| 1 | = Abuse level editing tutorial = |
| 2 | |
| 3 | Version 0.1, byy Craig Redinger (car188@psu.edu) |
| 4 | |
| 5 | NOTE: Please keep in mind that this is the first release, so it isn't very |
| 6 | in depth and there may be errors, but this should get you started. |
| 7 | |
| 8 | This tutorial is intended to get you farmiliar with the abuse editor, which |
| 9 | can be extremely confusing at first. This tutorial will not explain every |
| 10 | object in detail or tell you how to use them. I'll help you with the |
| 11 | basics, after that you'll have to experiment with the objects yourself. |
| 12 | This tutorial will not explain how to make new monsters, objects, or tiles. |
| 13 | It will help you to figure out the editor and save yourself a lot of time. |
| 14 | Enough of that, let's get down to business. |
| 15 | |
| 16 | NOTE: If I want you to press a key I'll put it in brackets. Like this <m>. |
| 17 | If I want you to press shift and a key, the letter will be capitalized, |
| 18 | like this <M>. |
| 19 | |
| 20 | First, print this out so you can read it while you use the editor. Next, if |
| 21 | you have the abuse.doc file, print it out, it has a list of keyboard |
| 22 | commands and explanations of how the objects work, among other things. |
| 23 | |
| 24 | Now, start abuse in edit mode, like this: |
| 25 | |
| 26 | {{{ |
| 27 | #!sh |
| 28 | abuse -edit |
| 29 | }}} |
| 30 | |
| 31 | Abuse will load and start in edit mode. By default it loads the trainer |
| 32 | level. At the bottom of the screen is a menu bar, go into the edit menu and |
| 33 | select "mouse scrolling" to turn the scrolling on. Next go in the same menu |
| 34 | and pick "add new palette." Palettes act as custom collections of tiles, |
| 35 | and put tiles where you can find them easily, without searching through the |
| 36 | foreground window. set the size as 5 high and 5 wide, enter a name for your |
| 37 | palette, and press OK. A new window should appear. Now put the tiles you |
| 38 | will be using for your level into this pallete window, you can do this 2 |
| 39 | ways. The first way is to pick tiles you want to use off the screen with |
| 40 | the <`> key (it's in the upper left hand corner of the keyboard). Then move |
| 41 | the mouse cursor into the palette window you made and press the RIGHT mouse |
| 42 | button to place it in the pallete. The other way to do this: open the |
| 43 | foreground window by pressing <f>. Then place your mouse over the window |
| 44 | and press <F> 4 or 5 times to make the window wider. When you find a tile |
| 45 | you like select it with the LEFT mouse button, and place it in the pallete |
| 46 | window with the RIGHT mouse button. When you are done with a window you can |
| 47 | close it by clicking on the button in the upper left hand corner. Go into |
| 48 | the file menu and select "save palettes" you must do this whenever you make |
| 49 | a new palette. To open a palette press <p>. This will open then palette |
| 50 | picker window, you should see the name of the palette you made. Now that |
| 51 | you have made your own palette, you can use it like you would the |
| 52 | foreground window, left click on a tile to select it, and left click on the |
| 53 | game screen to place the selected tile. |
| 54 | |
| 55 | You are now ready to start your level. Go into the file menu and pick "New |
| 56 | level." When you created your palette you should have included the brown |
| 57 | blocking tile that is normally used where ever there are no walls or rooms. |
| 58 | Select this tile. Move your mouse pointer onto the game screen and press |
| 59 | <t> to flood fill the map with this tile. |
| 60 | |
| 61 | '''Hey, why's everything so dark?''' |
| 62 | |
| 63 | That's due to the lighting effects in abuse press <L> to open the layers |
| 64 | window. Press the "light" button to turn the lighting off. Now, using your |
| 65 | palette, place tiles to make a simple room, any size, but make sure it is |
| 66 | closed on all four sides. OK, this would be a good time to explain the |
| 67 | tiles. Some foreground tiles act as walls, and some act as background. The |
