tt> Save positions</tt>
|
---|
907 | <p><tt> Foreground (f)</tt>
|
---|
908 | <br><tt>
|
---|
909 | This command will bring up the foreground tile window.</tt>
|
---|
910 | <br><tt>
|
---|
911 | From this window you can select foreground tiles to place</tt>
|
---|
912 | <br><tt>
|
---|
913 | in the game world.</tt>
|
---|
914 | <br><tt>
|
---|
915 | To expand the foreground window, place your mouse cursor</tt>
|
---|
916 | <br><tt>
|
---|
917 | inside the foreground window and press <SHIFT>-<f>.</tt>
|
---|
918 | <br><tt>
|
---|
919 | Multiple presses will expand the window even further,</tt>
|
---|
920 | <br><tt>
|
---|
921 | though it will eventually return to a single tile window</tt>
|
---|
922 | <br><tt>
|
---|
923 | window. If the foreground tiles seem small, place the</tt>
|
---|
924 | <br><tt>
|
---|
925 | cursor in the window and press the <+> key to make them</tt>
|
---|
926 | <br><tt>
|
---|
927 | full size. Similarly, if they are taking up too much space,</tt>
|
---|
928 | <br><tt>
|
---|
929 | press the <-> key to shrink them. Note that the 0 color black</tt>
|
---|
930 | <br><tt>
|
---|
931 | is drawn as beige in the foreground tiles, for identification</tt>
|
---|
932 | <br><tt>
|
---|
933 | purposes. To select a tile from this window, simply click on</tt>
|
---|
934 | <br><tt>
|
---|
935 | it. You can then place the tile by moving to where you want to</tt>
|
---|
936 | <br><tt>
|
---|
937 | put it and left clicking. The keyboard shortcut is the <f> key.</tt>
|
---|
938 | <p><tt> Background (b)</tt>
|
---|
939 | <br><tt>
|
---|
940 | This selection will bring up the background tile window.</tt>
|
---|
941 | <br><tt>
|
---|
942 | These tiles are drawn behind the foreground tiles, and will</tt>
|
---|
943 | <br><tt>
|
---|
944 | show through only where there are no foreground tiles, or</tt>
|
---|
945 | <br><tt>
|
---|
946 | where the color black (0 color) is present in foreground</tt>
|
---|
947 | <br><tt>
|
---|
948 | tiles. You can select tiles from this window using the same</tt>
|
---|
949 | <br><tt>
|
---|
950 | method as for the foreground window. However, to place tiles,</tt>
|
---|
951 | <br><tt>
|
---|
952 | you must right click, as a left click will place a foreground</tt>
|
---|
953 | <br><tt>
|
---|
954 | tile. The keyboard shortcut is <b>.</tt>
|
---|
955 | <p><tt> Draw layers (L)</tt>
|
---|
956 | <br><tt>
|
---|
957 | This selection opens the layers window. The buttons in this</tt>
|
---|
958 | <br><tt>
|
---|
959 | window toggle the display of various layers. That is, you can</tt>
|
---|
960 | <br><tt>
|
---|
961 | toggle the drawing of, among other things, lighting effects</tt>
|
---|
962 | <br><tt>
|
---|
963 | and foreground tiles. The latter would be useful when laying</tt>
|
---|
964 | <br><tt>
|
---|
965 | down background tiles.</tt>
|
---|
966 | <p><tt>
|
---|
967 | FORE : Toggles the foreground layer.</tt>
|
---|
968 | <br><tt>
|
---|
969 | BACK : Toggles the background layer.</tt>
|
---|
970 | <br><tt>
|
---|
971 | BOUND : Toggles the bounding boxes on foreground tiles.</tt>
|
---|
972 | <br><tt>
|
---|
973 | Bounding boxes block the player, so that one can</tt>
|
---|
974 | <br><tt>
|
---|
