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TILERAMA :
Puzzle Editor Help v1.4 |
By
A.M.Ortolani - 2001 / 2002
Best viewed with IE 5.0+ |
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This document assumes that you have already read the Help File
of Tilerama, and that you know about the game's elements and
features. |
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General Index:
0. Overview
1. Main Window
2. 'File' Menu
3. 'Edit' Menu - Creating
the Puzzle
3.1 Defining
the Initial Pattern (IP)
3.2 Defining
the Objective Pattern (OP)
3.3 Defining
a Target Zone
3.4 Inserting
a Solution
3.5 Setting
Puzzle's Limitations
3.6 Setting
the Puzzle Info
4. 'Tools' Menu
5. 'Configuration' Menu
6. License and
Contact
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0.
Overview
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'Tilerama : Puzzle
Editor' allows you to create and/or edit any Puzzle File (.PZZ) of the
game Tilerama. As mentioned in the game's help file, the
function of this kind of files is to provide different IP's and
OP's to the same boards, and suggest a number of moves and time
to solve them. With this editor, you can load any board file,
define an IP and OP, and then save your work as .PZZ. The steps in
the elaboration of a puzzle could be the described in the topic 3.
Before modify and save any existent
puzzle of the game, remember
that the Top 10 Scores stored in the puzzle files are reset when
you save any file, as described in the topic 2.
Since version 1.3 this editor includes support for Target
Zones inside the board. More details in the topic 3.3
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1.
Main Window
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The Figure 1 shows
the main window of the Puzzle Editor:
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Figure 1 : Puzzle Editor Main Window
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The elements are
detailed here:
- Menu Bar
: The items of the menu bar (File, Edit,
Tools and Configuration)
are detailed individually in the next 4 topics.
- IP Button : Click this button to
modify the Initial Pattern. Full information in the topic 3.1.
- Solution Button : Click this button to
insert a solution. Full information in the topic 3.4.
- OP Button : Click this button to
modify the Objective Pattern. Full information in the topic 3.2.
- Target
Zone Button : Click this button to
modify the Target Zone. Full information in the topic 3.3.
- Counters
: In this zone will be indicated the current time and moves
when you're inserting a solution. Full
information in the topic 3.4.
- Extra
Counter : This counter will be increased if you make
some move in the IP or OP, individually of the counters
mentioned above. Click on the counter to reset it.
- The Board
: In this zone you can
see and edit the actual patterns of the puzzle.
- Actual
Pen/Tool : Here is shown the actual pattern selected to
modify ('IP' or 'OP'). If you're inserting a solution, this
indicator will show an 'S'.
- Position
: This zone of the status bar shows the position of the
pointer inside the board.
- Modified
Indicator : Here is indicated if the actual file has
been modified since the last save.
- Hint/Information
: In this zone of the status bar are indicated the
instructions or hints of the actual tool selected or window
open.
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2.
'File' Menu
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The Figure 2 shows
the 'File' Menu:
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Figure 2 : 'File' Menu
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Excepting 'Import
Saved Game', these items don't
need too much explanation, they have the same function of the
'File' commands of any Windows application.
1. New : Click on File/New or press Ctrl+N
to create a
new puzzle. This will open the 'New Puzzle' window, in which you
have to choose a board file (located in the 'Boards' folder of the installation
directory of Tilerama)
to start with. Initially, the IP and OP of the puzzle will be
both equal to the board's OP.
2. Open : Click on File/Open or press Ctrl+O
to open the
'Open Puzzle' window. In this window you can select the puzzle file (located in the
'Puzzles' folder of the installation
directory of Tilerama) to open and edit.
3. Save : Click on File/Save or press Ctrl+S
to save the
actual puzzle. If it's the first time that you save the puzzle,
the 'Save As..' window will appear.
4. Save As : Click on File/Save As or press Ctrl+A
to open the
'Save As ..' window. In this window you can type the name of the
puzzle file to be saved.
5. Save
Pattern As : Click on File/Save Pattern As to open the
'Save Pattern ..' window. In this window you can type the name of the
pattern file to be saved. This pattern file could be used later
as IP or OP of the puzzle file.
