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- ABUSE.DOC
- -----------------------
- Written by Duong Dai Nguyen, level designer for Abuse
- Edited by Mitch Burton.
-
-
- TUTORIAL NUMBER 1
-
-
- Here at Crack dot Com we strive to create fun games. Many elements
- go into making a fun game, one of which is level design. Supplied with
- your official Abuse package is a level editor. This editor allows
- you to produce your own Abuse levels, using prefabricated pieces which
- we call OBJECTS. The interface is a little daunting at first, but with some
- persistence you can be blasting your way down long, dark alleys pursuing (or
- being pursued by!) aliens, robots, and flyers of your own creation. Let's
- begin!
-
-
- Table of contents
-
- (Do a key-word search for the number/letter combination
- to jump to the section you want to read)
-
-
- [1] Key Listings and Extended Options
- [1.a] Key Listings
- [1.b] Extended Options
- [1.c] X11 (X windows for UNIX) Options
- ---------------------------------------
- [2] Object Listings and Descriptions
- [2.a] Links
- [2.b] AI
- [2.c] Range
- [2.d] Object List
- --------------------------------------
- [3] Preliminary Level Designing, Editors Windows and Menus
- [3.a] Preliminary Level Designing
- [3.b] Windows and Menus
- -------------------------------------------------------------
- [4] Level Designing Hints and Practicalities
- [4.a] Level Designing Hints and Practicalities
- ---------------------------------------------
-
-
- [1]
-
- Key Listings and Extended Options
- -----------------------------------
-
- ------------------------------------------------------------------------
- [1.a] Key Listings
- ------------------------------------------------------------------------
-
- a : Toggle toolbar window.
- A : Disable auto lighting (when computer is too slow, lighting shuts off)
- b : Toggle background tile picker window.
- B : Make background window wider.
- c : Center on player.
- C : Clone object under cursor.
- d : Delete object under cursor.
- D : Toggle delays.
- E : Toggle enlarged render.
- f : Toggle foreground tile picker window.
- F : Make foreground tile picker window wider.
- g :
- h : Help!
- i : Invert color black (for foreground tile window, for discerning
- transparent and non-transparent tiles)
- j : Jump player to mouse position.
- k : Kill first link of object under cursor.
- K : Kill last link of object under cursor.
- l : Toggle light picker window.
- L : Toggle layer show window.
- m : Toggle map.
- n : Next player focus (not working/useful).
- o : Toggle object picker window.
- p : Toggle palette picker window.
- P : Toggle profiler window.
- Q : Quit (does not ask permission).
- r : Raise/lower tile under cursor.
- s : Search for object. Not working yet.
- S : Save level.
- t : Flood fill the current tile. If "grabbing" a palette window, flood
- fills with the palette pattern.
- U : Ultra smooth drawing. Not working yet.
- v : Volume.
- w : Where. Tells the x & y position of the mouse in the game.
- x : Flip object under cursor on the X axis.
- z : Clear weapons.
- Z : Toggle god mode. Cursor must be inside of view to toggle god-mode.
- space : Pick up object, so that you can move it around (click to drop).
- ctrl : When moving an object : Hold down to align on a tile grid.
- When not moving an objects : Hold down on one object and let go on
- top of another to make a link.
- alt : Hold down while moving to align to center of tile grid.
- ` : "Pick up" the foreground tile the mouse is current on.
- F1 : Help!
- F2 : Save a single screen shot to scrnshot.pcx.
- F3 : Save a single screen shot, but name shot0001.pcx, shot0002.pcx...
- F5 : Save a series of screen shots, one every 5 frames.
- F10 : Reduce screen to what it would for 320x200. Useful for hi-res editing.
- + : Increase view size.
- SHIFT+: Increase view size a lot.
- + : Decrease view size.
- SHIFT-: Decrease view size a lot.
- arrows: Scroll view.
- TAB : Toggle edit/play mode.
- / : Toggle console window.
-
- ------------------------------------------------------------------------
- [1.b] Extended Options
- ------------------------------------------------------------------------
-
- -nosound
- -sfx_volume [0..127]
- -vmode [G640x480x256 | // SVGA for linux
- G800x600x768 |
- G1024x768x256]
- -size xres yres // for X11 and DOS, for DOS -size ? will give you
- // a list of available modes
- -2 // doubles each pixel during rendering
- -demo // quits game after an idle timeout and goes to
- // demo
- -lisp // starts up with an interactive lisp command line
- -lock_size // X11, does not allow window to be resized
- -disp/-display // specify an alternative X server than $DISPLAY
- -no_delay // starts with no delays, plays as fast as computer
- // goes
- -cprint // print all output to stderr instead of console
- -nojoy // disables joystick use (there isn't any, anyway!)
- -lsf [filename] // use a different lisp startup file than abuse.lsp
- -edit // Initially start in EDIT_MODE, loads "edit.lsp"
- // as well
- -t [filename] // auto-number and load tiles from SPE file
- -f [filename] // load filenames as "level1.spe"
- // don't shoot yourself in the foot!
-
- ------------------------------------------------------------------------
- [1.c] X11 (X windows for UNIX) options :
- ------------------------------------------------------------------------
-
- -noshm // don't use Shared memory for X11
- -grab_pointer // causes abuse to keep pointer inside of window
-
-
- While playing, press <TAB> to go into development mode, if you ran abuse with
- the -edit parameter. Type '/' to bring up the console window, into which you
- can type LISP commands.
-
-
- [2]
-
- Object Listings and Descriptions
- ----------------------------------
-
- ------------------------------------------------------------------------
- [2.a] Links
- ------------------------------------------------------------------------
-
- Before you can learn about the objects you need to learn about
- LINKING. Links are the grey lines drawn from one object to another. They
- act as visual cues, indicating that those objects are referencing each
- other for particular purposes that will be discussed later on in this
- document. The exact function of a link depends upon the objects being
- linked and the order in which the links are created. Creating a link is
- actually quite simple.
-
- First, position your mouse cursor over the object you wish to
- start the link from. A grey bounding box will surround the object. Now,
- you have two options. The first, and slightly faster, way is to hold down
- the <CTRL> key, move the cursor to the object you want to create the link
- to, and let go. The second way is to click on the first object. An extended
- options window will open. Now, click on the second object, and you've
- made your link. Note that the extended options window now belongs to the
- second object, not the first. The advantage of this method is that it can
- be used to link objects to lights, whereas the first method cannot.
-
- Some objects can have multiple links. To make multiple links,
- simply repeat either method. However, if you are using the second
- method, you must close the extended options window before you can make
- another link from the first object. It is also important to note that links
- are sensitive to which object they originate from. When you create a link
- from Object A to Object B, Object B is modified only in that its range is
- extended when the player is within range of Object A.
