home *** CD-ROM | disk | FTP | other *** search
- Doctor Strange 2 Screen Editor
- ------------------------------
-
-
- (c)1995 The Ouija Board
-
- Programming by Ian West.
- Graphics and Music, except where stated, by
- Jonathan Eggelton.
-
- This game and its code should be used in accordance with
- the Restrictions found on the Doctor Strange 2 program
- disk.
-
-
- Introduction
- ------------
-
- This section details how to load the Doctor Strange
- Editor and install it onto a hard disk.
-
-
-
- Installing/Loading the Editor
- -----------------------------
-
- The following section details how to copy Doctor Strange
- 2 to your hard disk, if you have one, and how to load it.
-
-
-
- Hard Disk Installation
- ----------------------
-
- If you have a hard disk the editor can be copied and
- loaded from it. To do this:
-
- a) If it is not already turned off, turn off the Amiga
- and wait for twenty seconds. This should clear any
- programs resident in memory.
- b) Remove any disks from the floppy drives and turn on
- the Amiga. It should now boot up from the hard disk and
- load the Workbench.
- c) Insert the Doctor Strange 2 disk in the floppy
- drive.
- d) From the Workbench double click on the
- DoctorStrange2 disk icon. This will open the disk. A
- window showing the disks contents will appear. This
- should show the DoctorStrange2 drawer on the disk.
- e) Copy the DoctorStrange2 drawer from the disk to
- where you want it stored on your hard disk. To do this
- click and hold the left mouse button on the
- DoctorStrange2 drawer and, while keeping the mouse button
- held down, drag it to the destination. Once it is where
- you want it to be release the mouse button.
-
- The Doctor Strange 2 game and editor should now reside on
- your hard disk.
-
-
- Starting the Editor
- -------------------
-
- The editor can be started from the original disk or a
- hard disk, if it has been installed. To load the editor:
-
- a) If it is not already turned off, turn off the Amiga
- and wait for twenty seconds. This should clear any
- programs resident in memory.
- b) Insert the Workbench disk in the floppy drive and
- turn on the Amiga. It should now boot up load the
- Workbench. If you have a hard disk you will just need to
- turn your Amiga on.
- c) Open the Doctor Strange 2 drawer. This can either
- be found on the DoctorStrange2 disk or on your hard disk
- if it is installed there.
- d) Double click on the ScreenEditor icon.
-
- The screen editor should now load and you will be
- presented with the start-up screen.
-
-
-
- Start-up Menu
- -------------
-
- This is the first screen you are shown once the editor is
- loaded up. There are three options available from it.
- These are as follows:
-
- Screen Amend
- Takes you to the Screen Amendment screen.
-
- Icon Amend
- Take you to the Icon Amendment screen.
-
- Quit
- Exits the screen editor and returns to the Workbench.
-
-
- The required option can be selected by moving the mouse
- pointer over it and clicking.
-
-
-
- Icon Amending
- -------------
-
- Each of the blocks used to construct a screen in the game
- are referred to as icons. This screen allows you to
- specify what each of these icons can be used for when
- constructing a screen.
-
- The icons are always loaded from the icons.abk file
- located in the graphics directory in the Doctor Strange 2
- drawer. This file is loaded at start-up.
-
-
-
- Using Icon Amend
- ----------------
-
- When the Icon Amend screen appears it is laid out as
- follows:
-
- Top Left: Image of icon currently being edited.
- Left: List of icon types, and listed to the
- right of each type whether the icon can
- be used as that type or not.
- Right: The Quit, Load and Save buttons.
-
-
-
- Selecting Icon to Modify
- ------------------------
-
- To select an icon to modify, select the image of that
- icon. This is done by moving the pointer over the image
- panel and clicking the left mouse button moves forward
- through icons, clicking the right moves backwards.
-
-
-
- Modifying Icon Types
- --------------------
-
- Each icon can be used for any of the seven types listed
- below. Beside each icon type is listed whether the
- currently selected icon can be used as that type. To
- change whether an icon is available for use as a
- particular type then select the Yes/No button beside the
- type you wish to change. This will change the option to
- either yes or no.
-
- The available types for icons are:
-
- Background Doctor can move through icon.
- Wall Doctor cannot move through icon.
- Platform Doctor can move through icon and stand on
- top of it.
- Object If Doctor touches icon it will be
- disappear and may also activate/deactivate
- other icon on screen.
- Hazard If Doctor touches icon he will lose a
- life.
- Exit Exit from present screen.
- Switch Activates/deactivates other icon on
- screen.
