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- This document was written by Duong Dai Nguyen,
- level designer & artist for Abuse
-
-
- WELLCOMMMEEEE ....
- TUTORIAL NUMBER 1
-
- (how to make levels the crack-dot-com way!)
-
- Here at crack-dot-com we strive to create fun games. Many elements
- goes into makeing a fun game, and but one is level design. Suppiled with
- your offical crack-dot-com package is a level editor. This editor allows
- you to produce your own ABUSE levels, using prefabracatied peices which
- we call OBJECTS. The interface is a little daunting at first but with some
- persistance you can be blasting your way down long dark allies pursuing or
- being pursued by aliens, robots and/or 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)
-
-
- 1A) Key Listings and Extented Options
- ---------------------------------------
- 2B) Object Listings and Descriptions
- --------------------------------------
- 3C) Prelimanry Level Designing, Editors Windows and Menus
- -------------------------------------------------------------
- 4D) Level Designing Hints and Praticalities
- ---------------------------------------------
-
-
- 1A)
-
- Key Listings and Extented Options
- -----------------------------------
-
-
- ------------------------------------------------------------------------
- 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 (mouse cursor must be on it)
- d : delete object
- D : toggle delays
- E : toggle enlarged render
- f : toggle background tile picker window
- F : make foreground tile picker window wider
- g :
- h : help
- i : invert color black (for foreground tile window, for descerning transparent/non-trans tiles)
- j : jump player to mouse position
- k : kill first link
- K : kill last link
- 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 (hold down shift-(first letter) to jump to an object)
- p : toggle palette picker window (hold down shift-(first letter) to jump to an palette)
- P : toggle profiler window
- Q : quit (does not ask permission!)
- r : raise/lower tile (under mouse)
- s : sreach for object (not working yet)
- S : save level
- t : flood fill the current tile, (if "grabbing" palette window, flood fills palette pattern)
- U : Ultra smooth drawing (not working correctly right now).
- v : volume
- w : where, tells the x & y position of the mouse in the game
- x : flip objects direction
- z : clear weapons
- Z : toggle god mode (cursor must be inside of view to turn god-mode)
- space : pick object and move it (click when finished moving)
- ctrl : hold down while moving to allign on a tile grid,
- when not moving objects : hold down on a object and let go on top of another,
- and a link is created
- alt : hold down while moving to allign 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, save one every 5 frames
- F10 : reduce screen to what it would for 320x200, usefull for hi-rez editing
- + : increase view size
- SHIFT+: increase view size a lot
- + : decrease view size
- SHIFT-: decrease view size a lot
- arrows: scroll view in a direction
- TAB : toggle edit/play mode
- / : toggle console window
-
- ------------------------------------------------------------------------
- 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 load tiles from SPE file
- -f [filename] // load filenames as "level1.spe"
- // don't shoot yourself in the foot!
-
- 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 devlopment mode (if you ran with -edit),
- type '/' to bring up the console (you can type lisp commands in there).
-
-
-
-
- 2B)
-
- Object Listings and Descriptions
- ----------------------------------
-
-
- ------------------------------------------------------------------------
- Object Listings and Descriptions
- ------------------------------------------------------------------------
-
- ------------------------------------------------------------------------
- IMPORTANT IMPORTANT IMPORTANT IMPORTANT IMPORTANT IMPORTANT
- ------------------------------------------------------------------------
- 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 particualar purposes as will be disscussed. The links are created by
- the level designer. The serve a variety of purposes, dependent upon the
- objects linked and their order relative to one and another. What follows
- is a description of how to make a link:
-
- --First lay your mouse cursor over the object you want to start
- the link from, watch for the grey bounding box.
- (note that the object which starts the link is the object which
- is 'thinking' and the object which end the links, is not modified
- by the link other than its range being extended when the first
- object is in the players range.
- To understand why the first object 'thinks', it is
- nessecary to know that every object in this list has an AI,
- a small peice of code which determines how the object
- behaves in the game. The AI paramters of an object can be
- accessed by either moving you mouse cursor over the object, watch
- for the grey bounding box to pop up. Either press the left mouse
- button and bring up the extended option window for that object and
- then press the button labeled AI to access the AI parameters. Or, you
- can press <shift> <a> with your mouse cursor over the object to
- access the AI window directly. Most of the AI parameters are labeled
- and customizable for most objects. To change a parameter of the AI,
- move your mouse over the number you want to modify and delete the
- existing number with the <backspace> key first, and now type in a
- new number.)
-
- --With your mouse cursor over the object, now you have two choices
- from which to make a link.
-
- --the quick way is to the deprees the <Ctrl> key, and keep
- it depressed move you mouse cursor off the object.
- (note the line drawn from your chossen object and the
- mouse cursor)
-
- --choose the ending object you want the link to end to
-
- --move your mouse cursor over that object, watch for the
- grey bounding box.
-
- --release the <Ctrl> key and the link will be formed
- as indicated by a grey line between the two objects.
-
- --The other way to make a link is as follows:
-
- --click on the object of your choice, this will cause an
- extended option window to open up.
-
- --move your mouse over to the next object you want to
- link the first to.
-
- --click on that object, note the grey line now draw between
- the two objects.
- (note that the extended window now belongs to that of the
- second object not the first. Thus if you modify the AI
- of this object you are modifying the second objects AI not
- the first.)
-
- (note you cannot link objects to lights with the first method, you
- must use the second method to link objects to lights.)
-
- (note some object can have multiple links, to make multiple links,
- just repeat the first method as usual. However if you are using the
- second method you must close the extended options windows before
- you can make another link from the first object.)
-
- To see whether an object is making a link or being linked, you can
- use the mouse cursor. Move the mouse cursor over the object with a link line
- comming from it. If the link line turn a yellow color then you know that it
- is the object making the link. If the line does not change color then it is
- not makeing the link, but instead being linked by some other object.
-
- To kill a link follow these procedures.
-
- --there are two ways to kill a link line, the first is the
- most flexible and efficient
-
- --the first method involves only the short-cut keys
-
- --move your mouse cursor over the object making the link
- (see above to determine whether an object is making a link)
-
- --since objects can have multiple links you have two method
- of which to break a link, from the frist toward the last or
- vice versa.