6. Load
Pattern : Click on File/Load Pattern to open the
'Load Pattern' window. In this window you can search a
previously saved Pattern file to replace the current IP or
OP.
7. Import Saved Game : Click on File/Import Saved Game
to begin a new puzzle taking the IP and OP from a saved game.
When you're playing in Tilerama, you can save the actual game;
with
this editor you can open the saved game file (with extension
.SGM, located in the folder 'Saved games' created the first time
that you save a game) and use the actual and objective patterns
saved as IP and OP respectively.
8. Exit : Click on File/Exit or press Alt+F4
to close
the application.
'New', 'Open', 'Import' and 'Exit' commands will be confirmed if the
puzzle has been
modified since the last save.
Note : When you 'Save' or 'Save As ..' a puzzle, the Top 10
Scores stored in that file will be erased.
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3.
'Edit' Menu - Creating the Puzzle
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The Figure 3 shows
the 'Edit' Menu:
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Figure 3 : 'Edit' Menu
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This menu includes
all the elements needed to create or edit any puzzle of Tilerama.
Excepting the 'Undo' feature, all items are explained in the
following topics.
Click on Edit/Undo or press Ctrl+Z
to undo the
last operation. The 'command history' supported by the undo
feature is very reduced : only one operation. The 'undo' command
becomes the 'redo' command after its use.
3.1 Defining
the Initial Pattern (IP)
As mentioned in the previous topic, when
you start a new puzzle, the IP and OP are the same, both taken
from the board's OP. To create a puzzle, you must define an IP
different to the OP. Generally, the OP used in the puzzle files
is the same as the board's OP, so modifying the IP will be
enough to create a fully functional puzzle.
To modify the IP, simply press the 'IP Button' (see Figure
1) or click on Edit/Initial Pattern or
press F2 (see Figure
3). The 'Actual Pen Indicator' (see Figure
1) will show the word 'IP' and in the board you'll see the
actual IP. Then, move the tiles of the board (as playing in
Tilerama) until you get to the wanted IP.
You can configure the graphics, control, sound and indicators of
the editor. Read the Topic 5 for more details.
3.2 Defining
the Objective Pattern (OP)
As said before, usually the OP of the board file is used as
OP for the puzzle file. But this is not a rule, you can define
any other pattern as OP, using the same procedure as the
described for the IP:
To modify the OP, simply press the 'OP Button' (see Figure
1) or click on Edit/Objective Pattern or
press F4 (see Figure
3). The 'Actual Pen Indicator' (see Figure
1) will show the word 'OP' and in the board you'll see the
actual OP. Then, move the tiles of the board (as playing in
Tilerama) until you get to the wanted OP.
3.3 Defining a Target Zone
Since Tilerama 1.3, Puzzle Files may include a 'Target Zone'
specification. Pieces outside that zone won't be considered; a
puzzle will be solved if the pieces inside the target zone are
in place, ignoring the others.
To select the 'Target Zone' pen, press the 'Target Zone Button' (see Figure
1) or click on Edit/Target Zone or
press F5 (see Figure
3). The 'Actual Pen Indicator' (see Figure
1) will show the word 'TZ' and in the board you'll see the
actual OP with the non-target zone drawn on it (Initially the
entire board is considered as target zone).
When the current puzzle has a target zone
definition, the pattern is drawn as usual, but with diagonal
lines over the non-target zone, leaving perfectly visible the
target zone.
To define portions of the Target Zone simply click on the board,
inside the 'Tiles' zone. Click again to delete portions of the
zone.
3.4 Inserting a Solution
Puzzle files may provide a solution of the given puzzle.
During the game, this solution isn't used at all, and that's why
it's optional. If you want to provide a solution of your puzzle,
only other users with this Puzzle Editor will be able to see it.
To insert or see a solution previously inserted, press the
'Solution Button' (see Figure
1) or click on Edit/Solution or
press F3 (see Figure
3). This will open the 'Solution' window, that consist in
four buttons : 'Rec', 'Play', 'Reset' and 'Close'. A label in
this window will indicate if the solution has been recorded or
not. Click on 'Play' to see the solution (if available) or 'Rec'
to solve the puzzle and insert your solution (in this situation,
the 'Actual Pen Indicator' (see Figure
1) will show the word 'S').