975 | walk on floors and be stopped by walls.</tt>
|
---|
976 | <br><tt>
|
---|
977 | LIGHT : Toggles the lighting.</tt>
|
---|
978 | <br><tt>
|
---|
979 | LINKS : Toggles the display of links between objects.</tt>
|
---|
980 | <br><tt>
|
---|
981 | In areas with lots of links, they can sometimes</tt>
|
---|
982 | <br><tt>
|
---|
983 | obscure the foreground. Note that when off, the</tt>
|
---|
984 | <br><tt>
|
---|
985 | light icons will not be drawn.</tt>
|
---|
986 | <p><tt>
|
---|
987 | The keyboard shortcut is <SHIFT>-<l>.</tt>
|
---|
988 | <p><tt> Lighting
|
---|
989 | (l)</tt>
|
---|
990 | <br><tt>
|
---|
991 | This will bring up the lighting window. This window has</tt>
|
---|
992 | <br><tt>
|
---|
993 | buttons for a variety of light source shapes, as well as an</tt>
|
---|
994 | <br><tt>
|
---|
995 | ambient button. Lights are respresented by a white, circular</tt>
|
---|
996 | <br><tt>
|
---|
997 | or semi-circular icon, depending upon its shape. You select</tt>
|
---|
998 | <br><tt>
|
---|
999 | and place a light in the same way you do a foreground tile.</tt>
|
---|
1000 | <p><tt>
|
---|
1001 | Sometimes you will want to modify the size or shape of the</tt>
|
---|
1002 | <br><tt>
|
---|
1003 | light. There are several ways to do this. The first method</tt>
|
---|
1004 | <br><tt>
|
---|
1005 | uses the keyboard almost entirely :</tt>
|
---|
1006 | <p><tt>
|
---|
1007 | 1) Position the cursor over the light whose shape</tt>
|
---|
1008 | <br><tt>
|
---|
1009 | you wish to change. Or, you can skip to step 3,</tt>
|
---|
1010 | <br><tt>
|
---|
1011 | if you have selected a light but have not dropped it.</tt>
|
---|
1012 | <br><tt>
|
---|
1013 | 2) Press the <SPACEBAR> to pick it up.</tt>
|
---|
1014 | <br><tt>
|
---|
1015 | 3) Use the arrow keys to reshape the light, or + and - to</tt>
|
---|
1016 | <br><tt>
|
---|
1017 | resize it.</tt>
|
---|
1018 | <p><tt>
|
---|
1019 | The second method involves the use of the extended options</tt>
|
---|
1020 | <br><tt>
|
---|
1021 | window :</tt>
|
---|
1022 | <p><tt>
|
---|
1023 | 1) Click on the light.</tt>
|
---|
1024 | <br><tt>
|
---|
1025 | 2) Modify the W and H fields for the light. These will</tt>
|
---|
1026 | <br><tt>
|
---|
1027 | change the width and height, respectively. Note</tt>
|
---|
1028 | <br><tt>
|
---|
1029 | that these fields expect small numbers. The L2 field</tt>
|
---|
1030 | <br><tt>
|
---|
1031 | will change the size of the light. This field can</tt>
|
---|
1032 | <br><tt>
|
---|
1033 | accept very large numbers.</tt>
|
---|
1034 | <p><tt>
|
---|
1035 | The keyboard shortcut is <l>. Lighting is an excellent</tt>
|
---|
1036 | <br><tt>
|
---|
1037 | tool for creating mood in the levels. Learn how to use the</tt>
|
---|
1038 | <br><tt>
|
---|
1039 | lighting well.</tt>
|
---|
1040 | <p><tt> Palettes
|
---|
1041 | (p)</tt>
|
---|
1042 | <br><tt>
|
---|
1043 | This command will open a window containing a list of palettes.</tt>
|
---|
1044 | <br><tt>
|
---|
1045 | Choose one and double click on it to open a palette window.</tt>
|
---|
1046 | <br><tt>
|
---|
1047 | Sometimes the palette windows will be shrunken so as to take</tt>
|
---|
1048 | <br><tt>
|
---|