-
- There are two ways to kill a link. The first is the most
- flexible and efficient, and involves only the shortcut keys. First, move
- the cursor over the object that owns the link. Since objects can have
- multiple links, you can now either break the links first to last, by
- pressing <k>, or last to first, by pressing <SHIFT>-<k>. To see whether an
- object is making a link or being linked, move the cursor over an object with
- a link line originating from it. If the line turns yellow, then that object
- owns the link.
-
- The second method uses the extended options window. First, open
- said window by clicking on the object. There will be two buttons
- with a red X on them. The button on the left will break links with
- objects from first to last. The button on the right will break links
- with objects from last to first. Note that links to lights must be
- broken using this method. It is suggested that you close the extended
- options window when you are finished, to prevent any accidental linking
- or delinking. Simply click on the check mark to close the window.
-
- Most links that objects make act as triggers. That is, an
- object usually makes a link to another object, such as a sensor or
- switch, which can only have two states (on or off). When this sensor
- or switch changes its state, the object is triggered and then proceeds
- to do whatever it does best.
-
- ------------------------------------------------------------------------
- [2.b] AI
- ------------------------------------------------------------------------
-
- There are two ways to access an object's AI. The first
- method is to click on the object, thus bringing up the extended
- options window. Then, click on the AI button, which will bring
- up the AI window. The second method is to simply position the
- cursor over the object, and then press <SHIFT>-<a>.
-
- The AI window will have a bunch of labeled fields, which are
- different for each object. For the most part, these should be
- self-explanatory. To modify them, move your mouse cursor over the box
- for the parameter you wish to modify, use the <BACKSPACE> key to delete
- the current value, and, finally, type in the desired value. Click on
- the check to close the AI window and make the changes complete.
-
- ------------------------------------------------------------------------
- [2.c] Range
- ------------------------------------------------------------------------
-
- Another important facet of objects is the range concept. Levels
- can be quite large, and have hundreds of objects. Obviously, if all of
- them were given processing time, the game would run very slowly. Thus,
- only objects within a certain distance of the player are processed.
- However, not all objects have the same range. For example, distant
- aliens can walk through closed doors, because the aliens have a longer
- range. There are two ways to fix this. The first is to search through
- the LISP code, find the portion that defines the AI of the objects,
- and change the range there. The second way is to link another object,
- usually a sensor, to the short-ranged object. When the closer
- or longer ranged object is active, it will extend the range of
- the linked object, allowing it to perform its special functions.
-
- ------------------------------------------------------------------------
- [2.d] Object List
- ------------------------------------------------------------------------
-
- Some objects which have on/off states will change their color to reflect
- these states. Green, of course, means on, while red means off. The
- following objects do this :
- Sensor
- Death_respawner
- Death_sensor
- All of the logic gates
- Indicator
- Switch
-
- Now let's take a look at the objects.
-
- AMBIENT_SOUND
- AMBIENT_SOUNDs are played continuously with a user definable delay
- and volume. They have a range of 500 pixels. Volume is highest at the
- point of origin, and diminishes with distance. You can use the
- number keys to change the sound type quickly. Use SHIFT-number key
- to get more of the sound effects.
-
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
-
- ANT_CRACK
- An ANT_CRACK is an irregular object from which any number and type of
- aliens can come bursting forth. The user can set the number and type
- of aliens by accessing the extended AI options. The alien types are
- as follows :
-
- 0 = yellow-white fast Laser shot
- 1 = golden-ornage slow Laser shot
- 2 = Grenade
- 3 = Rocket
- 4 = Plasma
- 5 = Fire Bomb
- 6 = Death Frizbee
- 7 = Laser Saber
-
- You can also press a number key while the cursor is on the ant to
- quickly change the type of weapon it fires.
-
- If it has no links it will NOT be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
-
-
- ANT_ROOF
- An ANT_ROOF is an alien whose normal state is a invulnerable coccon.
- Usually placed on the roof, hence its name. It will activate when
- the player comes within range when UNDERNEATH it. It will not activate
- if the player is above it, even when in range. An ANT_ROOF can be of
- any type of alien. To change its type, place the mouse cursor over the
- alien of your choice, watching for a grey bounding box to be drawn.
- Once you are over the alien press any of the number keys from 1-7 to
- change the alien type, refer above to alien type and number.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- BIG_BOMB
- A really big bomb which is triggered by a sensor or switch.
- It has a user definable delay which can be set in its AI.
- It can kill the player if they are in range of its blast, which is
- not very large. They can be chained together by linking them
- sequentially. If placed with no links, the bomb will explode on its
- own.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- BLOCK
- A BLOCK is just an object which can be hurt, but otherwise
- only blocks the player. The player can walk on BLOCKs. BLOCKs have a
- health of 30.
-
- It ignores all links.
-
- BOULDER
- A BOULDER is a huge, spiked ball. If dropped from a height, it
- will bounce on the floor doing damage to anything beneath it,
- including aliens, HIDDEN tiles, players, and anything else
- capable of being hurt. Its x and y velocity can be modified in
- its AI. It can be killed.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- BOMB
- This is a smaller version of the BIG_BOMB and does the same thing,
- but has a weaker and smaller explosion. See BIG_BOMB above.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- CONC
- This is a mine. When touched by the player, it explodes, causing
- damage. Otherwise it will just sit there waiting for the player.
- Typically placed on the floor.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
-
- CONC_AIR
- This is a air mine. Essentially the same as the CONC mine, except
- it looks different. Typically placed in the air.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- DEATH_RESPAWNER
- The DEATH_RESPAWNER will spawn a new object at the location of another
- object, when that object dies. For example, if linked to an alien, a
- user chosen object will appear where that alien died. This can be
- useful for creating types of puzzles where the player must kill a
- certain alien. This object can only be used on the alien objects.
-
- The linking order is as follows:
-
- First, link the DEATH_RESPAWNER to the object you want to
- be respawned.
-
- Next, link the DEATH_RESPAWNER to any number of aliens (ANTs).
-
- DEATH_SENSOR
- This object, like all other sensors, has two states : on and off.
- Whenever the object this sensor is linked to dies, or is deleted
- (which is the case with ammo and health), the sensor will switch to an
- on state. It can have multiple links. If it does, the sensor will
- switch to the on state only when all of the objects it has been linked
- to are dead or deleted.