-
- -if you want to break the first toward the last use the
- <k> key
-
- -if you want to break the last toward the first use the
- <shift> <k> keys
-
- -if you want to beak all the links comming from that object
- use multiple <k> or <shift> <k> keys presses.
-
- (note any reamaing link does not originate from that object)
-
- --the second method uses the extended options window
-
- --open the extended options window, by clicking on the
- object
-
- --look got the buttons with the red 'X's.
-
- --the button farthest to the left with the red 'X' will
- break links with objects, ONLY in the order from first
- to last.
-
- --the button farthest to the right with the red 'X' will
- break links with lights, ONLY in the order from first to
- last.
-
- --it is advisable to close the extended options window after
- you are done using it to prevent any accidental delinking or linking.
- (click on the CHECK to close the window, or the 'X' on the upper
- left hand corner to delete the object.)
-
- (note links from objects to lights can only be broken with second
- method.)
-
- It is worth mentioning that most links that objects make serve the
- purposes of acting as triggers. That is an object usually makes a link
- to another object such as a sensor or a switch, which can only have two
- states (on or off), and when the sensor or switch changes to an approriate
- state, recognizable by the originating object, the originating object
- will activate its approaite AI code, thus modifing its state.
-
- To access an objects AI follow these procedures:
-
- --first method
-
- --click on the object, thus bringing up the extended options
- window
-
- --click on the AI button,thus bringing up the AI window
- with all modifiable paramaters for that window. They are
- labeled, and thus self explanatory.
-
- --second method
-
- --move mouse cursor over the object
-
- --press the <shift> <a> keys, thus bringing up the AI window
- with all modifiable paramaters for that window. They are
- labeled, and thus self explanatory.
-
- To modify an objects AI follow these procedures:
-
- --move your mouse cursor over the paramters box
-
- --use the <backspace> key to delete the current parameters value
-
- --type in the desired value
-
- --close the AI window to make the changes complete (click on the
- CHECK)
-
- Another important facet of the objects nessecary to learn before you
- tackle the list, is the range concept. The levels are filled with
- hundreds of objects. If they all were given processing time, the
- game would run very slowly. So, as an optimization feature, only
- the characters within a certain distance of the player are processed.
- However not all characters have the same range. Thus some characters,
- can be proccessed, while others wouldn't, yet be spatially very close.
- Such as the case with doors and aliens, the aliens can walk through
- doors, when the player goes to far away from the door and alien.
- This is resolved either by extending the range of the door,
- in code or in the game. To extend the range in code, you need to find
- the lisp code which defines the characters AI and modify it there.
- To extend the range of a character in the game, you need only to link
- an object, any object but usually it is a sensor, to the short
- ranged object. That is the link originates from the sensor, terminating
- on the object. When the sensor is active it will 'pull' the linked object
- into range as well, and thus allows that object to perform its special
- function.
-
- Now let's take a look at the objects.
-
- ------------------------------------------------------------------------
- NOTE
- ------------------------------------------------------------------------
- As customary, objects which have either on or off states, will change their
- color to reflect these states. GREEN means on, and RED means off.
- Objects which have these are as follows:
- Sensor
- Death_respawner
- Death_sensor
- All the logic gates
- Indicator
- Switch
- ------------------------------------------------------------------------
- NOTE
- ------------------------------------------------------------------------
-
-
- AMBIENT_SOUND
- are sounds which are played continuosly with a user definable delay
- and volume. They have a range of 500 pixels, and are played at their
- highest defined volume at their point of origin and decreasing with
- distance.
-
- 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
- is and irregular object from which any number and type of alien can
- come bursting forth. The user can set the number and type of alien
- by accessing the extend AI options. The type of aliens 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
-
-
- 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
- is an alien whose normal state is a invunerable 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. It 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 triggerd off, 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 however not very large. They can be chained together by linking
- them sequentialy. If placed with no links, the bomb will explode of
- its on accord.
-
- 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 otherwises
- does nothing else but blocks the player. The player can
- walk on blocks. heatlh = 30
-
- It igores all links.
-
- BOULDER
- A boulder is an object which when active if droped from a height
- will bounce on the floor doing damage to anything undereath it,
- such as aliens, HIDDEN tiles, players, and anything else capable
- of being hurt. It's x and y velocity can be modified.
- It can be killed. heatlh = ?
-
- 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 has the same
- attributes except its explosion is weaker and is smaller.
- 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. That is if the player touches this object it will
- explode causing damage to the player. Otherwise it will just sit
- there waiting for the player. Customarly 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. That is if the player touches this object it will
- explode causing damage to the player. Otherwise it will just sit
- there waiting for the player. Customarly 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
- This object allows you to spawn an object onto anothers object
- location when it dies. That is if linked to an alien, when the
- alien dies a user chossen object will appear where the alien died.
- This can be useful for creating certain types for puzzles where
- it is required for the player to kill a certain ANT This
- character can only be used on the ANT (alien) characters.
- The linking order are as follows:
-
- --first link the DEATH_RESPAWNER to the object you want
- to be respawned (any object)
-
- (note the first link is always the object that will be
- respawned in this case. It is also intresting to note
- that if for some reason the first link dies, the second
- link now becomes the first link. This could be an intersting
- source for a puzzle.)
-
- --now link the DEATH_RESPAWNER to any number of ANTs(only
- ANTs) which you want the chossen object to be respawned to.
-
- DEATH_SENSOR
- This object, like all other sensors only has two states, on or off.
- Whatever object this sensor connets to, when it dies , or
- is deleted, such as the case with ammo and health, the sensor will
- switch to an on state. It can have multiple links. If that is the
- case, it will only turn on when all the object it is linked to
- is dead or deleted. This object is useful in that you can link
- other objects to it, which is activiated when its links dies.
-
- DFRIS_ICON10
- This is the large ammo unit for the Death Frizbee. It gives
- the player 10 addition points to their 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.
-
- DFRIS_ICON4
- This is the small ammo unit for the Death Frizbee. It gives
- the player 4 addition points to their 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.
-
- FBOMB_ICON1
- This is the small ammo unit for the Fire Bomb It gives
- the player 1 addition points to their 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.
-
- FBOMB_ICON5
- This is the large ammo unit for the Fire Bomb It gives
- the player 5 addition points to their 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.
-
- FLYER
- This is a flying robot, which can fire any of the 1-7 weapon types.