1049 | up less space. Palette windows can be shrunk and expanded,</tt>
|
---|
1050 | <br><tt>
|
---|
1051 | just as the foreground and background windows can. While in</tt>
|
---|
1052 | <br><tt>
|
---|
1053 | this window, hold shift and type a letter to jump to the</tt>
|
---|
1054 | <br><tt>
|
---|
1055 | palettes starting with that letter.</tt>
|
---|
1056 | <p><tt>
|
---|
1057 | Palettes have a variety of uses. Not only can they be used as</tt>
|
---|
1058 | <br><tt>
|
---|
1059 | custom tile libraries, they can be used to fill areas, or to</tt>
|
---|
1060 | <br><tt>
|
---|
1061 | stamp down one set of tiles at a time. They are quite useful</tt>
|
---|
1062 | <br><tt>
|
---|
1063 | for creating complex patterns of tiles with great speed. To</tt>
|
---|
1064 | <br><tt>
|
---|
1065 | stamp down the palette, click on the palette's window bar with</tt>
|
---|
1066 | <br><tt>
|
---|
1067 | the left mouse button. While keeping the mouse button held</tt>
|
---|
1068 | <br><tt>
|
---|
1069 | down, drag the upper left corner of the window to the position</tt>
|
---|
1070 | <br><tt>
|
---|
1071 | where you wish to stamp, then press the <SPACEBAR> key. If you</tt>
|
---|
1072 | <br><tt>
|
---|
1073 | wish to fill, press the <t> key instead. The result of a</tt>
|
---|
1074 | <br><tt>
|
---|
1075 | palette stamp is perhaps best shown rather than described.</tt>
|
---|
1076 | <br><tt>
|
---|
1077 | Assume that the palette is being stamped at the upper left</tt>
|
---|
1078 | <br><tt>
|
---|
1079 | corner of the grid. A-d are foreground tiles.</tt>
|
---|
1080 | <p><tt>
|
---|
1081 | Palette Grid before stamp
|
---|
1082 | Grid after stamp</tt>
|
---|
1083 | <br><tt>
|
---|
1084 | +-+-+
|
---|
1085 | +-+-+
|
---|
1086 | +-+-+</tt>
|
---|
1087 | <br><tt>
|
---|
1088 | |a|b|
|
---|
1089 | | | |
|
---|
1090 | |a|b|</tt>
|
---|
1091 | <br><tt>
|
---|
1092 | +-+-+
|
---|
1093 | +-+-+
|
---|
1094 | +-+-+</tt>
|
---|
1095 | <br><tt>
|
---|
1096 | |c|d|
|
---|
1097 | | | |
|
---|
1098 | |c|d|</tt>
|
---|
1099 | <br><tt>
|
---|
1100 | +-+-+
|
---|
1101 | +-+-+
|
---|
1102 | +-+-+</tt>
|
---|
1103 | <p><tt>
|
---|
1104 | Palettes can also be used to fill or stamp one tile</tt>
|
---|
1105 | <br><tt>
|
---|
1106 | at a time. Simply left click on a tile in the palette window,</tt>
|
---|
1107 | <br><tt>
|
---|
1108 | then place it as you normally would. Do NOT right click, as</tt>
|
---|
1109 | <br><tt>
|
---|
1110 | you might accidentally alter your palette. To help prevent</tt>
|
---|
1111 | <br><tt>
|
---|
1112 | accidental alterations to the palette, read about the Lock</tt>
|
---|
1113 | <br><tt>
|
---|
1114 | Palette Windows command, above.</tt>
|
---|
1115 | <p><tt>
|
---|
1116 | To expand or shrink a palette, simply position the</tt>
|
---|
1117 | <br><tt>
|
---|
1118 | cursor in the palette window and use the arrow keys to resize</tt>
|
---|
1119 | <br><tt>
|
---|
1120 | it. BE CAREFUL with this -- if you shrink a palette, any tiles</tt>
|
---|
1121 | <br><tt>
|
---|
1122 | that were in area you just shrunk will no longer be there,</tt>
|
---|
1123 | <br><tt>
|
---|
1124 | even if you expand the palette back to where it was. This is</tt>
|
---|
1125 | <br><tt>