-
- DFRIS_ICON10
- This is the large ammo unit for the Death Frizbee. It gives the player
- 10 additional units of ammo. Like all ammo, if it is connected to a
- sensor or switch which is off, the ammo will be invisible, untouchable,
- and unaffected by gravity, until the sensor or switch turns on.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- DFRIS_ICON4
- This is the small ammo unit for the Death Frizbee. It gives the player
- 4 additional units of ammo. Like all ammo, if it is connected to a
- sensor or switch which is off, the ammo will be invisible, untouchable,
- and unaffected by gravity, until the sensor or switch turns on.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- FBOMB_ICON1
- This is the small ammo unit for the Fire Bomb. It gives the player 1
- additional unit of ammo. Like all ammo, if it is connected to a
- sensor or switch which is off, the ammo will be invisible, untouchable,
- and unaffected by gravity, until the sensor or switch turns on.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- FBOMB_ICON5
- This is the large ammo unit for the Fire Bomb. It gives the player 5
- additional units of ammo. Like all ammo, if it is connected to a
- sensor or switch which is off, the ammo will be invisible, untouchable,
- and unaffected by gravity, until the sensor or switch turns on.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- FLYER
- This is a flying robot, which can fire any of the 7 weapon types.
- To change the weapon type, use the same method used for the ANT_ROOF.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- FORCE_FIELD
- This object is a wall of energy which blocks the character from
- crossing. This wall can be up to one screen in height. Position the
- object at the top of where you want the wall.
-
- If it has no links it will be active (on or off depending).
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- GATE_AND
- Logic gates modify their state depending upon the states of their
- links. A GATE_AND will turn on only when all of its links are in
- the on state. This logic gate can have multiple links.
-
- GATE_DELAY
- Logic gates modify their state depending upon the states of their
- links. A GATE_DELAY reflects the state of its link, however, it has
- a user definable delay before it switches states. This logic gate
- can have only one link.
-
- GATE_NOT
- Logic gates modify their state depending upon the states of their
- links. The state of a GATE_NOT will always be the opposite of the
- state of its link. A GATE_NOT only supports one link.
-
- GATE_OR
- Logic gates modify their state depending upon the states of their
- links. A GATE_OR will be in the on state whenever any one of its
- links are on, and is off only when all of its links are off. This
- logic gate supports multiple links.
-
- GATE_PULSE
- Logic gates modify their state depending upon the states of their
- links. A GATE_PULSE will, when switched on by its link, pulsate
- between on and off states, with a user definable delay between
- off states. This gate only supports one link.
-
- GATE_XOR
- Logic gates modify their state depending upon the states of their
- links. A GATE_XOR switches on if and only if an odd number of its
- links are on. That is, if there are two links, and one is on while
- the other is off, the GATE_XOR will be on. If they were both off or
- both on, then the GATE_XOR would be off. This gate supports multiple
- links.
-
- GREEN_FLYER
- This is a green flying robot, which can fire any of the 7 weapon
- types. See ANT_ROOF for a description of how to change the weapon
- type.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
-
- GRENADE_ICON10
- This is the large ammo unit for the Grenade. It gives the player 10
- additional units of ammo. Like all ammo, if is connected to a sensor
- or switch which is off, the ammo will be invisible, untouchable, and
- unaffected by gravity, until the sensor or switch turns on.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
-
- GRENADE_ICON2
- This is the small ammo unit for the Grenade. It gives the player 5
- additional units of ammo. Like all ammo, if is connected to a sensor
- or switch which is off, the ammo will be invisible, untouchable, and
- unaffected by gravity, until the sensor or switch turns on.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- HEALTH
- This is a heart icon. It increases your health by 5-20 points,
- depending on difficulty level.
-
- HIDDEN_ANT
- This is an ANT whose normal state is invisible. It acts like the
- ANT_ROOF, but is invisible.(see ANT_ROOF)
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- HIDDEN_WALL1
- Hidden objects are used to hide secrets. They can be destroyed using
- any of your weapons. Hidden walls can be made indestructible by
- linking them up to sensors or switchs. When the switch or sensor
- turns on, the hidden wall will self destruct, causing a lot
- of damage to any aliens, and/or other hidden walls surrounding
- it, but no damage to the player. This hidden wall looks like
- a floor tile.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- HIDDEN_WALL2
- This hidden wall looks like a roof tile.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- HIDDEN_WALL3
- This hidden wall looks like a wall tile.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- HIDDEN_WALL4
- This hidden wall looks like a blocking tile.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- HIDDEN_WALL5
- This hidden wall looks like a floor tile.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- HIDDEN_WALL_2x2
- This hidden wall looks like a 2x2 blocking tile.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- HIDDEN_WALL_3FLR
- This hidden wall looks like a 3 tile wide floor tile.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- HIDDEN_WALL_3TOP
- This hidden wall looks like a 3 tile wide roof tile.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- HIDDEN_WALL_3WALL
- This hidden wall looks like a 3 tile wide wall tile.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- HIDDEN_WALL_AFLR
- This hidden wall looks like an alien floor tile.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- INDICATOR
- This object switches its color between red and green when it turns off
- and on. It's useful for showing the player info about sensor states
- or switch states.
-
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- JUGGER
- This is a walking or stationary robot which tosses grenades.
- Its AI modifies whether is walks or is stationary, and the angle
- at which it throws the grenades.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- LADDER
- LADDERs allow the player to climb up and down. The LADDER must be
- linked to another object to work. The LADDER marks the upper left
- corner of the box the player can climb up in, and the other object
- marks the lower right corner. When a player enters this box, they
- can climb the ladder by pressing up. Note that a player is
- considered to be in this box if his feet are.
-
- This object requies one and only 1 link to another object
- (usually a marker) to function.
-
- LAVA
- LAVA constantly does damage to the player, for as long as they are
- touching.
-
- LIGHTHOLD
- A LIGHTHOLD allows other objects to have lights attached to them.
- Simply link the LIGHTHOLD to the light and to the object you wish to
- hold the light. The order in which these links are created does not
- make a difference. The light will now follow the other object wherever
- it goes. Remember to use the second method of linking for lights.
-
- LIGHTIN
- This object hurts the player when the lighting flashes. The speed is
- user definable.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- LSABER_ICON10
- This is the small ammo unit for the Laser Saber. It gives
- the player 10 additional units of ammo. Like all ammo, if it is
- connected to a sensor or switch which is off, the ammo will be
- invisible, untouchable, and unaffected by gravity, until the sensor
- or switch turns on.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- LSABER_ICON50
- This is the large ammo unit for the Laser Saber. It gives
- the player 50 additional units of ammo. Like all ammo, if it is
- connected to a sensor or switch which is off, the ammo will be
- invisible, untouchable, and unaffected by gravity, until the sensor
- or switch turns on.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- MARKER
- An object which does nothing, but can hold links for objects
- which need to be linked to other objects such as the LADDER.