- Use the same method of modifcation as on the ANT, to change the
- weapon types for the flyer.(see ANT_ROOF) Its many modifiable AI
- parameter.
-
- 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 when actived by a sensor or switch will make a wall
- for energy which blocks the character from crossing. It can be
- any hieght but no greater than once screen. Position the character
- on 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 states depending upon their links states.
- For instance a GATE_AND will only turn on when all its links
- are in the on state. If however one of the links turn off, the
- GATE_AND will revert to an off state. This logic gate can have
- more than one link associated with it.
-
- GATE_DELAY
- Logic gates modify their states depending upon their links states.
- For instance a GATE_DELAY will only reflect the state of its link.
- If the GATE_DELAY is link to an on sensor, it will eventually turn
- on as well. However, the special property of the GATE_DELAY is that
- it has a user definable delay in between switching states,
- whether from on to off or vice versa. It can only support one link.
-
- GATE_NOT
- Logic gates modify their states depending upon their links states.
- For instance a GATE_NOT will be in the oppsite state of its link.
- If a GATE_NOT is linked to an on sensor it will be in the off state.
- GATE_NOT only support one link.
-
- GATE_OR
- Logic gates modify their states depending upon their links states.
- For instance a GATE_OR will be in the on state whenever any one
- of its links are on, and is off only when all of it's links
- are off. It can support multiple links.
-
- GATE_PULSE
- Logic gates modify their states depending upon their links states.
- A GATE_PULSE will, when switch on by an on sensor or on switch,
- pulsuate between on and off states with a user definable delay
- between the off states. This gate only supports one link.
-
- GATE_XOR
- Logic gates modify their states depending upon their links states.
- A GATE_XOR will only switch on if and only if its links (GATE_XOR
- usually have more than one link associated with it as with GATE_OR,
- and GATE_AND) are not of the same state. That is if there are
- two links, and if they are in different states, the GATE_XOR will
- be in the on state. However if one of the links switch states,
- thus both being the same, the GATE_XOR will be in the off state.
- This gate supports more than one link.
-
- GREEN_FLYER
- This is a green flying robot, which can fire any of the 1-7 weapon
- types. Use the same method of modifcation as on the ANT, to change
- the weapon types for the flyer.(see ANT_ROOF) Its many modifiable AI
- parameter.
-
- 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 addition points to their 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 addition points to their 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, dependent upon your
- difficulty level it can give you a range from 5-20 health points.
-
- 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 object are used to hide secrets. The can be destroyed using
- any of your weapons. Hidden walls can be made indestructable by
- linking them up to sensors or switchs. When the switch or sensor
- comes on, the hidden wall will self destruct, causing alot
- of damage to any aliens, and/or other hidden walls surrounding
- it, but no damage to the player. This hidden wall look 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_WALLl5
- 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 switch it's color from red to geen when it turns off
- and on. It's useful when 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 toss greandes.
- Its AI can 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
- An object which allows the player to clmib along it's lenght when
- in the area bounded by the ladder object and another object the
- ladder is linked to. That is the ladder needs to be linked to
- any other arbitary object to work. Forming the upper left hand
- corner of the area box, and the other arbitary object forming
- the lower right hand corner of the box. When a player enters
- the area they can climb up the ladder when the press up.
-
- (note the cirterion for the player entering the box is when
- the feet of the player be in the box for this to work)
-
- This object requies one and only 1 link to another object
- (usually a marker) to function.
-
- LAVA
- The lava is an object which does constant damage to the player as
- long as they are in contact.
-
- LIGHTHOLD
- This object allows other object to have light icons, thus lights,
- assoicated with them. By linking them together, a light
- can be 'glued' onto another character. By linking the LIGHTHOLD to
- an object that you want to hold the light, and then linking the
- LIGHTHOLD again to the light you want that object to hold. (note you
- must use the second method of linking for lights, see above
- LINKING)
-
- LIGHTIN
- This object can hurt the player when the lighting flashes and only
- then. 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 addition points to their 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.
-
- LSABER_ICON50
- This is the large ammo unit for the Laser Saber. It gives
- the player 50 addition points to their 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.
-
- MARKER
- An object which does nothing, but can hold links for other
- 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 addition points to their 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.
-
- MBULLET_ICON5
- This is the small ammo unit for the Laser Rifle. It gives
- the player 5 addition points to their 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.
-
- NEXT_LEVEL
- This object will take you to another level when activated (player
- touching, presses down arrorw). The next level it takes the player
- to is arbitary, listed as a number in its AI. To use the NEXT_LEVEL
- object it is nessecary for the level to be in the levels directory
- under the current ABUSE directory and use the naming convention,
-
- levelXX.spe
-
- where, XX = any number from 00 - 99. (note the first 0 must be
- include if the number is less than 10)
-
- It is advisable to double link the NEXT_LEVEL to its top,
- the NEXT_LEVEL_TOP, for covention and future expansion purposes.
- To double link something, means to link the objects mutually.
- 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 NEXT_LEVEL
- object.
-
- OBJ_HOLDER
- This object is similar to the LIGHTHOLD, but instead of gluing
- a light to and object , it glues together two objects. This
- object is senitive 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 exist, will act as a trigger for the OBJ_HOLDER, when
- the trigger switchs on.
- (note that if the first or second link is broken, this 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 will allow 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 target object which is to be
- moved. By linking OBJ_MOVERs in a cyclic pattern the target object can
- be kept moving indefintely. When the OBJ_MOVER moves the target
- 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. It has a user definable speed at which it can
- move the target object, in its AI.
-
- PLASMA_ICON10
- This is the small ammo unit for the Plasma Beam. It gives
- the player 10 addition points to their 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.
-
- PLASMA_ICON50
- This is the large ammo unit for the Plasma Beam. It gives
- the player 50 addition points to their 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.
-
- POINTER
- An object which does nothing, but is used to draw the players
- attention to certain points in the level. It looks like a golden
- arrorw.
-
- POWER_FAST
- The power icon series, are icons which when collected by
- the player augments thier abilites. The player can only collect
- one icon at a time.
- This power icon will allow the player to move twice as fast as
- normal and jumper higher.
- It is activated by using the right mouse button.
-
- POWER_FLY
- The power icon series, are icons which when collected by
- the player augments thier abilites. The player can only collect
- one icon at a time.