Click on 'Reset' to delete the solution, and 'Close' to go back
to the edition of the patterns.
Read the Topic 5 for more details about the
solution's options.
3.5 Setting Puzzle's Limitations
As mentioned before, you can suggest a number of moves and
time to solve the puzzle. The player can use this suggestions to
force the abortion of the game.
To define the puzzle's limitations click on Edit/Limits or
press Ctrl+L (see Figure
3). This will open the 'Limitations' window, in which you
can set the maximum number of moves and/or seconds. If you set
this values to 0 (zero) the corresponding limitation won't be
available to the user.
Note : After the definition of a solution (as described
in the previous topic) the limitations will
be automatically defined with the total number of moves and
seconds needed to solve the puzzle.
3.6 Setting the Puzzle Info
The information provided with the puzzle file includes:
1. Puzzle Name : The name of the puzzle inserted here
may be different to the name of the file. This name will appear
in the 'Info' zone of the game and in the 'Top 10 Scores'
window.
2. Author Name : The name inserted here will appear in
the 'Info' zone of the game, when the puzzle is loaded.
This information can be typed in the 'Puzzle Info' window. To
open this window, click on Edit/Puzzle Info of the menu
bar (see Figure 3) or press Ctrl+I.
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4. 'Tools' Menu
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The Figure 4 shows
the 'Tools' Menu:
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Figure 4 : 'Tools' Menu
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This menu includes
some extra tools :
1. Swap OP <-> IP : Click Tools/Swap IP
<-> OP or Ctrl+W
to replace the actual IP by the actual OP, and vice versa.
2. Scramble IP : Click Tools/Scramble IP or Ctrl+M
to randomize the actual IP.
3. Reset Puzzle : Click Tools/Reset Puzzle or Ctrl+R
to set both patterns as the board's OP, similar to the 'New'
command.
4. Snapshot : Click Tools/Snapshot or F8
to generate a .JPG image of the actual puzzle at 1:2 scale.
This image will be generated in the folder 'Snapshots' of the
installation directory of Tilerama and the Puzzle Editor. This
folder is created the first time that you use this tool. The
name of the image file will be the same of the puzzle file.
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5. 'Configuration' Menu
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The Figure 5 shows
the 'Configuration' Menu:
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Figure 5 : 'Configuration' Menu
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With this menu you
can select the graphics to use with the editor, define controls
and indicators, and set some options regarding the solution
inserted.
1. Graphics : Click Configuration/Graphics or Ctrl+G
to open the 'Graphics' window. This window is very similar to
the 'Graphics Configuration' window of Tilerama. Here you can
select the GB and TS files to use with the editor.
2. Move Sound : Click Configuration/Move Sound or Ctrl+U
to open the 'Move Sound' window and select the .WAV file (located in the 'Sounds' folder) to play
when you move the tiles.
3. Control and Indicators : 'Use Mouse Wheel' , 'Highlight used
Flow Elements' and 'Show
Invalidations' have the same meaning of the options in Tilerama.
4. Confirm Before Reset Solution : If this option is
checked, the application will ask your confirmation before
delete the actual solution inserted. This will happen if you
modify any pattern, or if you use the tools 'Swap' , 'Scramble'
or 'Reset' (described in the previous topic)
after the definition of a solution.
5. Solution Play Speed : Here you can select the speed of
the reproduction of the solution.
6. Show Non-Target Zone
During Solution : If this option is checked, the non-target zone
will remain visible during the solution's insertion.
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6. License and Contact
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License
'Tilerama : Puzzle Editor' (and all the puzzle files created or
modified with it) is FREEWARE:
- You don't have to pay for
it.
- Using it has not been restricted in any way.
- It may not be sold under any form.
- You may distribute it to anyone and anyhow, without any changes made to it's
containments.
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Contact
'Tilerama : Puzzle Editor' has been programmed by
Alejandro M. Ortolani.
Please feel free to contact me directly for comments,
questions or bug reports of any kind:
ortolanialejandro@hotmail.com
and be sure to visit
Tilerama's Web Site for a lot of extra resources, such as
boards, puzzles, campaigns, graphics, sounds, tutorials and tips:
http://tilerama.portland.co.uk
Thanks for your support.
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