-
- MBULLET_ICON10
- This is the large ammo unit for the Laser Rifle. It gives
- the player 10 additional units of ammo. Like all ammo, if it is
- connected to a sensor or switch which is off, the ammo will be
- invisible, untouchable, and unaffected by gravity, until the sensor
- or switch turns on.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- MBULLET_ICON5
- This is the small ammo unit for the Laser Rifle. It gives
- the player 5 additional units of ammo. Like all ammo, if it is
- connected to a sensor or switch which is off, the ammo will be
- invisible, untouchable, and unaffected by gravity, until the sensor
- or switch turns on.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- NEXT_LEVEL
- When the player activates the NEXT_LEVEL object (by pressing the down
- arrow while touching it), it will take the player to a level listed as
- a number in its AI. To use the NEXT_LEVEL object it is necessary for
- the level to be in the levels directory and use the naming convention
- "levelXX.spe", where XX is any number from 0 to 99. Note that the first
- 0 must be included if the number is less than 10.
-
- It is recommended that you double link the NEXT_LEVEL to its top,
- NEXT_LEVEL_TOP. To double link something means to link one object to
- another and that second object back to the first.
-
- NEXT_LEVEL_TOP
- The top part to the NEXT_LEVEL. Should be linked to a NEXT_LEVEL
- object.
-
- OBJ_HOLDER
- This object is similar to the LIGHTHOLD, but instead of attaching
- a light to an object, it glues together two objects. This object is
- sensitive to the ordering of the links. The first link is the object
- to be held. The second link is the object which is holding the first.
- There is an optional third link which, if it exists, will act as a
- trigger for the OBJ_HOLDER. The object will be held only if this link
- is on.
- Note that if the first or second link is broken (which will happen if
- the object dies or is deleted), the links will reorder themselves.
- The OBJ_HOLDER has modifiable AI for the displacement of the first
- object with respect to the second object.
- An OBJ_HOLDER with no links or one link will be deleted by the engine.
-
- OBJ_MOVER
- This object allows the level designer create paths for objects to
- move on. It accepts two links. The first link marks the endpoint
- for the path, and the second is the object which is to be moved.
- By linking OBJ_MOVERs in a circle, the object can be kept moving
- indefinitely. When the OBJ_MOVER moves the object to its
- destination, the link is then transfered to the end object, which
- in a chain of OBJ_MOVER will then move the target object to the
- next link in the chain. A chain composed of multiple OBJ_MOVERS
- can hold multiple target objects, one for each pair of OBJ_MOVERS.
- You can modify the speed at which it will move in its AI.
-
- PLASMA_ICON10
- This is the small ammo unit for the Plasma Beam. It gives
- the player 10 additional units of ammo. Like all ammo, if it is
- connected to a sensor or switch which is off, the ammo will be
- invisible, untouchable, and unaffected by gravity, until the sensor
- or switch turns on.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- PLASMA_ICON50
- This is the large ammo unit for the Plasma Beam. It gives
- the player 50 additional units of ammo. Like all ammo, if it is
- connected to a sensor or switch which is off, the ammo will be
- invisible, untouchable, and unaffected by gravity, until the
- sensor or switch turns on.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- POINTER
- An object which does nothing, but can be used to draw the players
- attention to certain points in the level. It looks like a golden
- arrow.
-
- POWER_FAST
- Power icons, when collected, augment the player's abilities. The
- player can only have one power icon at a time. All power icons
- are activated by pressing the right mouse button.
- This power icon will allow the player to move twice as fast as
- normal and jump higher.
-
- POWER_FLY
- Power icons, when collected, augment the player's abilities. The
- player can only have one power icon at a time. All power icons
- are activated by pressing the right mouse button.
- This power icon will allow the player to fly.
-
- POWER_HEALTH
- Power icons, when collected, augment the player's abilities. The
- player can only have one power icon at a time. All power icons
- are activated by pressing the right mouse button.
- This power icon will allow the player to have 200 health points.
-
- POWER_SNEAKY
- Power icons, when collected, augment the player's abilities. The
- player can only have one power icon at a time. All power icons
- are activated by pressing the right mouse button.
- This power icon will allow the player to become paritally invisible.
-
- PUSHER
- This object will push the player in the direction of the arrows.
- The level designer can change the strength at which it pushes the
- player in its AI.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- RESPAWNER
- (This object is not avaible until net abuse is available)
- This object, like the DEATH_RESPAWNER, spawns new objects. It has but
- one link, the object it will respawn. There is a user definable delay
- between respawns in its AI. An object is respawned only if it is
- deleted once spawned. The object will be spawned at the location of
- the RESPAWNER. One use of this object is to have infinite sources of
- ammo and health in network games.
-
- RESTART_POSITION
- This object functions as a user activated save position in the game.
- When the levels tend to be very large, it is necessary to put in
- RESTART_POSITIONs, so that if the player dies, they do not have to
- start from the very beginning again. In general, the more
- RESTART_POSITIONs a level has the easier it is.
-
- ROB1
- A large robot which can chase you down halls. It has large spinning
- blades which are situated in front of it, that do a decent amount of
- damage. It has user definable speed and health settings in its AI.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- ROCKET_ICON2
- This is the small ammo unit for the Rocket Launcher. It gives
- the player 2 additional units of ammo. Like all ammo, if it is
- connected to a sensor or switch which is off, the ammo will be
- invisible, untouchable, and unaffected by gravity, until the sensor
- or switch turns on.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- ROCKET_ICON5
- This is the large ammo unit for the Rocket Launcher. It gives
- the player 5 additional units of ammo. Like all ammo, if it is
- connected to a sensor or switch which is off, the ammo will be
- invisible, untouchable, and unaffected by gravity, until the sensor
- or switch turns on.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- SENSOR
- The sensor is the basic triggering device. In addition to responding
- to the player's position, a sensor can also be used to extend the
- range of other objects, since sensors have the longest range. A sensor
- has on and off area boxes. When the player enters the on area (green
- box) the sensor will turn on and stay on until the player leaves the
- off area (red box).
-
- Note that a player is only in the box if his feet are.
-
- The off area typically encloses the on area, but this does not have
- to be the case. Each of the areas is user definable in the sensor's
- AI.
-
- Sensors do not processs their links.
-
- SMART_PLAT_BIG
- The smart platforms are objects which require two links, typically
- (but not always) a pair of sensors. If a link is on, it will travel to
- that linked object's location. A third optional link will, if it
- exists, direct the platform to be active or inactive, depending on the
- link's state (on will activate, and off will deactivate). The speed of
- the platform can be changed in its AI.