- This power icon will allow the player to fly.
- It is activated by using the right mouse button.
-
- POWER_HEALTH
- The power icon series, are icons which when collected by
- the player augments thier abilites. The player can only collect
- one icon at a time.
- This power icon will allow the player to have 200 health points.
- It is activated by using the right mouse button.
-
- POWER_SNEAKY
- The power icon series, are icons which when collected by
- the player augments thier abilites. The player can only collect
- one icon at a time.
- This power icon will allow the player to become paritally invisible.
- It is activated by using the right mouse button.
-
- PUSHER
- This object will push the player in the direction of the arrows.
- It has a modifiable AI allowing the level designer to change
- the strenght at which it pushes the player.
-
- 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, like the DEATH_RESPAWNER will respawn another object.
- It has only one link, the object to which it will respawn, and
- in its AI is a user definable delay time between the respawning.
- An object can only be respawnnded if it is deleted once it has been
- spawned. The object will be spawned at the same location of the
- RESWPANER. This object is very useful in network games,
- since ammo and health tend to get depleted very quickly and needs
- to be respawned often.
-
- RESTART_POSITION
- This object functions as a user activiated save positon in the game.
- When the levels tend to be very large, it is nessecary to put in
- RESTART_POSITIONs, so as if the player dies, they do not have to
- start from the very begining again. The more RESTART_POSITIONs in
- a level, in general the eaiser it is.
-
- ROB1
- A large robot which can chase you down halls. It has large spining
- blades which are situated in from of it, which can do damage. It
- has a 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 addition points to their 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.
-
- ROCKET_ICON5
- This is the large ammo unit for the Rocket Launcher. It gives
- the player 5 addition points to their 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.
-
- SENSOR
- This is the basic triggering device. It has a on and off area box.
- 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 the feet of the player must be inside the area boxes to be
- considered inside the area box. Thus sensors are placed well
- through emcompassing the floor, to maximize their effectiveness.)
-
- It is usually the case that the off area encloses the on area,
- but this does not have to be always. Each of the areas are
- user definable in the sensors AI. Many different objects can be
- linked to a sensor. Sensors act as triggers, responding to the players
- positon. Sensors are also used to extend the range of other objects,
- since it has the largest range, by linking them to other objects.
- Sensors do not processs their links.
-
- SMART_PLAT_BIG
- The smart platforms are objects which requires two links,
- usually two sensors, but not always. They look at the links
- state. If the link is on, it will travel to that linked objects
- location. A third optional link if it exists will direct the
- platform to be active or inactive, by the links state.
- (on will activate, and off will inactivate). They all have modifiable
- AIs for their traveling speed.
- 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 sparys of
- shots. It is capable of shooting any of the weapon types. Use
- the same method as the ANT to change its weapon type , or modify
- its AI setting. The arc range and firing speed is user configerable.
-
- If it has no links it NOT 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.
-
- SPRING
- This object will allow the player to jump higher than normal.
- The longer the player is in contact with the SPRING object
- the greater it will push them. The strengh 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 started anew. If the player is set behind objects when the game
- starts, then is nessecary to raise this object and same the level
- again with the raised START object.
- To raise objects, you need to use this procedure:
-
- --position mouse cursor over the object
-
- --use the <shift> <>> key to raise the object
-
- --if you want to lower it, use the <shift> <<> key
-
- It is possible to have multiple starting points in a level. The
- game will start with the last one placed however.
-
- STEP
- This object just allows the player to walk on it. It is useful
- as a steping stone.
-
- SWITCH
- This is a user activated object. It has two states, on and off.
- Other objects reference this object often as with the sensor,
- as it is a versatile tool.
-
- SWITCH_BALL
- This is a user activated object. It has two states, on and off.
- Other objects reference this object often as with the sensor,
- as it is a versatile tool. It can only be activated by
- a weapon attack. That is the player must shoot it for it to
- activate. It cannot be deactivated.
-
- SWITCH_DELAY
- This switch once activated will revert back into its default state
- after a certain user definable time delay. Its defualt 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, it is not nessecary in which
- order you link them to the SWITCH_DIMMER. The SWITCH_DIMMER can
- increase or decrease the size of the light, as set buy its AI.
- The SWITCH_DIMMER is one of the few objects which have
- different properties depending upon it orientaion. If you flip
- a SWITCH_DIMMER around, (by using the <x> key with your cursor
- over the SWITCH_DIMMER you can flip it around) it will now function
- in reverse. That is it will make the light 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
- This is an object which has blocking and non-blocking states,
- depending upon its link. It requires one link, which when on
- will set the SWITCH_DOOR to a non-blocking state, and when off
- will set the SWITCH_DOOR to a 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 link, the first to the object to be moved
- and the second to any object which can change states (on or off).
- When the second object state is on, the switch mover will move the
- first object to its current position and then the engine will
- delete the SWITCH_MOVER.
- A SWITCH_MOVER with no link will be delete 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 with the sensor,
- as it is a versatile tool. It can only be switch 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.
- TELE2 can be linked to each other, thus creating connections within
- levels which have no direct connections.
-
- TP_DOOR
- This object requires one link. When activated it will teleport the
- player to another TP_DOOR. It is convention that TP_DOOR be linked
- to other TP_DOORs, only.
-
- TRACK_GUN
- This object when active, will track and shoot the player with
- a rate of fire and weapon type as defined by its AI,
- which is customizable.
-
- 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
- This object will print preset message to the player when
- near it. The messages are defined externally.
-
- TRAP_DOOR2
- A door similar to the SWITCH_DOOR but 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 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.
-
- Congrulations for making it to the bottom of the list.
-
-
- 3C)
-
- Prelimanry Level Designing, Editors Windows and Menus
- ---------------------------------------------------------
-
-
- ------------------------------------------------------------------------
- Prelimanry Level Designing
- ------------------------------------------------------------------------
-
-
- In starting a new level I first muse upon a generalization of
- what i want in the level. Will it be all action? will it have some difficlut
- puzzles? simple ones? what kind of puzzles or challenges can i make
- and what skill level is the player at? keep these in mind. The levels in
- general can be as large a you want it to be, but the default value of
- 100 x 100 tiles is usually large enough for most levels. Before you can
- begin putting down tiles and objects you first must learn how to tame
- the windows and menus that proliferate the world that we call ABUSE.