| 68 | ones that act as walls have bounding boxes. Open the layers window <L> and |
| 69 | press the bounds button to see the bounding boxes, your screen should be |
| 70 | filled with gray boxes. Find a tile that does not block the player, place |
| 71 | the cursor inside the room you made and press <t> this should fill that |
| 72 | room with the tile you selected. Place the cursor in the room and press <j> |
| 73 | this will move the player to the position of the mouse. Press <tab> to |
| 74 | enter play mode, you should be able to run around in the room you made. |
| 75 | Press <tab> to get out of play mode. Now make open one end of your room and |
| 76 | make a hallway, and make other rooms and passages in the same manner. It's |
| 77 | hard at first but you'll get the hang of it. |
| 78 | |
| 79 | Now, lets add some objects. Let's make a door that opens when the player |
| 80 | comes near it. Press <o> to open the objects window, to jump through the |
| 81 | list, place the pointer in the window and press shift and the letter you |
| 82 | want to jump to at the same time. Select the object SWITCH_DOOR, a door |
| 83 | will appear, you can move it around the screen with the mouse and place it |
| 84 | by left clicking. Hold down <Ctrl> while moving the object, this will align |
| 85 | the door with the tile grid, holding down <Alt> would align the object in |
| 86 | the middle of the grid. The door is 3 tiles high so it should be placed in |
| 87 | a 3 tile high opening. To make to door open and close you will need to make |
| 88 | a sensor, place it anywhere for now. Move the mouse over the word "off" the |
| 89 | sensor and press <A> to acess it's AI. You'll want the sensor to be wider |
| 90 | so set the on x distance to 100 and the off x distance to 150. Click the |
| 91 | check-mark box to close the window, the sensor should now be wider. You now |
| 92 | need to link the two objects together. Links are sensitive to direction, |
| 93 | you must link from the object that is affected by a change to an object |
| 94 | that changes ( I know this is very confusing). For example link from the |
| 95 | door to the sensor because the sensor is changed from off to on when the |
| 96 | player enters it, and as a result, the door opens. To make a link place the |
| 97 | mouse pointer over the door , now hold down <Ctrl> and move the mouse over |
| 98 | the word off on the sensor and release <Ctrl>. There should now be a gray |
| 99 | line between the two, and it should turn yellow when the mouse is over the |
| 100 | door. |
| 101 | |
| 102 | Now, Put the mouse over the word off on the sensor and press <space bar>. |
| 103 | You should now be able to move the sensor around, place it with the door in |
| 104 | the middle of it so half of it is on each side of the door. It is important |
| 105 | to note that the players feet must be in the sensor to activate it. Enter |
| 106 | play mode and try your door, you should be able to walk back and forth |
| 107 | through it, and it should close when you are far enough away from it. |
| 108 | |
| 109 | Make some ants, pick ANT_ROOF from the object window. You can change the |
| 110 | type of weapon the ant has by holding the mouse over it and pressing a |
| 111 | number from 0 to 7. If you want to modify the health of the ant press <A> |
| 112 | to bring up it's AI screen, when you are done press the check mark box. You |
| 113 | can either link an ant to some kind of sensor or switch and it will |
| 114 | activate when the switch is activated, or you can just place it on the roof |
| 115 | and it will activate when the player walks below it. |
| 116 | |
| 117 | You'll want some weapons in your level so make some ammo. Scroll through |
| 118 | the object list and find what you want. If you aren't sure what's what just |
| 119 | try some out until you find what you want. Ammo always has the word "icon" |
| 120 | in the object name, I think. |
| 121 | |
| 122 | '''I made some objects I don't want, how do I delete them?''' |
| 123 | |
| 124 | Hold the cursor over the object and press <d>. |
| 125 | |