|
---|
1126 | annoying, at best.</tt>
|
---|
1127 | <p><tt>
|
---|
1128 | Also, make sure to use the Save Palettes command in</tt>
|
---|
1129 | <br><tt>
|
---|
1130 | the FILE menu to save your palettes so that you may use them</tt>
|
---|
1131 | <br><tt>
|
---|
1132 | in the future. Saving the level does NOT save the palettes.</tt>
|
---|
1133 | <br><tt>
|
---|
1134 | Palettes are very powerful tools to a level designer. They</tt>
|
---|
1135 | <br><tt>
|
---|
1136 | will allow you to do complex fills and create repetitive</tt>
|
---|
1137 | <br><tt>
|
---|
1138 | structures easily, as well as being custom libraries for</tt>
|
---|
1139 | <br><tt>
|
---|
1140 | tiles. Palettes are your friends.</tt>
|
---|
1141 | <p><tt> Objects
|
---|
1142 | (o)</tt>
|
---|
1143 | <br><tt>
|
---|
1144 | Objects are the core of the game. They are all the characters</tt>
|
---|
1145 | <br><tt>
|
---|
1146 | which you interact with. Each one has its own, unique AI</tt>
|
---|
1147 | <br><tt>
|
---|
1148 | settings. This window gives you a listing of all the objects</tt>
|
---|
1149 | <br><tt>
|
---|
1150 | in the game. While in this window, hold down shift and type a</tt>
|
---|
1151 | <br><tt>
|
---|
1152 | letter to jump to the objects beginning with that letter. See</tt>
|
---|
1153 | <br><tt>
|
---|
1154 | Object Listings and Descriptions for a complete overview of</tt>
|
---|
1155 | <br><tt>
|
---|
1156 | all the objects in the game. Some basic object utility</tt>
|
---|
1157 | <br><tt>
|
---|
1158 | commands are as follows :</tt>
|
---|
1159 | <p><tt>
|
---|
1160 | <SPACEBAR> Picks up object under cursor.</tt>
|
---|
1161 | <br><tt>
|
---|
1162 | <x> Flips object
|
---|
1163 | under cursor in x axis.</tt>
|
---|
1164 | <br><tt>
|
---|
1165 | <d> Deletes object
|
---|
1166 | under cursor.</tt>
|
---|
1167 | <br><tt>
|
---|
1168 | <SHIFT>-<c> Clone object under cursor.</tt>
|
---|
1169 | <br><tt>
|
---|
1170 | <CTRL> Position object to a grid.</tt>
|
---|
1171 | <br><tt>
|
---|
1172 | (object must be picked up)</tt>
|
---|
1173 | <br><tt>
|
---|
1174 | <ALT> Position object in the
|
---|
1175 | middle of a grid.</tt>
|
---|
1176 | <br><tt>
|
---|
1177 | (object must be picked up)</tt>
|
---|
1178 | <br><tt>
|
---|
1179 | <SHIFT>-<k> Kills last link of object under cursor.</tt>
|
---|
1180 | <br><tt>
|
---|
1181 | <k> Kills first
|
---|
1182 | link of object under cursor.</tt>
|
---|
1183 | <p><tt>
|
---|
1184 | The keyboard shortcut key for this window is <o></tt>
|
---|
1185 | <p><tt> Console
|
---|
1186 | (/)</tt>
|
---|
1187 | <br><tt>
|
---|
1188 | This will bring up the console window. The console window</tt>
|
---|
1189 | <br><tt>
|
---|
1190 | can accept command line inputs. It can also be used to</tt>
|
---|
1191 | <br><tt>
|
---|
1192 | modify the game and receive information about the game's</tt>
|
---|
1193 | <br><tt>
|
---|
1194 | state.</tt>
|
---|
1195 | <br><tt>
|
---|
1196 | The keyboard shortcut is </>.</tt>
|
---|
1197 | <p><tt> Tool Bar
|
---|
1198 | (a)</tt>
|
---|
1199 | <br><tt>
|
---|
1200 | This will bring up the toolbar window. It is used in</tt>
|
---|
1201 | <br><tt>
|
---|
1202 | conjunction with the map view to add and modify area boxes</tt>
