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- ΓòÉΓòÉΓòÉ 1. Builder - The Level Editor ΓòÉΓòÉΓòÉ
-
- General Help
-
- The Builder window consists of two parts:
-
- 1. Object bar and
- 2. View of the level
-
- Select any object in the object bar with the right or left button of your
- mouse. A small frame shows you that your selection has been accepted.
-
- If you press the mouse button in the view of the level the selected object is
- drawn into the level...
-
- Information for the following topics is available from this page:
-
- o Boulder-Dash Objects (short description of all objects available in Builder)
- o Key short-cuts to the Objects in Builder
- o Opening an existing level
- o Saving a modified level
- o Saving a level with a new name
- o Exiting Builder
- o Level settings
- o Zooming the level
- o Emptying the level
- o Fill mode
- o Showing an animation
- o Converting objects
-
-
- ΓòÉΓòÉΓòÉ 2. Boulder-Dash Objects ΓòÉΓòÉΓòÉ
-
- Specification of Boulder-Dash Objects
-
- Border: Every Boulder Dash level is surrounded by this border. It cannot be
- eaten or destroyed.
-
- Empty: When there's nothing, there's Empty...
-
- Normal Earth: Most common thing in a Boulder Dash level. Running into earth
- results in a Empty object.
-
- Horizontal Earth: Horizontal Earth can only be eaten from the right or left.
- You cannot eat it from below or above.
-
- Vertical Earth: Vertical Earth can only be eaten from below or above. You
- cannot eat it from left or right.
-
- Earth containing Stone
-
- There are two classes:
-
- o Earth containing 1 Stone
- o Earth containing many Stones. The stones are generated at random intervals.
-
- Solid Wall: Solid walls cannot be destroyed or eaten.
-
- Old Wall: Other than Solid Walls old walls can explode.
-
- Magic Wall: A Magic Wall starts running, if a something falls on it. While the
- Magic Wall runs, all objects fallin onto it are eaten. The objects fall out of
- the wall, if there is nothing (say Empty) below the wall.
-
- Note: Most of the objects falling through the Magic Wall are transformed!
-
- Swamp: A swamp swallowes everything that falls into it. It is running all the
- time and cannot be destroyed.
-
- House: At the beginning of the game, a house looks like . But when enough
- diamonds are collected it changes to . You cannot enter a house before you
- collected enough diamonds. A level cannot be completed unless all players went
- into the houses.
-
- Note: There must be at least one house for every player.
-
- Slime: Slime grows in Earth and Empty. As soon as there is no more earth or
- empty to grow in, all the slime transforms to diamonds. When growing, slime
- produces drops () that are falling down to spread even faster!
-
- and Player: Player 1 and player 2 can be distinguished by the colors of their
- hat and dresses. You move the players with the devices defined in GI (generic
- game interface, also available via anonymous ftp, search for GI.ZIP!).
-
- Stone: Stones fall down if there is Empty below them. If a stone hits a
- 'living' object (like Player or Ghost) by falling on top of it, it explodes.
- Players can push stones if there is a Empty field behind the stone. Players can
- stand below a stone without getting killed, if the stone does not fall onto
- them.
-
- and Diamonds: Collecting diamonds is the base idea of the game. You cannot
- complete a level until you collected enough diamonds. A blue diamond counts
- three green diamonds!
-
- Note: Blue diamonds are much more fragile. They get crushed if something falls
- onto them!
-
- Egg: In every egg, there is a diamond. If something falls onto the egg, it
- cracks open and becomes a diamond.
-
- Bomb: A Bomb explodes when either another bomb next to it explodes or it falls
- down and hits something.
-
- Note: Chain-reactions are very nice!
-
- Mine: A player collects mines by moving over them. Once collected they can be
- used anywhere in the level. A mine is launched by standing still and holding a
- button for some time (you'll see what i mean, if you try it...). When the mine
- is activated, it take about 2 seconds until it explodes (so you better run like
- hell).
-
- Missile: Like mines, missiles are collected and used afterwards. You launch a
- missile by holding the button and pointing to the direction the missile should
- fly to.
-
- Doors: To pass through one of these doors, the player must have the key with
- the same color. Only player can pass through these doors (no ghosts).
-
- Note: A door can be passed more than once.
-
- Note: You cannot save a level, if it contains doors without the appropriate
- keys!
-
- Keys: These keys are needed to pass the doors mentioned above.
-
- Ghosts:
-
- o Red-Ghost: Red ghosts always walk in one direction as long as they can. When
- they reach the end of a horizontal or vertical path, they decide where to go
- next. Red ghosts don't look up or down while running horizontaly and don't
- look left or right while running verticaly.
-
- o Blue-Ghost: Blue ghosts always try to turn right . If they cannot turn right,
- they try to go straight ahead. If they can't go straight eiter, they do a
- quarter-turn to the left and try again...
-
- o Grey-Ghost: Grey ghosts alway try to turn left . If they cannot turn left,
- they try to go straight ahead. If they can't go straight either, they do a
- quarter-trun to the right and try again...