- This platform is a big techno looking platform.
-
- SMART_PLAT_RED
- This platform is a big alien looking platform.
-
- SMART_PLAT_SMALL
- This platform is a small techno looking platform.
-
- SPRAY_GUN
- This is a gun object which, when active, will shoot out sprays of
- fire. It is capable of shooting any of the weapon types. You can use
- the ANT_ROOF method for altering the weapon type, or change it in the
- AI. The arc range and firing speed are also user configurable.
- You can use the number keys to change the weapon type quickly.
-
- If it has no links it will NOT be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- SPRING
- This object will allow the player to jump higher than normal.
- The longer the player is in contact with the SPRING object
- the further it will push them. The strength of the push is
- user definable.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- START
- This object sets the starting point for the player when the game
- is begun anew. If the player is set behind objects when the game
- starts, then is nessecary to raise this object and save the level
- again with the raised START object.
- To raise objects, position the mouse cursor over the object, and
- press <>> (<SHIFT>-<.>).
-
- It is possible to have multiple starting points in a level. The
- game will start where the last one was placed.
-
- STEP
- A simple step that the player can walk on.
-
- SWITCH
- This is a user activated object. It has two states, on and off.
- Other objects reference this object often, as it is a versatile tool.
-
- SWITCH_BALL
- This is a user activated object. It has two states, on and off.
- It is similar to the regular switch, but is activated when it is
- shot. It cannot be deactivated.
-
- SWITCH_DELAY
- This switch, once activated, will revert back to its default state
- after a user definable time delay. Its default state is off.
-
- SWITCH_DIMMER
- This is the only object that can modify lights. It requires two
- links, one to a switch or any object which can change states
- (on or off), and the other to a light which it modifies. Since
- light and object links are different, you can link them in any
- order. The amount of decrease in light can be set in the AI.
- If you flip a SWITCH_DIMMER around (press the <x> key with your
- cursor over the SWITCH_DIMMER), the light will grow instead of
- shrink. The SWITCH_DIMMER will only activate when the object it is
- linked to is in the on state.
-
- If it has no links it will NOT be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- SWITCH_DOOR
- A SWITCH_DOOR requires one link. When this link is off, the
- SWITCH_DOOR will be in a blocking state, but when on, the
- SWITCH_DOOR will be in a non-blocking state.
-
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- SWITCH_MOVER
- This object requires two links, the first to the object which is
- to be moved and the second to any object which can change states (on
- or off). When the second object's state is on, the switch mover will
- move the first object to the SWITCH_MOVER's current position. The
- engine will then delete the SWITCH_MOVER.
-
- A SWITCH_MOVER with no links will be deleted by the engine.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- SWITCH_ONCE
- This is a user activated object. It has two states, on and off.
- Other objects reference this object often as it is a versatile
- tool. It can only be switched ONCE.
-
- TELE2
- This is an object which requires one link. When activated, it will
- teleport the player to the postion of the object it is linked to.
- TELE2s can be linked to each other, thus creating connections within
- levels which have no direct connections.
-
- TP_DOOR
- A TP_DOOR requires one link. This link should be to another TP_DOOR.
- When the TP_DOOR is activated, it will teleport the player to the
- TP_DOOR it is linked to.
-
- TRACK_GUN
- This object, when active, will track and shoot the player. Rate of
- fire and weapon type are modifiable via its AI. You can use the
- number keys to change the weapon type quickly.
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- TRAIN_MSG
- When a player is near this object, a preset message will be printed.
- These messages are defined externally.
-
- TRAP_DOOR2
- A door similar to the SWITCH_DOOR, but this is used on the floor.
- (see SWITCH DOOR)
-
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- TRAP_DOOR3
- A door similar to the SWITCH_DOOR, but this is used on the floor.
- (see SWITCH DOOR)
-
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
- WHO
- Another type of flying robot, with the same attributes as the FLYER.
- (see FLYER)
-
- If it has no links it will be active.
- It can be linked to a sensor or switch and will be
- activated when the sensor or switch is in an on state.
-
-
- [3]
-
- Preliminary Level Designing, Windows and Menus
- ---------------------------------------------------------
-
-
- ------------------------------------------------------------------------
- [3.a] Preliminary Level Designing
- ------------------------------------------------------------------------
-
- When creating a new level, it is generally a good idea to think
- about a general theme. Will it be all action? Will there be puzzles, and
- if so, have difficult will they be? What is the mood of the level? What
- is the skill level of the target player? Keep these questions in mind. You
- may also find it helpful to sketch out the general design of a level on
- paper before you begin. Levels can be more or less as large as you want them
- to be, but the default size of 100 by 100 tiles should be large enough for
- most levels.
-
- However, before you can begin putting down tiles and objects, you
- must first learn to tame the windows and menus that populate the world
- we call ABUSE.
-
-
- ------------------------------------------------------------------------
- [3.b] Windows and Menus
- ------------------------------------------------------------------------
-
- First, you will need to start the game in edit mode. This will
- allow you to access the built-in editor. To do this, go to the current
- ABUSE directory and type in this line :
-
- abuse -edit
-
- The "-edit" is an Extended Option. See section 1.b for a complete
- listing of these.
-
- The game will now start. It will load level 00, the training level
- by default. This will suit our goal of learning the windows and menus just
- fine. Notice that the game is not running yet. If you have already played
- the game, you will notice there now is a menu bar at the bottom of the
- screen that is not present when you normally play, and that your cursor is
- now an arrow instead of the usual target. Let's examine the menus and their
- functions.
-
- Under the farthest left hand menu called FILE, we find a listing
- of file utility commands and some advanced options.
-
- Under FILE-->
- Load Level
- Save Level (S)
- Save level as
- Save game
- New level
- Resize map
- Suspend non-players
- Play mode toggle (TAB)
- Save Palettes
- Start cache profile
- End cache profile
-
- The first 5 options from the top are basic file utility commands found
- in almost all programs.
-
- Load level
- This command loads in levels. There are two methods you
- can use to do this. The first is the command line -- simply
- point the cursor at the text box at the top of the window,
- use the <BACKSPACE> key to delete the current contents, and
- type in the path and name of the level you wish to load.
- The second is the file selection system that uses the mouse.
- Under the text box, you will notice a list of files in the
- current directory. By double clicking on a directory, you
- can move around your directory structure. Double clicking on
- a file will have the editor try to load it as a level.
- -------NOTE----------
- The file selection system does not work for loading up files
- outside the directory from which ABUSE was ran. Use the
- command line to load up levels from other directories outside
- the current one.