-
-
-
- Loading/Saving Icon Types File
- ------------------------------
-
- What types an Icon can be used for can be loaded/saved
- into the Screen Editor. To do this select either the
- Load/Save icon and then enter a filename. This filename
- should have the file extension of .typ to indicate what
- type of file it is.
-
-
-
- Quitting
- --------
-
- To quit the Icon Amend screen and return to the Start-up
- Menu, select the Quit Button.
-
-
-
- Screen Amending
- ---------------
-
- This is where each level in Doctor Strange 2 is
- constructed. Each section in the game is made up of five
- levels and you always edit a whole section at one time.
-
-
-
- Levels Appearance
- -----------------
-
- In the background of the Screen Amendment screen is the
- appearance of the level. Each level is constructed on a
- grid twenty by sixteen. In each square of this grid a
- background icon is placed to form the look of the level.
-
-
-
- Control Panel
- -------------
-
- The control panel floats in front of the level layout.
- It can be moved up and down by clicking and holding the
- left mouse button on it and then moving the mouse up and
- down.
-
- The Control Panel operates in three modes,General Setup,
- Monsters and Icons. Each mode has its own set of options
- but they all have a common set.
-
-
-
- Common Mode Options
- -------------------
-
- These options are common to the three modes.
-
- Level
- Shows the level currently being edited. By selecting
- this the level being edited can be changed. Clicking the
- left mouse button goes to the next level, clicking the
- right one goes to the previous level.
-
- Position
- Display the x and y block number of the icon under the
- mouse pointer.
-
- Type
- Displays the type of icon currently under the mouse
- pointer.
-
- Mode
- Clicking on this moves to the next panel mode.
-
-
-
- Control Panel: Icons Mode
- -------------------------
-
- To add icons to a level to give it its appearance you
- must first be on the Screen Amend screen.
-
- From the General Setup control panel click on Mode until
- you reach the Icons control panel. From this you can
- select icons and place them on the background.
-
- By clicking on the icon type of the left of the screen it
- will cycle through the types. Above it the images of
- what icons are available for those types will be
- displayed. For a description of the different icon types
- see Modifying Icon Types in the Icon Amend section,
- although background, wall and platform are the three main
- ones for screen construction.
-
- Once you have selected the icon type you want then you
- can select the icon you wish to place on the background.
- By clicking on the icon image above the Icon Type it will
- cycle through the available icons for that type. Once
- you have the image you want then you can paste it onto
- the screen.
-
- To paste the icon onto the screen you just need to click
- on the background section where you want the icon to be.
- If you cannot see the area where the icon should be
- pasted then you may need to drag the control panel out of
- the way first.
-
- If the icon you wish to paste is already on the
- background then clicking the right mouse button over that
- section of background will recall the icon and make it
- the current pastable one.
-
-
-
- Adding Objects
- --------------
-
- Objects can be collected by Doctor Strange and in turn
- can activate different icons on the screen. These should
- be placed after the backgrounds are constructed as when
- they are collected the background behind them remains
- intact.
-
- To add an object select the Icon Type of Object and then
- select the object image you wish to paste.
-
- Doing this will also activate the panel to the right of
- the Icon Type. This panel is used to set the following
- things. The score given by collecting the object, the
- sound made when the object is collected, and whether
- another icon is activated when the object is collected.
-
- Starting at the bottom of the panel, the first item is
- the objects score. By clicking on this you can change
- the score. This will always jump is steps of one
- hundred.
-
- The next item is the sound the object makes. This is
- from the sound bank that the game will load when run. By
- clicking the left mouse button it will cycle forwards
- through the sounds. By pressing the right mouse button
- it will play that sound.
-
- The next item is what type of icon will appear on screen
- when the object is collected. This can only be a piece
- of background, a platform, a wall or an exit or no icon.
- By clicking on it it will cycle through the available
- options.
-
- If an icon type other than none is selected then you can
- amend the icons image by clicking on it. You can also
- specify where it will appear by clicking on the x and y
- co-ordinates once and then clicking on the background at
- the position where it should appear.
-
- To place the object click on the background where it is
- to be located. If you need to amend the object then
- clicking the right mouse button while the pointer is over
- it will recall the object. You may then make any
- required amendments to it. Once this is done then the
- object must be put back onto the background by clicking
- on its location or all the changes will be lost.
-
- There is a limited to how many objects can be placed on
- the screen and a bell will sound when this limit is
- reached.
-
-
-
- Adding Switches
- ---------------
-
- Switches activate an icon on another part of the screen
- and make it appear/disappear. They are adding in exactly
- the same way as objects expect the icon type of switch
- should be selected.