-
-
- ------------------------------------------------------------------------
- Editors Windows and Menus
- ------------------------------------------------------------------------
-
- To find a window or menu description in this text do a key-word
- search for it, review the Key Listings for proper spelling.
-
- First you will need to start the game in edit mode for you to access
- the editor that comes with ABUSE. To do this go to the current ABUSE
- directory and type in this line:
-
- abuse -edit
-
- The '-edit' is an Extended Option see section 1A for a complete listing
- of such.
-
- The game will now start, it will load level 0, the training level
- as default. This will suit our purpose for just learning the windows and
- menus. As you notice the game is not running, as of yet, and if you have
- already played the game you will notice there now is a menu bar
- at the bottom of the screen not present when you normally play, and
- 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 advance 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 command found
- on almost all programs.
-
- Load level
- is a command to load in levels. It has two method to
- which to do this. The first is the command line in which
- the user can input the path and name of the level which
- they want to load. The second is the file selection system
- using the mouse. The user can DOUBLE click on the file
- or directory to look for and load up the level they want.
- -------NOTE----------
- The file selection system does not work for loading up files
- outside the current directory from which ABUSE was ran.
- Use the command line to load up levels from other
- directories outside the current one.
-
- Save level (S)
- is a command to save levels. Its methods are the same
- as the Load Level command, with the same limitaions.
- A shortcut key is <shift> <s> . This command will save
- the level with the current name and directory structure
- as that of the current loaded level.
-
- Save level as
- is a command to save a level under a diffrent name from
- the current loaded level. Its methods are the same as
- the Load Level command, with the same limitaions.
-
- Save game
- is a command to save the level with your current position,
- and weapon status. When the level is loaded up
- the player will begin at the position from which is was
- the game was saved, with . This differs from the other save
- game commands in that when you use those it does
- not save your current position, and weapon status.
-
- New level
- creates a new level.
-
- Resize map
- is a command to resize the map (level). The default is
- 100 x 100 tiles. A tile is 30 x 15 pixels, so in pixel
- terms this translates into a 3000 x 1500 pixel world.
- To change the size of the world type in the new parameters
- and press <ok>, then press <cancel> to close the window.
-
- Suspend non-players
- is a command to stop all objects from being processed,
- except the main character. You will notice that when you
- excute 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 desiging when you don't want to
- distrub the world when you roam about.
-
- Play mode toggle (TAB)
- is the command to start the game from edit mode. That is,
- allows the user to play the game as they normally would.
- Once you select this command you can only use the
- short-cut key (TAB) to return to edit mode. The
- (TAB) key will work in either situation. I suggest you
- use this key and forgo the menu command in that it is
- tedious since in level desiging it is nessecary to
- have to switch between these two modes very often. Normally
- it is in edit mode (has menu bar on bottom of screen)
- which an object can be placed and their AI modified.
-
- Save palettes
- save palettes to a file called edit.lsp. Which can be
- edited using a convential text editor. Palettes are windows
- which the level designer can place an assortment of
- foreground tiles in any arrangement and use to stamp down
- one copy or fill entire regions with. More on this and
- foreground tiles will be disscused later.
-
- Start cache profile
- is a level optimization command in which memory allocation
- for most often used sound effects and graphics are preloaded
- into memory for short load times when playing the level.
- -----------------------NOTE--------------------------
- This command should only be used for finish levels.
- To use this command properly these steps must be followed
-
- --start a new level from the proper position and state
-
- --select this command from the menu system
-
- --enter play mode
-
- --go through level as you normally would (using
- save positions are ok) Each time a graphics
- animation, sound effect, etc. are used the
- game makes note of it.
-
- --contiune up until you reach the end level
- teleporter or end point of the level do not
- go to the next level.
-
- --reload the game from the menu
-
- --save the game from the menu or use <shift> <s>
-
- --now choose the End cache profile command
- from the menu
-
- End/save cache profile
- is a command to 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 menus you will use the Load level command most often.
- The rest are occasionally used, and the Save level has a keyboard short-cut
- so it will not be nessecary 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
- is a command to turn on and off the lighting. Lighting is a
- unique feature of the ABUSE engine, allowing the
- level designer to create new and intresting scenes simply
- by moving around the light sources.
-
- Set scroll rate
- 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 called the background layer. The parameters
- for the scroll rate is as such:
-
- 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
- X div 2
- the background could scroll twice as fast as the
- forground in the x and y axis.
-
- Center on player
- this command will center the screen on the main character.
- It's very useful because the abuse engine allows the level
- designer to displace the screens center from the main
- character in any arbitarty fashion. The short-cut key is
- <c>.
-
- Add palette
- command allows the level designer to make their own custom
- palettes. Palettes are windows which the level designer
- can place an assortment of foreground tiles in any
- arrangement and use to stamp down one copy or fill
- entire regions with. To access a listing of available
- palettes press <p>. A window will pop up with the listings,
- choose one and double click on it. This will open the
- appropriate palette window. Sometime the palette windows will
- be shrunk so to be more managable. To unshrink them use the
- <+> key while the mouse is inside the appropriate
- window, and they can be shruken again using the <-> key.
-
- Palettes can be used to fill or stamp down one
- copy at a time. Once you have opened the appropriate
- palette window use the mouse and click on the palettes window
- bar (the top thick part the window) with the left mouse
- button and while keeping the left mouse button in the
- depress position the level designer can use the <t> key
- to do a flood fill, and the <space bar> to do a single
- copy stamp down. Keep in mind that the fill option will
- only fill an area composed of the same tile type and is
- continueous. To position the stamp or fill you have to use
- the upper left hand corner, this is same as the upper
- left hand corner of the set of tiles. If you fill or stamp
- down the palette with the upper left corner being inside
- the tile grid on screen (the game is composed of 30 x 15
- pixel foreground tiles) it will fill to the upper left edge
- of tile, and so it is not nessecary for complete accuracy
- to use the stamping/filling feature of the palettes.
-
- Inherent in a palette is the ability to pick
- any tile in the set of tiles you have laid down thus
- they act as custom libiaries. To make your own custom
- palettes, pick the:
-
- Add palette
-
- command from the menu. Name your palette something
- represenitive of the palette. For our case something
- like 'test' will do. You will notice that the parameters
- for the X and Y size, don't worry too much about this
- since palette are easily readjusted. Choose the <ok> button,
- now you will see a palette window pop up in the upper
- left hand corner of the screen with the chossen name.
