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lev_ed.readme
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1995-08-08
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---GF2/GP Level Editor. By Richard Franks 1995---
-----===>>>Version 1.1<<<===-----
Introduction:
This program should enable you to edit and create levels for
Gravity Force II and Gravity Power. This program is hopefully
simple and easy-to-use - if you have any comments, complaints,
suggestions or a vast quantity of money then you can contact
me at the address at the end of this file.
Installing:
Copy the Level_Editor drawer into your GF2/GP drawer - the
program makes its own assigns for GF2/GP as its parent
drawer. This is to make the program as easy to install as
possible, if you want the editor anywhere else then change
the ascii file GP_Lev_Ed. It is possible to install the
Level Ed on the same floppy as GP.
Files needed are:
LIBS: - ASL , mathtrans.
C: - IconX
GFX: - entire drawer of .bmap files. Unless you do your own
assigns then this will be in the parent drawer to
Level_Ed
Features:
* Automatic decompression of files with optional recompression
If you don`t want to recompress files when saving, if you are
writing a level editor or something :), then change this
from the MISC menu
* Edits all level types
To change level type choose from the 'Level-GFX` menu.
* Shooters and magnets
To place a shooter or magnet then just draw them onto the
map. There is a maximum of 10 shooters and magnets for
each level - if you exceed this and try to save - the
program will tell you how many shooters/magnets you will
have to remove and abort the save.
* Miniture map of level on screen
This shows you where you are editing relative to the rest
of the level, if you want to edit anywhere else you can:
(1) Use the arrow keys
(2) Use the arrow buttons above the map
(3) Click where you want to edit on the map
* Race Levels
These are checked automatically - just place the ports.
Try to keep ports of the same type more horizontal or vertical
rather than diagonal. Also do not place ports in the top-left
corner as these will probably be ignored.
* Player placement
Select from the 'Level` menu or press '1` or '2` - depending
on which player you want to place.
* Changing water level
If you don't want water then you can disable it with the 'Level`
menu, you can also set the water start/finish position and the
tide speed here. The water start/finish positions are indicated
on screen if water is active. I'm not quite sure how the tide
speed works - 10000 is normal, higher is faster.
* Block selection on screen
To change the current block, scroll through the choices at the
bottom of the screen and click on the one that you desire. In
case you are finding yourself going back and forwards through
the options, you can have two offsets - to toggle between these
click on the number to the right of the text display - this will
be either 1 or 2. The current block that you are using is shown
to the left of the text display. You can also toggle between two
blocks, to do this simply click on the box that holds the current
block. If there is a demand I can switch back to the origional
method of block selection.
* Editing the level
Choose your block and click on the display to place it, to remove
any error, press the right mouse button over the displeasing block
* Edit GF2 and GP levels
These can be selected from the `Project` menu, if you select
GP then you can place cannons and pick-up pods - select these
as normal from the block selection bit.
* Cannons
Clicking on a the cannon from the block selection bit will bring
up a small requester - click on the gadgets to select the cannons
target(s) and how dangerous the cannon is. I have only had 4 cannons
on-screen active at once (my 500+), but I think you can have more
cannons if they are spread through-out the level.
* Multitasking
To my knowledge this program multitasks perfectly - I tried:
GP_Lev_Ed.exe *2
Swampthing.mod
Blitz2
Workbench
FastGif - Voyager pic
Try doing that on a PC (scum!) or a Mac (ha ha ha). Ahem.
New Features: (from v1)
* Colour map
The miniture map is now in colour (woo!), the scaling routine is not
perfect but at least it looks much nicer!
* Highlighting
The cursor is now followed around the editing screen by a 16*16
block that inverts the background. This can be turned off and on from
the MISC menu.
* GFX loading
The GFX are now loaded from the origional XXX.bmap files. This basically
means that the Level Ed is about 240k lighter. This basically means that
it is now possible to put the Level Ed on the same floppy as GP. The loading
time has unfortunately increased slightly as a result - up to half a minute
for the desert and alien levels on my 500+, and about 10 secs for the rest.
Also I have tested it on a 1200 with Blizzard II 50 mhz, etc, etc - the
graphics sometimes corrupt - if this happens to you, turn the cache off.
* Filename handling
This isn't actually a new feature but I forgot to mention it last time!
You don't need to type `.GFB' at the file requestor or ` (Race).GFB' and
if you are converting a normal level to a race level then you don't need
to bother changing the filename as the program handles this automatically.
This is ust to make it more simple to use - if you do type `.GFB' then that
is ok also.
Bug-fixes: (from v1)
* The menu bug - The program is now slower but less frustrating!
* The water bug - This seems to be ok now - it was just my naff
addressing. The water speed is now fixed also.
* The race id bug - This had the same problem as the water bug.
* The Desert race - This was just me being silly - sorry!
* The Arthur bug - `Arthur Pewty' is now spelt correctly :)
* The name bug - The users name is now saved out ok.
* The cannon bug - Cannons now work ok.
Keyboard controls:
In-keeping with tradition the following keys are used:
(these functions are available elsewhere)
Arrow keys - Scrolls around level
1 - Places player 1
2 - Places player 2
l - Loads a level
s - Saves a level
e - followed by 'y` quits
Note:
This program now goes under the definition of `Levelware'. This
basically means that if you use this program regularly and you
design a rather spiffing level(s) then you are morally obliged to
send a copy to me so that I can play it :) Apart from that, this
program is freely distributable along with this document.
You can get Gravity Power from:
(i) Jens Andersson or Jan Kronqvist
Plogvagen 2 Volontarbacken 7c
372 33 Ronneby 372 32 Ronneby
Sweden Sweden
By sending Five pounds or 50 SEK.
(ii) Or by getting a back-issue of Amiga Power 50
If anyone has a 500 compatible hard drive (or a bare SCSI board)
that they wish to sell relativly cheap, then if you can contact
me then that would be great. At present my GVP 500+ is working due
to a diet-coke can and some sellotape :)
Disclaimer:
This program shouldn't reformat your hard-disk the seventeenth
time that you load it up, but if it does I can accept no responsibility,
use this program at your own risk etc, etc.
Credits:
Thanks to: Neil - For testing, compliments and an easy GP win
Duncan - Hours of GP playing and an empty diet-coke can :)
Mark Sibly - Blitz2
Jens+Jan - GF2/GP
Smorphoria - Two cool music modules to listen to while coding
+Skidmarks and designing levels
Info:
If have any comments about this program or any bug-reports then please
contact me at:
6 Dunterlie Court
Barrhead
Glasgow
Scotland
G78 1BH
Or by telephone:
0141-880-5889
Or you can also contact me via:
neilam@spider.co.uk
Oh yeah - this was programmed in Blitz 2