|
---|
1203 | <br><tt>
|
---|
1204 | and place tiles in the map view.</tt>
|
---|
1205 | <p><tt>
|
---|
1206 | The toolbar menu has 3 icons : a pencil, an arrow, and a box</tt>
|
---|
1207 | <br><tt>
|
---|
1208 | made of broken lines. The pencil lets you lay down tiles</tt>
|
---|
1209 | <br><tt>
|
---|
1210 | that you have chosen from either the foreground window,</tt>
|
---|
1211 | <br><tt>
|
---|
1212 | palette window, or the current level itself. To lay down a</tt>
|
---|
1213 | <br><tt>
|
---|
1214 | tile in the game, simply press the right mouse button over</tt>
|
---|
1215 | <br><tt>
|
---|
1216 | an area in the map. The pencil mode is also useful for using</tt>
|
---|
1217 | <br><tt>
|
---|
1218 | the fill option. To fill an area in the map with one</tt>
|
---|
1219 | <br><tt>
|
---|
1220 | foreground tile, follow these steps :</tt>
|
---|
1221 | <p><tt>
|
---|
1222 | 1) Select a tile from any of the three sources.</tt>
|
---|
1223 | <br><tt>
|
---|
1224 | 2) Make sure the area you wish to fill is completely</tt>
|
---|
1225 | <br><tt>
|
---|
1226 | surrounded by tiles. If not, then lay down some tiles</tt>
|
---|
1227 | <br><tt>
|
---|
1228 | to fill the gaps.</tt>
|
---|
1229 | <br><tt>
|
---|
1230 | 3) Move the mouse pointer into the area.</tt>
|
---|
1231 | <br><tt>
|
---|
1232 | 4) Press the <t> key.</tt>
|
---|
1233 | <p><tt>
|
---|
1234 | To select a tile which has already been laid down,</tt>
|
---|
1235 | <br><tt>
|
---|
1236 | position your mouse cursor over the tile and press</tt>
|
---|
1237 | <br><tt>
|
---|
1238 | the <`> key. If your foreground window is open at the</tt>
|
---|
1239 | <br><tt>
|
---|
1240 | same time, it will jump to the tile you just selected.</tt>
|
---|
1241 | <br><tt>
|
---|
1242 | This selection mechanism will work in map mode as well.</tt>
|
---|
1243 | <p><tt>
|
---|
1244 | The box tool allows you to create a new area</tt>
|
---|
1245 | <br><tt>
|
---|
1246 | box. To do this, follow these simple steps :</tt>
|
---|
1247 | <p><tt>
|
---|
1248 | 1) Select the box tool.</tt>
|
---|
1249 | <br><tt>
|
---|
1250 | 2) Enter map mode, if you haven't already.</tt>
|
---|
1251 | <br><tt>
|
---|
1252 | 3) Hold down the left mouse button, then drag to</tt>
|
---|
1253 | <br><tt>
|
---|
1254 | create the box.</tt>
|
---|
1255 | <br><tt>
|
---|
1256 | 4) Release the mouse button.</tt>
|
---|
1257 | <p><tt>
|
---|
1258 | The arrow icon lets you modify the settings of an</tt>
|
---|
1259 | <br><tt>
|
---|
1260 | area box. To do this, follow this procedure :</tt>
|
---|
1261 | <p><tt>
|
---|
1262 | 1) Select the arrow tool.</tt>
|
---|
1263 | <br><tt>
|
---|
1264 | 2) Go to one of the yellow endpoints of the area box.</tt>
|
---|
1265 | <br><tt>
|
---|
1266 | Each area box has two endpoints; one at the upper left</tt>
|
---|
1267 | <br><tt>
|
---|
1268 | corner, and another at the lower right corner.</tt>
|
---|
1269 | <br><tt>
|
---|
1270 | 3) Double click on the endpoint. You will know when you</tt>
|
---|
1271 | <br><tt>
|
---|
1272 | have selected an area box, as it will have turned into</tt>
|
---|
1273 | <br><tt>
|
---|
1274 | a yellow box. This will bring up a window with several</tt>