- To add forground tiles to your custom palette you first
- need to bring up the forground window. The <f> key will
- bring up the foreground window. To expand the foreground
- window place your mouse cursor inside the foreground
- window and press <shift> <f>. Multiple presses of <shift> <f>
- will continuely expand the foreground window, until
- to a certain point and then it will return to a single
- tile wide window. If the forground tiles are shruken
- then use the <+> key to expand them and <-> to shrink
- them, with the mouse cursor inside the foreground window.
- Don't be concerned about moving around the windows on
- your screen to clear up the clutter. Use the <-> key
- often to shrink down unused palette windows or press on the
- upper left hand button on windows to close them. To choose
- a tile from the foreground window, use either the left or
- the right mouse button. You can only lay a tile down in
- a palette with the right mouse button. Go into the palette
- window of your choice and use the RIGHT mouse button
- to lay down your chossen tile. If you cannot lay down a
- tile in a palette window you might have a protection command
- activated. Go to the EDIT menu and look for the command:
-
- Lock palette windows
-
- If this command selection, has an asterick next to it then,
- it is active. Select it to deavtivate it.
-
- To expand a palette window you use the arrow
- keys. Place your mouse inside the palette window and
- press the arrow keys pointing right and down to expand
- the windows width and hieght respectivly. The arrow keys
- pointing left and up will shrink the windows width and
- hieght respectivly.
- To pick a tile from a palette use the LEFT mouse
- button. If you use the RIGHT mouse button you might alter
- the palette if you don't have the Lock palette window
- command activated.
- ----------------------NOTE---------------------------
- If you shrink a palette window, any tiles contained in
- the prior area of the palette window will be lost. That
- is why there is a Lock palette window command to
- protect against accidential alteration of palettes.
- ---------------------NOTE----------------------------
- You must save each time, after you add a new palette you
- want to keep in the game by using the :
-
- Save palettes
-
- command from the FILE menu selection. Saving a level DOES
- NOT save the palette information as well.
-
- Palettes are very powerful tools to a level
- designer. They will allow you to do complex fills and make
- repetive strucures easily, as well as being custom libiaries
- for tiles. Palettes are your friends.
-
- Toggle Delays
- will allow the game to run at the fastest speed capable
- for your machine. 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)
- When level desiging and debuging, since the abuse engine
- does not clear your weapons status when you reset the
- levels, it is nessecary to manually reset your weapons.
- This command will reset your weapon status, leaving you
- with only one weapon the laser rifle, and all wepaons
- ammo will be reset to zero. The keyboard short-cut is
- <z>.
-
- Mouse scroll
- An optional feature is the ability to use the mouse as
- scrolling device. If this command is active (as indicated
- by an asterick), you can push the screen around the level
- by pushing the mouse cursor against the four boundaries of
- the screen. You can also use the arrow keys to scroll around
- the level, but be careful not to be in any unlocked palette
- windows when using the arrow keys as they could alter them.
-
- Lock palette windows
- this command prevents any accidential alteration to
- palettes. When this command is active (as indicated by an
- asterick) none of the palette windows can be resized nor
- the tiles in them changed. To deactivate this command
- select the it again.
-
- Raise all foreground
- command will, when active as indicated by the asterick,
- will make all the foreground that is laied down in the
- level, be of the raised type. Raised foregrounds are
- drawn in front of the character, that is the main character
- is obscured by them. When in edit mode all raised foregrounds
- will have an 'X' drawn over them. To deactivate this command
- select this command again. To unraise a raised foreground
- tile, go over the tile (positiing the mouse cursor over it)
- and press the <r> key. If this is successful the 'X' should
- not be drawn over the foreground tile anymore, pressing the
- <r> key again will raise the tile once more. The <r> key can
- be used to raise and lower tiles.
-
- Toggle object names
- will when active display the name of all object on screen
- in green underneath the offending object.
-
- Toggle map (m)
- when active will display the map onscreen. The map is a
- global repsentaion of the level, with area boxes shown.
- Area boxes are areas when a player enters, a preset
- ambient and screen displacement will occur. The map can
- be scrolled left right up and down using the arrow keys or
- mouse cursor if mouse scroll is activated.
-
- Ambient is the global level of lighting. A player
- can only have one ambient at a time. However with the uses
- of these area boxes multiple ambiences can be achived.
- Once a player leaves an area box the screen displacement
- and ambient does not return the their previous values. The
- values of the screen displacement and ambient can only
- change when the player enters another area box, until that
- time the ambient and screen displacement is set as from the
- last area box the player entered. Screen displacement shift
- the center of the screen relative to the player center.
-
- These parameters and others can be accessed using the
- toolbar window. The toolbar window can be activated either
- using the menu command under the WINDOWS menu selection
- or the keyboard short-cut key <a>. When the tool bar menu
- is active, you will see three icons. The first is a pencil,
- icon, when this icon is selected (single clicking on it
- with your mouse cursor) you can lay down tiles from you
- have currently chossen from either the forground window,
- palette window, or even the current level itself! To lay
- down a tile in the game just press the right mouse button
- over an area in the map. This mode is useful for using the
- fill option. To fill an area in a map with one type
- foreground tile use this apporach:
-
- --select a tile from any of three soruces
- -- current level
- -- foreground window
- -- palette window
-
- --find the desired area, composed of the same tile
- in continous array.
-
- --move mouse pointer over this area
-
- --press <t> key to do a flood fill of said area
-
- To select a tile which is presently in the game,
- 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 that tile which is now selected.
- This selection mechanism will work in map mode as well.
-
- The next icon in the toolbar window is the
- arrow icon. This icon allows you to modify an area boxes
- parameters. However first you must lay one down. To lay
- down area boxes it is nesseary to use the last icon a
- box drawn with broken lines. To draw area boxes follow
- this procedure:
-
- --select the broken line box icon (positon your
- mouse cursor over it and press once with the
- left mouse button)
-
- --go to the map
-
- --click once with the left mouse button and while
- keeping it is still depres, drag out the area of
- the box.
-
- (Note that when you put an area box on the map
- it is the upper left hand corner of the box
- which is laid first and you can only drag the box
- area down and outward from there.)