-
- Save level (S)
- This command saves levels. A shortcut key is <SHIFT>-<s>.
- This command will save the level with the name and path of the
- currently loaded level.
-
- Save level as
- This command saves a level using a different name from the
- currently loaded level. Its methods are the same as the Load
- Level command, and it has the same limitaions.
-
- Save game
- The save game command saves the level with your current
- position and weapon status. When the level is loaded up,
- the player will begin at the position from which the game
- was saved. This differs from the other save level commands
- in those do not save your current position, and weapon status.
-
- New level
- This command creates a new level.
-
- Resize map
- This command resizes the map (level). The default size is
- 100 x 100 tiles. A tile is 30 x 15 pixels, so this
- translates into a 3000 x 1500 pixel world, or roughly
- 9.5 x 7.5 screens at the default resolution of 320x200.
- To change the size of the world type in the new parameters
- and press <OK>.
-
- Suspend non-players
- This command stops all objects from being processed, aside
- from the main character. You will notice that when you
- execute this command, the main characters upper body is
- frozen. This is because the main character is composed of two
- objects, and only the lower half is processed. This mode
- is useful in level designing when you don't want to
- disturb the world as you roam about.
-
- Play mode toggle (TAB)
- This command starts the game from edit mode, allowing you to
- play the game as you normally would. Once you select this
- command you can only use the short-cut key (TAB) to return to
- edit mode. It is suggested you use this key and forgo the menu
- command, as the shortcut is much faster and not as tedious,
- and you will find yourself using it often.
-
- Save palettes
- This command saves palettes to a file called edit.lsp, which
- can be edited using a conventional text editor. Palettes will
- be discussed in detail later in this document.
-
- Start cache profile
- This is a level optimization feature. It lets the engine know
- in advance which graphics and sounds will be used in a level,
- so that it can store them in an efficient manner, resulting
- in reduced disk access when playing the level.
- -----------------------NOTE--------------------------
- This command should only be used for COMPLETED levels.
- To use this command properly these steps must be followed :
-
- 1) Start a new level from the proper position and state.
- 2) Select this command from the menu system.
- 3) Enter play mode.
- 4) Play through the level as you normally would. Using
- save positions is ok. Each time graphics, sound,
- etc. is used, the game makes note of it.
- 5) Continue until you reach the end of the level. Do NOT
- go to the next level.
- 6) Press tab to return to edit mode.
- 7) Use the load command to reload the level.
- 8) Save the level from the menu, or by using <SHIFT>-<s>
- 9) Choose End Cache Profile from the file menu.
-
- End/save cache profile
- This command will save and end the cache optimization
- procedure. It saves the data to a file under the name
- and directory of the original level with an extensiton of
- .cpf.
-
- From the FILE menu you will use the Load Level command most often.
- The rest are occasionally used, and the Save Level command has a keyboard
- short-cut so it will not be necessary to use the menu for that command. Now
- let's take a look at the EDIT menus.
-
- Under EDIT ---->
- Toggle light
- Set scroll rate
- Center on player
- Add palette
- Toggle Delays
-
- God mode
- Clear weapons (z)
- Mouse scroll
- Lock palette windows
- Raise all foreground
- Toggle object names
-
- Toggle map (m)
- Shrink to 320x200 (F10)
- Disable view shifts
- Ultra Smooth draw (U)
- Disable Autolight (A)
- Show FPS/Obj count
-
- Record demo
- Play demo
-
-
- Toggle light
- This command turns on and off the lighting. Lighting is a
- unique feature of the Abuse engine, allowing the level
- designer to create new and interesting scenes simply
- by moving around the light sources. However, it can be
- distracting while editing a level, so this command is
- provided.
-
- Set scroll rate
- This command modifies the rate at which the foreground
- layer and background layer scroll relative to each other.
- The Abuse engine has the capability for 2 layers of
- parallaxing. The top layer is called the foreground layer
- and the bottom is called the background layer. The parameters
- for the scroll rate are:
-
- rate for background scroll in x axis:
- rate for foreground scroll in x axis:
-
- rate for background scroll in y axis:
- rate for foreground scroll in y axis:
-
- For example if the parameters were:
-
- X mul 1
- X div 2
-
- Y mul 1
- Y div 2
-
- Then background would scroll twice as fast as the
- foreground in the x and y axes.
-
- Center on player
- This command will center the screen on the main character.
- It's very useful since the Abuse engine allows the level
- designer to move the center of the screen away from the
- character. The short-cut key is <c>.
-
- Add palette
- This command allows the level designer to make custom
- palettes. When you choose this command, a dialog box will
- open with several fields. Type in an appropriate name, as well
- as width and height values. Since the palette can be resized
- with the arrow keys, you do not need to worry about getting
- the size perfect. You will now have a blank palette window.
- You can add foreground tiles to this window by selecting a
- tile from the foreground tile window (see below), and then
- clicking in the palette window with the RIGHT mouse button.
- Palettes are discussed in detail in the section on the
- Palettes menu option, below.
-
- Toggle Delays
- This command will allow the game to run at the fastest speed
- your machine is capable of. There should be a message telling
- you whether delays are being turned on or off after you choose
- this command. The keyboard short-cut is <SHIFT>-<d>.
-
- God mode
- In this mode you have all the weapons, unlimited ammo, and
- cannot be killed. The SHAREWARE version has only four
- weapons as opposed to the COMMERCIAL versions full eight
- weapon types. The keyboard short-cut is <SHIFT>-<z>.
-
- Clear weapons (z)
- This command resets your weapon status, leaving you
- with only the laser rifle. All ammo will be set to 0.
- This is useful when designing and debugging levels,
- since the Abuse engine does not clear your weapons
- status when you reset the level. The keyboard shortcut
- is <z>.
-
- Mouse scroll
- An optional feature is the ability to use the mouse as a
- scrolling device. If this command is active (as indicated
- by an asterisk), you can move around the level by pushing
- the cursor against the boundaries of the screen. You can
- also use the arrow keys to scroll around, however, you must
- take care that you do not accidentally resize palette windows
- when using them.
-
- Lock palette windows
- This command prevents any accidential alteration to
- palettes. When this command is active (as indicated by an
- asterisk) none of the palette windows can be resized nor
- can the tiles in them be changed. To deactivate this command,
- simply select it again.
-
- Raise all foreground
- This command will, when active as indicated by the asterisk,
- make all the foreground tiles laid down in the level be
- raised. Raised foreground tiles are drawn in front of the
- character. When in edit mode all raised foregrounds will have
- an 'X' drawn over them. You can deactivate this command by
- selecting it from he menu again. To raise and lower individual
- tiles, position the cursor over the tile you wish to raise or
- lower and press the <r> key.