|
---|
1275 | <br><tt>
|
---|
1276 | parameters :</tt>
|
---|
1277 | <br><tt>
|
---|
1278 | Ambient</tt>
|
---|
1279 | <br><tt>
|
---|
1280 | The global lighting level. It ranges from 0 to 63.</tt>
|
---|
1281 | <br><tt>
|
---|
1282 | A value of -1 means no change.</tt>
|
---|
1283 | <br><tt>
|
---|
1284 | Ambient Speed</tt>
|
---|
1285 | <br><tt>
|
---|
1286 | This is the increment at which the ambient light</tt>
|
---|
1287 | <br><tt>
|
---|
1288 | level changes when the player enters the area box.</tt>
|
---|
1289 | <br><tt>
|
---|
1290 | Obviously if the ambient light level is the same,</tt>
|
---|
1291 | <br><tt>
|
---|
1292 | there will be no change.</tt>
|
---|
1293 | <br><tt>
|
---|
1294 | View x off</tt>
|
---|
1295 | <br><tt>
|
---|
1296 | This is the number of pixels the player should be</tt>
|
---|
1297 | <br><tt>
|
---|
1298 | offset from the center of the screen, in the X axis.</tt>
|
---|
1299 | <br><tt>
|
---|
1300 | A negative value will shift the screen left, and a</tt>
|
---|
1301 | <br><tt>
|
---|
1302 | positive value will shift the screen right.</tt>
|
---|
1303 | <br><tt>
|
---|
1304 | View y off</tt>
|
---|
1305 | <br><tt>
|
---|
1306 | This is the number of pixels the player should be</tt>
|
---|
1307 | <br><tt>
|
---|
1308 | offset from the center of the screen, in the Y axis.</tt>
|
---|
1309 | <br><tt>
|
---|
1310 | If the value is negative, it will shift the screen</tt>
|
---|
1311 | <br><tt>
|
---|
1312 | upwards. A positive value will shift the screen</tt>
|
---|
1313 | <br><tt>
|
---|
1314 | downwards.</tt>
|
---|
1315 | <br><tt>
|
---|
1316 | View x speed</tt>
|
---|
1317 | <br><tt>
|
---|
1318 | The rate the view shifts, in pixels.</tt>
|
---|
1319 | <br><tt>
|
---|
1320 | View y speed</tt>
|
---|
1321 | <br><tt>
|
---|
1322 | The rate the view shifts, in pixels.</tt>
|
---|
1323 | <p><tt>
|
---|
1324 | Click on the <OK> (check) button to close the area</tt>
|
---|
1325 | <br><tt>
|
---|
1326 | box's extended option window to save the changes, or the</tt>
|
---|
1327 | <br><tt>
|
---|
1328 | <DELETE> (big red X) button to delete the area box.</tt>
|
---|
1329 | <p><tt> Search
|
---|
1330 | (s)</tt>
|
---|
1331 | <br><tt>
|
---|
1332 | This is currently under development, it will search for</tt>
|
---|
1333 | <br><tt>
|
---|
1334 | objects within a level. Do not use.</tt>
|
---|
1335 | <p><tt> Profile
|
---|
1336 | (P)</tt>
|
---|
1337 | <br><tt>
|
---|
1338 | The profile window will display the current objects and</tt>
|
---|
1339 | <br><tt>
|
---|
1340 | rank their CPU time. The higher up on the list, the more</tt>
|
---|
1341 | <br><tt>
|
---|
1342 | CPU time taken up by that object or group of objects.</tt>
|
---|
1343 | <p><tt> Save positions</tt>
|
---|
1344 | <br><tt>
|
---|
1345 | This command will save the positions of all opened windows.</tt>
|
---|
1346 | <br><tt>
|
---|
1347 | Thus, when reopened, they will appear where you left them.</tt>
|
---|
1348 | <br>
|
---|
1349 | <p><tt>[4]</tt>
|
---|
1350 | <br><a NAME="Tips" href="#Tips"></a><a NAME="Tips" href="#Tips"></a><tt><a href="#Tips" NAME="Tips">Level
|
---|
1351 | Designing Hints and Practicalities</a></tt>
|
---|