-
- Now to modify an area boxs default settings you have to
- select the arrow icon. Follow these procedures to modify
- an areas boxs parameters.
-
- --select the arrow icon
-
- --go to one of the area boxes yellow enpoints
- (there are two endpoints per area box, one at
- the upper left and lower right)
-
- --DOUBLE click on one of the end points.
- (you will know when you have selected an area box
- after you double click on it, as it would have
- flashed color into that of a yellow box.)
-
- --this will bring up a window with several
- parameters:
-
- Ambient
- Ambient speed
- View x off
- View y off
- View x speed
- View y speed
-
- A brief description of each as follows:
-
- Ambient -- is the global lighting level
- it ranges from 0 - 63.
-
- Ambient speed -- is the increment at which
- the ambient changes from one ambient to
- the preset, if when the player enters
- the area the ambient is different from the
- presets. (note that is an ambient of a
- negative one is given then it instruct the
- computer to use the current ambient the
- player posses as the preset)
-
- View x off -- tell how many pixels to which
- to offset the player centers to that of the
- screen in the x axis. If the value is negative
- it will shift the screen left and a postive value
- will shift the screen right
-
- View y off -- tell how many pixels to which
- to offset the player centers to that of the
- screen in the y axis. If the value is negative
- it will shift the screen upwards and a postive value
- will shift the screen downwards.
- (note that the defualt values set the screen center
- close to that of the players. Unlike the ambient,
- which a -1 value will egual no change. If the value
- of the previous screen offsets were not -1, when
- a player enters an area with a -1 value for the
- offset, the screen will shift.)
-
- View y speed -- is the speed at which the screen
- shifts in terms of pixels.
-
- View x speed -- is the speed at which the screen
- shifts in terms of pixels.
-
- Click on the <ok> (check) button to close the area box
- extended option window, or the <delete> (big red x) to
- delete the area box.
-
- The keyboard short-cut key is <m>. To get out of map mode
- press <m> once more.
-
- Mastering the map, will allow you to gain the big picture
- in level design.
-
- Shrink to 320x200 (F10)
- is a command to show a full screen size at 300x200
- resoultion. This is useful if your working in hires and
- want to get an idea of what the player will see in low
- resolution.
-
- Disable view shifts
- if this command is activated (asterick next to it in the
- menu selection) it will not shift the view when the
- player is in an area box. This is very useful when
- developing a level in that the accidental entering of
- an area box while working in the level can cause annoying
- unwanted view shifts. To deactivate this, just reselect
- it under the EDIT menu.
-
- Ultra Smooth draw (U)
- this will draw the characters as smoothly as possible.
- This command currently is under development and should
- not be used.
-
- Disable Autolight (A)
- this will disable the autolight feature. The autolight
- feature will turn off the lighting if the frame rate drops
- below 9 frames per second. Disable this if your working on
- a slow machine and want to see the lighting no matter
- the speed. Double selection will deactive this as with
- all the others. The keyboard short cut is the <shift>
- <A> key.
-
- Show FPS/Obj count
- this command will print the number of frame per second
- and the number of objects being processed currently at the
- upper left hand corner of the screen.
-
- Record demo
- this will begin a recording, of the character while the
- game is running which can be viewed later using 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 keyboards equavilents and can greatly speed up
- level desiging. Mastering this will allow you to make many levels. 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 selection will bring up the foreground window
- where you can select the tiles from which the main
- character interacts with (walk on, blocked by, etc)
- To expand the foreground window place your mouse cursor
- inside the foreground window and press <shift> <f>.
- Multiple presses of <shift> <f> will continuely expand
- the foreground window, until to a certain point and then
- it will return to a single tile wide window. If the
- forground tiles are shruken then use the <+> key to
- expand them and <-> to shrink them, with the mouse cursor
- inside the foreground window. Note that not all foreground
- tile can interact with the player. The keyboard short-cut
- is the <f> key, it will toggle the foreground window. The
- color black (0 color) is drawn as a beige color in the
- foreground tiles, for indentification purposes.
-
- Background (b)
- this selection will bring up the background window.
- The abuse engine has the capability for 2 layers of
- parallaxing. The top layer is called the foreground layer
- and the bottom called the background layer. These tiles are
- laided on the second layer. It is drawn behind the foreground
- layer, and will show through only in areas where there was
- the color black (0 color) in foreground tiles. To lay down
- a background tile use this approach.
-
- --select a background tile from the background window
- by moving your mouse over the background tile and
- pressing either mouse button.
- (note you cannot use the <`> key to select already
- laied down background tiles, like that of the
- foreground tiles.)
-
- --move over to the place where you want to place
- the background tile
-
- --press the RIGHT mouse button to lay down a
- background tile. Only the right mouse button will
- work. (note that because of the grid method of
- the Abuse engine you can only lay down background
- tiles in a 60x30 pixel grid, however in more
- advance options the size of the background tiles
- can be changed.)
-
- The keyboard short-cut key is <b>, it can be toggled to
- turn off and on the background window.
-
- It is almost impossible to lay down background tiles
- correctly when it is covered by foreground tiles. There
- is an option to turn off selective layers, the lighting,
- bounding areas, and links. This is achived using the
- Layers window.
-
- Draw layers (L)
- the Layers window can be opened using this selection.
- It is useful in clearing up the clutter when developing
- levels. For example, when laying down background tiles
- it is sometime nessecary to turn off the foreground
- layer. This is done by pressing on the button labeled
- FORE. The foreground should be not visible once the button
- is depressed. To turn the foreground back on depress the
- button FORE once more. What follows is a description
- of the function of each button:
-
- FORE-turns on/off the foreground layer
-
- BACK-turns on/off the background layer
-
- BOUND-turns on/off the bounding boxes of the
- foreground tiles. Bounding boxes blocks the player,
- so the player can walk on floors and is stopped
- by walls and such. This mode is useful for
- determing whether the junctions of the foreground
- tiles bounding boxes line up correctly.
-
- LIGHT-turns on/off the lighting.
- Lighting is a unique feature of the ABUSE engine,
- allowing the level designer to create new and
- intresting scenes simply by moving around the light
- sources. This mode is useful when you want speed,
- as the lightting slows down the machine when on.
