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2022-08-26
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u
G O L E M E D I T O R
by Dave Moorman
I hope you have played GOLEMS and
now are ready to create your own
worlds for the dirtly little beasties
to get through. This editor is fairly
self-evident. Here are the docs.
OVERALL
The editor has a menu bar at the
top (FILE and OPTIONS), the Big Screen
window, the Font display, and the
Character editor. Most of your work is
simple "point and click".
Being written mostly in BASIC,
GEDIT is a tad sluggish. If you are
using VICE, press <Alt-W> to go to
Warp Speed. If you have a SuperCPU,
kick in the turbo!
PICK UP A CHARACTER
Just point and click anywhere on
the window or font area. The clicked
character is moved onto the sprite.
Note that the selected character is
highlighted in the Font display. Move
it to where you want it on the Big
Screen window and left click to place
it. You cannot place the character
back into the Font display.
If you continue to hold down the
left mouse button and move the mouse,
you can "paint" the character onto the
Screen. To get rid of a held
character, right click.
The Big Screen is BIG -- 185x22
cells. To pan right/left/up/down,
use the cursor keys. For a quick pan
right/left, use the <.> and <,> keys.
On the left side of the red bar, you
will see the column number at the left
edge of the window. On the right side
of the red bar, the X and Y
coordinates of the mouse are reported.
You can "freeze" these coordinate
values by right clicking (while not
holding a character). This will come
in handy later!
The character editor is simple.
Point and click to toggle the pixel
off or on. To change characters to
edit, point and click at the desired
character.
MENUS
FILE
Point and click on FILE. The
functions are just what you expect.
NEW clears the Big Screen, but does
not change the Font or settings. LOAD
loads a saved Golem Files ("g.*",
"*.f", and "*.d"), or a Golem Font
(*.f only). SAVE saves all three
files. DISK lets you choose which
available disk drive to use (8-15).
EXIT returns to LOADSTAR or BASIC.
OPTIONS
Now for the fun! Under OPTIONS you
will find CHAR EDIT, CHAR COLOR,
BEGIN/END, OTHER, # GOLEMS, and REL
RATE.
CHAR EDIT
This function gives you a bunch of
great commands for modifying the
selected character.
CLEAR -- All pixels off
REVERSE -- Toggles pixels off/on
SCROLL UP
SCROLL DOWN -- just what they say
SCROLL LEFT
SCROLL RIGHT
FLIP HORIZONAL
FLIP VERTICAL
TWIST LEFT
TWIST RIGHT
COPY
EXIT
Most act instantly. COPY moves the
mouse arrow into the Font display.
Simply point at the character to which
you want to copy the selected
character. The copied character will
become the selected character. You can
right click to escape the COPY
function.
The only way out of the CHAR EDIT
menu is to EXIT. Note, all functions
have hotkeys, which are displayed
reversed. You may want to learn the
key strokes, especially when you begin
editing text characters and messing up
the display!
CHAR COLOR
Big Screen assigns a color to each
screen code, which saves a LOT of
memory. To change the color of a
character, select it, then choose CHAR
COLOR. Point and click to the color
you want. Any instance of the selected
character on the Big Screen will be
given that color.
BEGIN/END
Your Golems need to enter their
world somewhere, and leave it at
another point. This is where you
assign these values. Here is where
right clicking and "locking" the
coordinates becomes useful. Before
calling BEGIN/END, point to the place
on the Big Screen where you want the
Golems to appear. Right click. Then
choose BEGIN/END, Begin Location. The
locked coordinates are already in
place. Just press <RETURN> for each.
The same works for End Location.
Note that the current X/Y locations
for Begin and End are shown at the
right of the input box on each dialog
box. If you do not want to change the
locations, press <BACK ARROW> or <F1>
to escape. It is a good idea to check
Begin and End before saving to make
sure the numbers are the ones you
really want.
OTHER
This command is full of stuff --
Background Color, Border Color,
Display color (The color of the Font
display and menu bar), Highlight color
(the color of the cursors and other
highlights), and Swap Characters.
Swap Characters is a function of
Big Screen. The mouse arrow is placed
in the Font display. Click on the
character you want replaced. Then
click on the character you want to
replace it with. Every instance of
the first character on the Big Screen
will be replaced with the second.
Right click at any time to escape.
# GOLEMS
Here is where you set the number
of Golems who will stumble though this
screen.
REL RATE
Release Rate -- the number of
Golem-steps between the appearance of
a new Golem. You will probably have to
fool around to figure out what you
want here -- going back and forth from
editor to game. I have found that a
Release Rate of 5 is FAST!
Well, that is certainly the skinny
on Golem Editor.
As for the Font and creating
worlds for Golem, there are a few
things to keep in mind.
The bottom two rows are used by
the game, so edit these characters
with extreme care! The first 10
characters on the next to the bottom
row are numbered blocks. They (and all
the characters beyond) are impervious
to Drillers and Jackers. Of course,
you can edit them to look like normal
blocks -- or any way that you wish!
Climbers have a special property.
When a Climber stands up where it has
climbed, the character "behind" it's
head is remember and replaced when it
moves on. However, this can cause some
odd garbage to appear on the screen.
So character codes 192 and up are
"solid" -- the Climber cannot crawl
into the space, so turns around.
0
o O The 0 here is less than
!OOO 192, so the Golem can
OOOOOOO climb into this space.
o
!O The Golem has climbed
OOO into the space. When
OOOOOOO it moves on...
o
0! If the 0 was 192 or
O greater, the Golem
OOO would have turned
OOOOOOO around instead.
The game program expects screen
code 160 to be a reverse space, and
the upper-case reversed letters and
numbers are used. Also, 191 is the
SQUATting Golem. Otherwise, you have
all the rest of the font to do what
you will.
When you have finished your
screen, you need to write a short
Intro for it, using Edstar or
Mr.Edstar. Save the text file as
"level.t", where LEVEL is the name for
your screen.
Have fun creating your own Golem
challenges! And send them to us here
at LOADSTAR!
DMM