-
- o Green-Ghost: Green ghosts are intelligent! They always try to catch the
- nearest player. If two players play, green ghosts are attracted by the nearer
- player. If there is a Wheel things get easier: Just push against the wheel
- (it starts running) and all green ghosts get attracted by this wheel.
-
- Warning: A wheel does not run very long! (But it can be started as many times
- as you like...)
-
- o Bouncing Ball: A bouncing ball just bounces up and down. They stay where they
- are, always bouncing...
-
- Ghost Sleepy: When a player eats a Sleepy, all ghosts stop moving for some
- time. While the ghosts are sleeping, they don't look for players.
-
-
- ΓòÉΓòÉΓòÉ 3. Key short-cuts to Builder objects ΓòÉΓòÉΓòÉ
-
- How to define key short-cuts to Builder objects
-
- If you double-click on a object in the object bar of the builder window a
- dialog is shwon where you can configure a short-cut key for this object.
-
- Short-cut keys are saved when Builder is closed and reloded every time Builder
- is started.
-
- When you define a short-cut key for a object, pressing the short-cut key has
- the same effect as selecting the object with the mouse and pressing the mouse
- button in the level afterwards. Or shorter: Instead of selecting an object, you
- just press the short-cut key and the object apears below the mouse cursor...
-
-
- ΓòÉΓòÉΓòÉ 4. File Open ΓòÉΓòÉΓòÉ
-
- Open an existing level
-
- This menu item lets you select a level using the standard OS/2 file dialog. If
- the level is not protected with a password you can freely edit it.
-
- Levels for Boulder-Dash reside in the same directory as Boulder-Dash itself.
-
- Note: For a description of the naming conventions for Boulder-Dash levels see:
- Naming Boulder-Dash levels
-
-
- ΓòÉΓòÉΓòÉ 4.1. Naming Boulder-Dash Levels ΓòÉΓòÉΓòÉ
-
- Naming conventions for Boulder Dash levels
-
- Some care must be taken in naming new levels: (The following is an EBNF
- description of the levelname)
-
- levelname ::= levelmode number ".LEV"
- levelmode ::= "S" | "T" | "B"
- number ::= ascii representation of level-number
-
- Examples for valid level-names are:
- S123.LEV, T45.LEV, B9999.LEV
-
- The levels are numbered in a rising manner. It is not allowed to leave "holes"
- in the row of numbers.
-
- There is alwas a B- (for Both 1 and 2 players) or a S- (single player) and a T-
- (team) level. Or mathemtically written: (B or (S and T)).
-
- Note: The Save and Save as functions of Builder always suggest a level name
- according to the rules above!
-
- Warning: The Save function overwrites existing levels without questioning the
- user!
-
- Warning: If you modifiy a level, all level-highscores are lost!
-
- Warning: Do not rename levels outside of Builder, the level-number is coded
- into the level!
-
-
- ΓòÉΓòÉΓòÉ 5. File Save ΓòÉΓòÉΓòÉ
-
- Save an existing level
-
- The current level is saved to disk. If the current level has no name, the same
- procedure as in Save as aplies.
-
- Before a level is saved, some plausibility checks are made.
-
-
- ΓòÉΓòÉΓòÉ 5.1. Plausibility Checks ΓòÉΓòÉΓòÉ
-
- Plausibility Checks before Save
-
- The following tests are made before a level is saved to disk:
-
- o More than one player 1 or player 2 defined
- o Level mode does not match number of players defined
- o Doors without apropriate keys
- o Too few houses
- o Start distance between players bigger than one screen
-
-
- ΓòÉΓòÉΓòÉ 6. File Save as ΓòÉΓòÉΓòÉ
-
- Save level as new file
-
- This menu item lets you select or enter a new level name using the standard
- OS/2 file dialog.
-
- Levels for Boulder-Dash should reside in the same directory as Boulder-Dash
- itself.
-
- Note: For a description of the naming conventions for Boulder-Dash levels see:
- Naming Boulder-Dash levels
-
-
- ΓòÉΓòÉΓòÉ 7. Exit ΓòÉΓòÉΓòÉ
-
- Exit Builder
-
- Selecting this menu item closes the Builder window and ends the program.
-
- Note: If your last changes haven't been saved yet, Builder asks you wheter it
- should save them for you or not.
-
-
- ΓòÉΓòÉΓòÉ 8. Options Level ΓòÉΓòÉΓòÉ
-
- Level
-
- Selecting this menu item brings you the level dialoge .
-
-
- ΓòÉΓòÉΓòÉ 9. Zooming ΓòÉΓòÉΓòÉ
-
- Zooming the view of the level
-
- Zooming can be done in two ways:
-
- o Zoom in: look closer. You'll see more details but a smaller part of the
- level.
- o Zoom out: widens the view. Less details but more overview.
-
- You can either zoom with the Option->Zoom menu items or with the + and - keys.
-
- Note: Limitations: The objects must be bigger than 5x5 and smaller than
- 100x100 pixels. Zomming beyond these limits is not allowed (and not possible).
-
-
- ΓòÉΓòÉΓòÉ 10. Options New ΓòÉΓòÉΓòÉ
-
- Clearing the level
-
- Selecting this menu item clears the whole level (or fills it with Empty, if you
- prefer).