1352 | <p><tt>------------------------------------------------------------------------</tt>
|
---|
1353 | <br><tt>[4.a] Level Designing Hints and Practicalities</tt>
|
---|
1354 | <br><tt>------------------------------------------------------------------------</tt>
|
---|
1355 | <p><tt> If anyone has read this
|
---|
1356 | far, they either have to be crazy, or</tt>
|
---|
1357 | <br><tt>very determined. You make the call.</tt>
|
---|
1358 | <p><tt> If you don't want to
|
---|
1359 | draw your own tiles, you need to familiarize</tt>
|
---|
1360 | <br><tt>yourself with the tile set. A good way to do this is to take a
|
---|
1361 | look at the</tt>
|
---|
1362 | <br><tt>current levels, like LEVEL00.SPE, the training level. Using the
|
---|
1363 | <`> key,</tt>
|
---|
1364 | <br><tt>with the foreground window open, select the tiles which you have
|
---|
1365 | an interest</tt>
|
---|
1366 | <br><tt>in. Learn what they look like, and what they do. Also look at how
|
---|
1367 | the various</tt>
|
---|
1368 | <br><tt>tiles fit together. Use the layers window to turn on the bounding
|
---|
1369 | layer and</tt>
|
---|
1370 | <br><tt>see the bounding boxes for the various tiles. Use palettes so that
|
---|
1371 | you don't</tt>
|
---|
1372 | <br><tt>have to search through the foreground window for your favorite
|
---|
1373 | tiles. Play</tt>
|
---|
1374 | <br><tt>with the objects, see how they work with the player and with each
|
---|
1375 | other. And</tt>
|
---|
1376 | <br><tt>save your level often. Since you often mess up your level while
|
---|
1377 | testing it</tt>
|
---|
1378 | <br><tt>and killing monsters and so on, make use of the restore key (<SHIFT>-<r>),</tt>
|
---|
1379 | <br><tt>which will reload your level. Note that if you saved the game at
|
---|
1380 | a</tt>
|
---|
1381 | <br><tt>RESTART_POSITION, your savegame and not the original level will
|
---|
1382 | be reloaded.</tt>
|
---|
1383 | <br><tt>Make sure not to save a level after you've gone through and killed
|
---|
1384 | everything.</tt>
|
---|
1385 | <p><tt> Making a level is an
|
---|
1386 | incremental process, building block by block as</tt>
|
---|
1387 | <br><tt>you go. Keep in mind your global goals for the level. Keep the
|
---|
1388 | action steady,</tt>
|
---|
1389 | <br><tt>but gradually build up to the "big finish". But, more than anything,
|
---|
1390 | make</tt>
|
---|
1391 | <br><tt>levels and get more experience. This is the best way to learn to
|
---|
1392 | make great</tt>
|
---|
1393 | <br><tt>levels.</tt>
|
---|
1394 | <p><tt> With all that said, level
|
---|
1395 | designing is a rewarding process filled</tt>
|
---|
1396 | <br><tt>with little twists and turns that will keep you enthralled and
|
---|
1397 | entertained</tt>
|
---|
1398 | <br><tt>for hours on end.</tt>
|
---|
1399 | <p><font color="#FFFFFF"><a href="editor2.html">Advanced Level Editing
|
---|
1400 | Topics --></a></font>
|
---|
1401 | <p><font color="#FFFFFF">Justin Cassidy</font>
|
---|
1402 | <br><a href="mailto: messiah15@*spam-me-and-die*dog.com">messiah15@dog.com</a>
|
---|
1403 | <p><img SRC="../images/ssig.GIF" NOSAVE height=17 width=20>
|
---|
1404 | </body>
|
---|
1405 | </html>
|
---|