- Also it is useful in that, when you are developing
- the levels with the lighting on, it can be
- distracting. It is advisable to disable the
- lighting until the very end of the level design
- process.
-
- LINKS-turns on/off the links between objects. 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 particualar
- purposes as will be disscussed later. The links can
- be so dense as to obscure the foreground, then it
- is a good idea to turn them off. (note , when
- the links are off the light icon will not be drawn.)
-
- The keyboard short-cut is the <shift> <l> keys. This is also
- toggleable.
-
- Lighting (l)
- this selection will bring up the lighting window. Contained
- within this window are the various light sources which can
- be placed in a level, and an ambient button. Lights are
- repsented by a white , circular or semi-circular icon,
- depending upon it shape refelcted by the icons shape.
- To drop a light in the game follow this procedure:
-
- --move your mouse cursor over to one of the
- light icons in the light window.
-
- --click on using either mouse button
-
- -move your mouse cursor over onto the screen
- (note the light icon draged with your cursor)
-
- -positon the light icon where you want it and
- press the mouse button to drop it in place.
-
- Sometimes you may want to modify the lights defualt
- size, and shape. There are several ways to modfiy lights
- sizes and shapes. These are the procedures:
-
- --The first method involves the use of just the
- keyboard to change the lights shape
-
- --position the mouse cursor over the
- light in question (or follow the above
- procedure and acuqire a light, note
- do not drop it.)
-
- --once your mouse cursor is over the light
- press the <spacebar> key to pick it up
- (note if you do not have to do this if you
- just created the light and it is already
- picked up.)
-
- It is worth mentiong that it is possible to
- pick up any object in the game using the
- <spacebar> key when your cursor is over the object.
-
- --now using the arrow key you change
- the lights shape
-
- --The second method for changing the lights shape
- involves the use of the extended option window
-
- --position the mouse cursor over the
- light in question
-
- -press the mouse button (either), this
- will pop up an extended option window.
-
- -modify the W and H fields for the lights,
- which corresponds to the width and height
- of the light.(note these feilds accpet
- small numbers.)
-
- --The first method for modifying the lights size
- involves the keyboard
-
- --position the mouse cursor over the
- light in question (or follow the above
- procedure and acuqire a light, note
- do not drop it.)
-
- --use the <+> and <-> keys to increase
- and decrease the size.
-
- --The second method invovles the use of the
- extended options window
-
- --position the mouse cursor over the
- light in question
-
- -press the mouse button (either), this
- will pop up an extended option window.
-
- -modify the L2 field to change the size
- of the light. (note the L2 can accept very
- large numbers.)
-
- The keyboard short-cut is <l>. Lighting is an intergral
- tool, in creating mood in the levels. Learn how to
- use the lighting well, but do not over use it.
-
- Palettes (p)
- This window gives you a listing of your palettes. See
- Add palette command under EDIT for a more complete
- understanding of the palettes. The keyboard short-cut
- is <p>
-
- Objects (o)
- Objects are the core of the game. They are all the characters
- which you interact with. Each one is unique, as defined by
- its AI. This window gives you a listing of all the objects
- in the game. 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 character, when cursor is
- over character
-
- <x> filps character in x axis
-
- <d> delete character
-
- <shift> <c> clone characters
-
- <ctrl> position character to a grid
- (character must be picked up)
-
- <alt> positon character in the middle of a grid,
- (character must be picked up)
-
- <shift> <k> kills last link
-
- <k> kills first link
-
- The keyboard short-cut key is <o>
-
- Console (/)
- This will bring up the console window. The console window
- can accept command lines inputs. It can also be used to
- modify the game and receive information about the games state.
- The keybaord short-cut is </> key.
-
- Tool Bar (a)
- This will bring up the toolbar window. It is used in
- conjunction with the map view, to add, modify area boxes
- and place tiles in the map view. See the Toggle map command
- from the EDIT menu.
-
- Search (s)
- This is currently under development, it will search for
- characters within a level. do not use
-
- Profile (P)
- The profile window will display the current characters and
- rank their CPU time. The higer up on th list the greater
- the CPU time taken up by that character or groups of
- characters.
-
- Save positions
- This command will save all the window positons which are open
- to their current location. Thus when repopened will repappear
- at these locations.
-
- You have now entered the next level, good bye and good luck.
-
-
-
-
- 4D)
-
- Level Designing Hints and Praticalities
- -----------------------------------------
-
-
- ------------------------------------------------------------------------
- Level Designing Hints and Praticalities
- ------------------------------------------------------------------------
-
- If anyone has read this far, they either have to be crazy, or
- very determined. You make the call.
-
- In level desiging I ususally do some preplaning, as to what
- kinda of challenges i want in the level and a general pacing of the level.
- I feel that the only way to learn it is to get in there and start laying down
- tiles. But, if you don't want to draw your own tiles, you need to famalirze
- yourself with the tile set. To do that 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 intrest in
- and learn how they look like and what they do. Use the layers window ,
- with the bounding option turned on, to see the bounds of each tile.
- It is advisable to create your own palettes so you don't have to memorize
- the location of your favorite tiles in the foreground window listings.
- Also try out the objects, to see how they react with the player. It is very
- recommendiable when makeing a level to save often. When testing out the level,
- you may make a mess of all the characters, killing them and such. Use the
- restore key, it will load up the level again , but will keep you at your
- current location and weapon status. The restore key is <shift> <r>. The
- restore key will reset the level to what level was loaded. If you saved the
- game at a RESTART_POISTION then it will restart the game using the
- savegame not the original level, you need to check to make sure this is not
- the case, becareful not to save a messed up level. Making a level is an
- incremental process, building block by block as you go. Try not to be too
- myopic in level desiging, keep in mind the global goals and paceing of
- the levels. That is keep the action steady and gradually building
- up to the end point. This is usually done with proper sequences of
- challenges, and increasing difficulty levels. Making levels draws
- a great deal from experience. Keep it up and you will eventually
- find a rhythme from which good levels come.
- With all that said, level desiging is a rewarding process filled
- with little twist and turns that will keep people enthralled, and entertained
- for hours on end. Use it wisely grasshopper.
-
- You have now entered the next level, good bye and good luck, this ain't no
- spectactor sport, play it at a high voulme, and i am a donut.
-
-
-
- ------------------place standard disclaimer here --------------------
-
-