-
- Warning: No checkback is done. Your level will be lost, absolutly no
- possibility to get your work back!
-
-
- ΓòÉΓòÉΓòÉ 11. Options Fill ΓòÉΓòÉΓòÉ
-
- Flood fill option If the flood fill option is checked every mouse click in the
- level starts a flood fill. The object below the mouse arrow is replaced with
- the new object and all meeting objects of the same type are also replaced.
-
- Warning: There is no possibility of undoing a flood fill. Use it very
- carefully!
-
- Flood fill can be switched on and off in two ways:
-
- o By selecting the menu item Options -> Fill or
- o By pressing ALT-F
-
-
- ΓòÉΓòÉΓòÉ 12. Animation ΓòÉΓòÉΓòÉ
-
- Showing a simple animation
-
- This feature is mainly for debugging new animated objects. It won't help you
- anything...
-
-
- ΓòÉΓòÉΓòÉ 13. Convert Objects ΓòÉΓòÉΓòÉ
-
- Convert Objects
-
- If you delete BOULDER.PIC you can recreate it with this feature...
-
-
- ΓòÉΓòÉΓòÉ 14. Level settings ΓòÉΓòÉΓòÉ
-
- Level settings
-
- In this dialog you can taylor your level. Values as time, number of diamonds,
- size and mode are part of the definition of the level. Name and password of the
- level are optional.
-
- Help for the following topics is available:
-
- o Level time
- o Level diamonds
- o Level size
- o Level name
- o Level password
- o Level mode
- o Level statistics
- o Level password
-
-
- ΓòÉΓòÉΓòÉ 15. Level time ΓòÉΓòÉΓòÉ
-
- Time to complete the level
-
- Time in seconds the user has to complete the level. If you design a new level
- don't calculate this value too sharp...
-
- Note: A maximum of 9999 seconds is allowed here.
-
-
- ΓòÉΓòÉΓòÉ 16. Level diamonds ΓòÉΓòÉΓòÉ
-
- Number of diamonds required to complete the level
-
- Enter the minimal number of diamonds a player/team must collect before the
- houses are opened.
-
- Note: It's not possible to specify more diamonds than width x height of the
- level. Theoretically it would be possible to collect 3 x width x height
- diamonds...
-
-
- ΓòÉΓòÉΓòÉ 17. Level size ΓòÉΓòÉΓòÉ
-
- Size of the level
-
- Change the actual size of the level with these spin buttons. If you enlarge the
- level the new area is on the top or on the right depending wich value
- (height/width) you changed. If you shrink the level area from the top and right
- are destroyed.
-
- Warning: The shrunk part of the level is lost forever, no chance to get it
- back!
-
- Note: Currently a maximum value of 150 is allowed for either width and height.
-
- Note: Minimum values are: width=20, height=12.
-
-
- ΓòÉΓòÉΓòÉ 18. Level name ΓòÉΓòÉΓòÉ
-
- Name of the level
-
- If present, the name of the level is displayed for about 3 seconds when the
- level is played. You can give small hints, weired phrases or sarcastic comments
- to the player...
-
- Note: The level text can be no longer than 40 characters (screen widht when
- playing).
-
-
- ΓòÉΓòÉΓòÉ 19. Level password ΓòÉΓòÉΓòÉ
-
- Definition of the level password
-
- The password is optional. It should be used when you want to lock your level
- for distribution. However it is not recommended to protect all levels since
- sometimes a player/team may just be overcharged.
-
- Note: I would be glad to receive new levels for a future distribution. But
- since I'll have to change the level number please don't protect them...
-
-
- ΓòÉΓòÉΓòÉ 20. Level mode ΓòÉΓòÉΓòÉ
-
- Mode of level
-
- There are three classes of levels:
-
- o Level for one player only, not playable in team mode
- o Level for teams only, not playable by single players
- o Level for both singles and teams
-
- The level mode affects the file name of the level. See Naming conventions for
- further information.
-
- Note: The level mode affects also the required/allowed number of players.
-
-
- ΓòÉΓòÉΓòÉ 21. Level statistics ΓòÉΓòÉΓòÉ
-
- Level statistics
-
- To help you calculate the right number of diamonds an estimated number of
- diamonds is available. This estimation bases on the number of:
-
- Eggs x 1 +
- Green Diamonds x 1 +
- Blue Diamonds x 3 +
- Red ghosts x 11 +
- Blue ghosts x 11 +
- Grey ghosts x 11 +
- Green ghost x 11 +
- Balls x 11
- ============================
- Estimated number of diamonds
-
-
- ΓòÉΓòÉΓòÉ 22. Level password ΓòÉΓòÉΓòÉ
-
- Entering the level password
-
- Please enter the password for the protected level. If you don't enter the right
- password, an empty level is shown. If you think you entered the right password
- but an empty level is shown, try re-openig the level with Level open .
-
- Note: A password consists of a maximum of 10 characters. The password
- distinguishes between upper and lower case as well as non alhpanumeric
- characters.