| 126 | '''How can I make objects faster?''' |
| 127 | |
| 128 | Use the <.> key to make the last object you selected from the object list. |
| 129 | To copy an object and it's AI settings, place the mouse over it and press |
| 130 | <C>. |
| 131 | |
| 132 | '''I want this object to face the other way.''' |
| 133 | |
| 134 | Hold the mouse over it and press <x>. |
| 135 | |
| 136 | '''This object is drawn above/below other objects.''' |
| 137 | |
| 138 | Hold the mouse over the object and use the < key and the > key. |
| 139 | |
| 140 | '''How do I use background tiles?''' |
| 141 | |
| 142 | You make them in the same manner as foreground, but remember the the |
| 143 | foreground must be transparent to see background. You'll want to turn off |
| 144 | the foreground in the layers menu when you draw the background. |
| 145 | |
| 146 | Once you've finished your level, you can add some lighting effects and view |
| 147 | changes. press <m> to toggle into map mode, you can press it again to go |
| 148 | back. To go to a certain part of the map put the mouse cursor there then |
| 149 | press <j> then <m>. While in map mode press <a> to bring up the tool bar. |
| 150 | You'll need to define areas, whenever a player enters an area, the lighting |
| 151 | can change and the view offset can change. The player doesn't have to stay |
| 152 | in an area for these to remain in effect, the will not change until the |
| 153 | player enters another area. To make an area select the box on the tool bar |
| 154 | by moving the mouse over it, you don't have to click, so make sure the tool |
| 155 | you want stays selected. Click the mouse wherever you want the upper left |
| 156 | corner of an area to be. Now pick the arrow tool. Click the upper left |
| 157 | corner of an area to move it, the lower right to resize it. Double click a |
| 158 | corner to acess th AI screen, from here you can change the offset and |
| 159 | ambient lighting. Once you're finished pick the paint brush on the tool bar |
| 160 | to go back into draw mode and close the window. Press <m> to leave the map. |
| 161 | |
| 162 | Now make some lights, press <l> then pick the light you want, resize it |
| 163 | with the arrow keys while moving it. |
| 164 | |
| 165 | Make sure you have a START_POSITION item where you want the level to begin, |
| 166 | and the two NEXT_LEVEL items where you want it to end. The top must link to |
| 167 | the bottom and the bottom must link to the top, two seperate links are |
| 168 | required. Also, you can change the AI of both to designate what level to go |
| 169 | to next. |
| 170 | |
| 171 | Before you upload your level you'll need to make a cache profile, this is |
| 172 | explained in abuse.doc. |
| 173 | |
| 174 | '''Hey wait a minute, how do I use _____ object?''' |
| 175 | |
| 176 | To use other objects experiment with them, if you are stuck, check |
| 177 | abuse.doc it describes them all. |
| 178 | |
| 179 | '''I read abuse.doc and I still can't figure out the turrets.''' |
| 180 | |
| 181 | Heres a hint, 0 degrees is pointing to the right, the degrees go around |
| 182 | counter clockwise, as in a cartesian coordinate system. The gun interprets |
| 183 | the ending angle as being counterclocwise of the start angle. |
| 184 | |
| 185 | A few hints and tips: |
| 186 | |
| 187 | 1. Save <S> often, VERY often. The editor is subject to frequent lock-ups, and I have lost countless hours of work because of this. |
| 188 | 2. Save before you enter play mode and reload <R> when you are done. |
| 189 | 3. Don't crowd the passageways together. Space them out so the player can't see a place he can't get into from where he is. |
| 190 | 4. Level editing takes practice. Your first levels will probably suck. Upload them and let others help you improve them. |
| 191 | 5. If you need to know how to do something check abuse.doc , I know it's technical and dry but it's a very good source of info. |
| 192 | |
| 193 | You use this tutorial at your own risk, I take no responsibility for any |
| 194 | damages, blah blah blah. This tutorial is property of Craig Redinger. Abuse |
| 195 | is the property of Crack Dot Com. |