-
- Toggle object names
- When this command is active, each object will have its name
- displayed below it in green.
-
- Toggle map (m)
- This command will display a map of the level. The map is a
- global representation of the level, with area boxes shown.
- An area box is an area of the level that has its own
- ambient light and screen displacement values. The map can
- be scrolled around with the arrow keys, or with the mouse
- if mouse scroll is activated.
- Ambient light is the global level of lighting. A
- player can only have one ambient light value at a time.
- However with the help of area boxes, you can have multiple
- ambient light values. Once a player leaves an area box, the
- screen displacement and ambient light do not return to their
- original values. The values of the screen displacement and
- ambient light change only when the player enters another area
- box. Screen displacement shifts the center of the screen
- away from the player. You can access these parameters and
- others via the toolbar window, which can be opened from the
- WINDOWS menu. See the section on the toolbar window, below,
- for a description of the tools and what they do.
- The keyboard shortcut for map mode is <m>. To get
- out of map mode, simply press <m> again.
-
- Shrink to 320x200 (F10)
- This command shrinks the view window to 320x200 resolution.
- When working in hi-res mode, this can give you an idea of
- what the player will see in low-res mode.
-
- Disable view shifts
- If this command is activated (it will have an asterisk next
- to it in the menu selection) view shifts will not take place
- when the player enters a new area box. When developing a
- level, this command can prevent accidental and annoying
- view shifts. To enable view shifts, simply reselect this
- command.
-
- Ultra Smooth draw (U)
- This command will draw the characters as smoothly as possible.
- This command currently is under development and should
- not be used.
-
- Disable Autolight (A)
- This command disables the autolight feature. The autolight
- feature will turn off the lighting if the frame rate drops
- below 9 frames per second. Disable this if you're working on
- a slow machine and want to see the lighting no matter what
- the speed. To enable autolighting again, reselect this from
- the menu. The keyboard short cut is <SHIFT>-<a>.
-
- Show FPS/Obj count
- This command prints the number of frames per second and the
- number of objects currently being processed in the upper
- left hand corner of the screen.
-
- Record demo
- This command will begin recording a demo of the game. These
- demos can be viewed with the play demo command.
-
- Play demo
- this will play the demo which you have recorded.
-
- The EDIT menu is very important to designing levels. Most of the
- important functions have keyboard shortcuts and can greatly speed up
- level designing. Now let's take a look at the WINDOWS menu.
-
- WINDOWS->
- Foreground (f)
- Background (b)
- Draw layers (L)
- Lighting (l)
- Palettes (p)
- Objects (o)
- Console (/)
- Tool Bar (a)
- Search (s)
- Profile (P)
- Save positions
-
- Foreground (f)
- This command will bring up the foreground tile window.
- From this window you can select foreground tiles to place
- in the game world.
- To expand the foreground window, place your mouse cursor
- inside the foreground window and press <SHIFT>-<f>.
- Multiple presses will expand the window even further,
- though it will eventually return to a single tile window
- window. If the foreground tiles seem small, place the
- cursor in the window and press the <+> key to make them
- full size. Similarly, if they are taking up too much space,
- press the <-> key to shrink them. Note that the 0 color black
- is drawn as beige in the foreground tiles, for identification
- purposes. To select a tile from this window, simply click on
- it. You can then place the tile by moving to where you want to
- put it and left clicking. The keyboard shortcut is the <f> key.
-
- Background (b)
- This selection will bring up the background tile window.
- These tiles are drawn behind the foreground tiles, and will
- show through only where there are no foreground tiles, or
- where the color black (0 color) is present in foreground
- tiles. You can select tiles from this window using the same
- method as for the foreground window. However, to place tiles,
- you must right click, as a left click will place a foreground
- tile. The keyboard shortcut is <b>.
-
- Draw layers (L)
- This selection opens the layers window. The buttons in this
- window toggle the display of various layers. That is, you can
- toggle the drawing of, among other things, lighting effects
- and foreground tiles. The latter would be useful when laying
- down background tiles.
-
- FORE : Toggles the foreground layer.
- BACK : Toggles the background layer.
- BOUND : Toggles the bounding boxes on foreground tiles.
- Bounding boxes block the player, so that one can
- walk on floors and be stopped by walls.
- LIGHT : Toggles the lighting.
- LINKS : Toggles the display of links between objects.
- In areas with lots of links, they can sometimes
- obscure the foreground. Note that when off, the
- light icons will not be drawn.
-
- The keyboard shortcut is <SHIFT>-<l>.
-
- Lighting (l)
- This will bring up the lighting window. This window has
- buttons for a variety of light source shapes, as well as an
- ambient button. Lights are respresented by a white, circular
- or semi-circular icon, depending upon its shape. You select
- and place a light in the same way you do a foreground tile.
-
- Sometimes you will want to modify the size or shape of the
- light. There are several ways to do this. The first method
- uses the keyboard almost entirely :
-
- 1) Position the cursor over the light whose shape
- you wish to change. Or, you can skip to step 3,
- if you have selected a light but have not dropped it.
- 2) Press the <SPACEBAR> to pick it up.
- 3) Use the arrow keys to reshape the light, or + and - to
- resize it.
-
- The second method involves the use of the extended options
- window :
-
- 1) Click on the light.
- 2) Modify the W and H fields for the light. These will
- change the width and height, respectively. Note
- that these fields expect small numbers. The L2 field
- will change the size of the light. This field can
- accept very large numbers.
-
- The keyboard shortcut is <l>. Lighting is an excellent
- tool for creating mood in the levels. Learn how to use the
- lighting well.
-
- Palettes (p)
- This command will open a window containing a list of palettes.
- Choose one and double click on it to open a palette window.
- Sometimes the palette windows will be shrunken so as to take
- up less space. Palette windows can be shrunk and expanded,
- just as the foreground and background windows can. While in
- this window, hold shift and type a letter to jump to the
- palettes starting with that letter.
-
- Palettes have a variety of uses. Not only can they be used as
- custom tile libraries, they can be used to fill areas, or to
- stamp down one set of tiles at a time. They are quite useful
- for creating complex patterns of tiles with great speed. To
- stamp down the palette, click on the palette's window bar with
- the left mouse button. While keeping the mouse button held
- down, drag the upper left corner of the window to the position
- where you wish to stamp, then press the <SPACEBAR> key. If you
- wish to fill, press the <t> key instead. The result of a
- palette stamp is perhaps best shown rather than described.
- Assume that the palette is being stamped at the upper left
- corner of the grid. A-d are foreground tiles.