-
-
-
- Adding a Hazards to a Level
- ---------------------------
-
- Hazards will kill Doctor Strange if he comes into contact
- with them.
-
- To add a hazard select the icon type of hazard and then
- select the hazard image you wish to paste.
-
- To place it on the background click on the position on
- the screen where the hazard is to appear.
-
- There is a limited to how many hazards can be placed on
- the screen and a bell will sound when this limit is
- reached.
-
-
-
- Adding Exits
- ------------
-
- For Doctor Strange to finish a level an exit must be
- located on the screen. This can either be on the screen
- when it is started, or alternatively appear when an
- object is collected.
-
- If the exit is to appear when the level is started then
- to add the exit select the icon type of exit and then
- select the exit image you wish to paste.
-
- To place it on the background click on the position on
- the screen where the exit is to appear.
-
- There is no limited to how many exits are on a screen but
- they all lead to the next level.
-
-
-
- Other Options
- -------------
-
- By clicking on the game mode panel the screen will be
- shown as it is in the Doctor Strange 2 game. This area
- can be moved around by using the joystick. By clicking
- on game mode again it will return to normal.
-
- The control panel can be hidden by clicking on the Hide
- panel. To return the control panel click any button on
- the mouse.
-
-
-
- Control Panel: General Setup Mode
- ---------------------------------
-
- For each level you must set the start position of Doctor
- Strange and the time limit that the level must be
- completed in. This is done from the General Setup mode
- of the control panel. This is the initial mode when
- Screen Amend is entered.
-
-
-
- Setting Start Position
- ----------------------
-
- The starting position of Doctor Strange is set by
- clicking on the Start panel and then moving the pointer
- over the block where he is to start. Clicking the mouse
- will select that block as the start position.
-
-
-
- Setting Time Limited
- --------------------
-
- To set the time limit for a level click on the time
- panel. By clicking the left mouse button the time will
- be increased, clicking the right it will be decreased.
-
-
-
- Loading/Saving Sections
- -----------------------
-
- Sections can be loaded and saved so that they can be
- edited and loaded into the main game.
-
- To load a section clicking on the load panel. This will
- bring up a file requester asking for the location and
- name of the section. Select the directory where the file
- to be loaded is located and double click on the file to
- load
-
- To save a section is done by clicking on the save panel.
- The is will bring up a file requester asking for the
- location and name of the section to save. Select the
- directory to save the file and type the name of the file.
-
- The default file extension of .scr should be used on
- files as this is what the load/save option uses as a
- filter.
-
-
-
- Quit
- ----
-
- The quit the screen amend section and returns to the main
- menu. This does not lose the section currently being
- edited and returning to screen amend will show this
- screen.
-
-
-
- Control Panel: Monsters Mode
- ----------------------------
-
- Moving hazards can be added to each level. A hazard will
- always follow a fixed path or stand still. Up to ten
- moving hazards can be added to a level.
-
-
-
- Adding a Monster
- ----------------
-
- To add a monster to a level follow these steps.
-
- Select the monster number to amend by clicking on the
- Monster panel. This will cycle through the ten monsters.
-
- The monsters form can be changed by clicking on the image
- of the monster.
-
- Beneath the monster panel is the monsters strength panel.
- A monster can be either invincible or shootable. If they
- are shootable then they will be stunned by Doctor
- Stranges Splurge Gun. Some monsters cannot be shootable
- and this option will not be able to be changed. By
- clicking on this is will switch between the two states.
-
- The next panel down the screen is the monsters score.
- This is only relevant if the monster can be shot because
- a monster will is shot can be collected. This can be
- changed by clicking on it. It will change in steps of
- one hundred.
-
- The next panel down is the sound the monster makes when
- collected. Again this is only relevant if the monster
- can be shot because a monster will is shot can be
- collected. This sound comes from the sound bank that the
- game will load when run. By clicking the left mouse
- button it will cycle forwards through the sounds. By
- pressing the right mouse button it will play that sound.
-
- A monster can be in three states. Not-active, static and
- straight. If a monster is static it will not appear on
- the screen, if it is static then it will not move and if
- it is straight it will follow a straight path.
-
- The position of the monster, and its movement, is set by
- the start and end panels. This can only be changed is
- the monster is static or straight. They can be changed
- by clicking on the panel and then moving the pointer to
- the background block to either start/end. By clicking on
- the block that panel will be set.
-
-
-
- Amending a Monster
- ------------------
-
- A monster can be amended by selecting it and then
- changing the relevant parameters.
-
-
-
- Other Bits
- ----------
-
- By clicking on the view button then control panel will
- disappear and the monsters will start following their
- paths. By clicking the mouse the control panel will
- reappear.
-