-
- Palette Grid before stamp Grid after stamp
- +-+-+ +-+-+ +-+-+
- |a|b| | | | |a|b|
- +-+-+ +-+-+ +-+-+
- |c|d| | | | |c|d|
- +-+-+ +-+-+ +-+-+
-
- Palettes can also be used to fill or stamp one tile
- at a time. Simply left click on a tile in the palette window,
- then place it as you normally would. Do NOT right click, as
- you might accidentally alter your palette. To help prevent
- accidental alterations to the palette, read about the Lock
- Palette Windows command, above.
-
- To expand or shrink a palette, simply position the
- cursor in the palette window and use the arrow keys to resize
- it. BE CAREFUL with this -- if you shrink a palette, any tiles
- that were in area you just shrunk will no longer be there,
- even if you expand the palette back to where it was. This is
- annoying, at best.
-
- Also, make sure to use the Save Palettes command in
- the FILE menu to save your palettes so that you may use them
- in the future. Saving the level does NOT save the palettes.
- Palettes are very powerful tools to a level designer. They
- will allow you to do complex fills and create repetitive
- structures easily, as well as being custom libraries for
- tiles. Palettes are your friends.
-
- Objects (o)
- Objects are the core of the game. They are all the characters
- which you interact with. Each one has its own, unique AI
- settings. This window gives you a listing of all the objects
- in the game. While in this window, hold down shift and type a
- letter to jump to the objects beginning with that letter. See
- Object Listings and Descriptions for a complete overview of
- all the objects in the game. Some basic object utility
- commands are as follows :
-
- <SPACEBAR> Picks up object under cursor.
- <x> Flips object under cursor in x axis.
- <d> Deletes object under cursor.
- <SHIFT>-<c> Clone object under cursor.
- <CTRL> Position object to a grid.
- (object must be picked up)
- <ALT> Position object in the middle of a grid.
- (object must be picked up)
- <SHIFT>-<k> Kills last link of object under cursor.
- <k> Kills first link of object under cursor.
-
- The keyboard shortcut key for this window is <o>
-
- Console (/)
- This will bring up the console window. The console window
- can accept command line inputs. It can also be used to
- modify the game and receive information about the game's
- state.
- The keyboard shortcut is </>.
-
- Tool Bar (a)
- This will bring up the toolbar window. It is used in
- conjunction with the map view to add and modify area boxes
- and place tiles in the map view.
-
- The toolbar menu has 3 icons : a pencil, an arrow, and a box
- made of broken lines. The pencil lets you lay down tiles
- that you have chosen from either the foreground window,
- palette window, or the current level itself. To lay down a
- tile in the game, simply press the right mouse button over
- an area in the map. The pencil mode is also useful for using
- the fill option. To fill an area in the map with one
- foreground tile, follow these steps :
-
- 1) Select a tile from any of the three sources.
- 2) Make sure the area you wish to fill is completely
- surrounded by tiles. If not, then lay down some tiles
- to fill the gaps.
- 3) Move the mouse pointer into the area.
- 4) Press the <t> key.
-
- To select a tile which has already been laid down,
- position your mouse cursor over the tile and press
- the <`> key. If your foreground window is open at the
- same time, it will jump to the tile you just selected.
- This selection mechanism will work in map mode as well.
-
- The box tool allows you to create a new area
- box. To do this, follow these simple steps :
-
- 1) Select the box tool.
- 2) Enter map mode, if you haven't already.
- 3) Hold down the left mouse button, then drag to
- create the box.
- 4) Release the mouse button.
-
- The arrow icon lets you modify the settings of an
- area box. To do this, follow this procedure :
-
- 1) Select the arrow tool.
- 2) Go to one of the yellow endpoints of the area box.
- Each area box has two endpoints; one at the upper left
- corner, and another at the lower right corner.
- 3) Double click on the endpoint. You will know when you
- have selected an area box, as it will have turned into
- a yellow box. This will bring up a window with several
- parameters :
- Ambient
- The global lighting level. It ranges from 0 to 63.
- A value of -1 means no change.
- Ambient Speed
- This is the increment at which the ambient light
- level changes when the player enters the area box.
- Obviously if the ambient light level is the same,
- there will be no change.
- View x off
- This is the number of pixels the player should be
- offset from the center of the screen, in the X axis.
- A negative value will shift the screen left, and a
- positive value will shift the screen right.
- View y off
- This is the number of pixels the player should be
- offset from the center of the screen, in the Y axis.
- If the value is negative, it will shift the screen
- upwards. A positive value will shift the screen
- downwards.
- View x speed
- The rate the view shifts, in pixels.
- View y speed
- The rate the view shifts, in pixels.
-
- Click on the <OK> (check) button to close the area
- box's extended option window to save the changes, or the
- <DELETE> (big red X) button to delete the area box.
-
- Search (s)
- This is currently under development, it will search for
- objects within a level. Do not use.
-
- Profile (P)
- The profile window will display the current objects and
- rank their CPU time. The higher up on the list, the more
- CPU time taken up by that object or group of objects.
-
- Save positions
- This command will save the positions of all opened windows.
- Thus, when reopened, they will appear where you left them.
-
-
- [4]
- Level Designing Hints and Practicalities
- -----------------------------------------
-
- ------------------------------------------------------------------------
- [4.a] Level Designing Hints and Practicalities
- ------------------------------------------------------------------------
-
- If anyone has read this far, they either have to be crazy, or
- very determined. You make the call.
-
- If you don't want to draw your own tiles, you need to familiarize
- yourself with the tile set. A good way to do this is to take a look at the
- current levels, like LEVEL00.SPE, the training level. Using the <`> key,
- with the foreground window open, select the tiles which you have an interest
- in. Learn what they look like, and what they do. Also look at how the various
- tiles fit together. Use the layers window to turn on the bounding layer and
- see the bounding boxes for the various tiles. Use palettes so that you don't
- have to search through the foreground window for your favorite tiles. Play
- with the objects, see how they work with the player and with each other. And
- save your level often. Since you often mess up your level while testing it
- and killing monsters and so on, make use of the restore key (<SHIFT>-<r>),
- which will reload your level. Note that if you saved the game at a
- RESTART_POSITION, your savegame and not the original level will be reloaded.
- Make sure not to save a level after you've gone through and killed everything.
-
- Making a level is an incremental process, building block by block as
- you go. Keep in mind your global goals for the level. Keep the action steady,
- but gradually build up to the "big finish". But, more than anything, make
- levels and get more experience. This is the best way to learn to make great
- levels.
-
- With all that said, level designing is a rewarding process filled
- with little twists and turns that will keep you enthralled and entertained
- for hours on end.
-
-
-
-