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- @node Designing with Mac Xconq, , , Game Design
-
- @section Designing with Mac Xconq
-
- Designer's tools and capabilities are available via the Design item
- in the Edit menu. The display changes to show you everything in the world,
- you get a number of special privileges (such as the ability to look at
- and move ANY unit), and you get a designer's tools palette.
-
- @subsection Using the Palette
-
- In general, palette items use option-click and option-shift-click to
- cycle through possible values, and many also have a popup menu.
- Also note that the selection can be changed without changing the tool;
- you have to click in the tool and get a heavy border around it before
- the tool is actually changed.
- Each type of designer tool has a distinct cursor when over a map window,
- so look for that as well.
-
- @subsubsection Painting Terrain
-
- If you select the terrain item in the palette, then clicking/dragging
- in a map paints the current terrain type displayed in the palette
- (Option-clicking the terrain item cycles through all the types,
- shift-option-click does the same thing in reverse order).
- The background terrain type can be cycled via command-click and
- command-shift-click.
-
- @subsubsection Creating Units
-
- The side item creates a popup with the sides - use it to set the
- side with which a new unit will be created. Not all units are allowed
- on all sides - @i{Xconq} marks the sides that are allowed with the current
- unit type, and the unit types that are allowed with the current side.
-
- @subsubsection Painting People
-
- If you select the side item in the palette, you can click/drag in a
- map to set the side of the people in the cells clicked or dragged over.
-
- @subsubsection Painting Material
-
- You can create materials in the terrain by selecting the materials
- item in the palette, then painting in any map.
-
- @subsubsection Creating Named Features
-
- The features item in the palette includes several buttons
- and a popup menu that displays all the features currently defined.
- You can click on the buttons to create, destroy, and rename a feature.
- You can add or remove cells of a feature by painting in any map.
-
- @subsubsection Painting Elevations
-
- You can set the elevations of terrain by selecting the elevations item
- in the palette, then painting in any map.
-
- @subsubsection Painting Temperatures
-
- You can set the temperatures by selecting the temperatures item in the palette,
- then painting in any map.
-
- @subsubsection Painting Winds
-
- You can set the direction and force of winds by painting them.
- The values of direction and force are controlled by option-[shift-]click
- and command-[shift-]click, respectively.
-
- @subsubsection Painting Clouds
-
- If you select the clouds item of the palette, you can set the density of
- cloud cover by painting.
-
- @subsection Images
-
- If you want to change the icons and pictures in an existing game,
- or if you want to define new ones, you can do this either with a
- resource editor such as ResEdit, or with a resource compiler such as Rez,
- or by editing the portable ``imf'' files. @i{Xconq} can use PICTs, icons,
- and patterns to draw with; collectively these will be called ``images''.
- A group of images that all represent different views of the same thing
- is an ``image family''. The concept is similar to the icon families used
- by Macintosh programs, but is much more general, since you can have any
- number of images of different sizes and depths, as well as images embedded
- in each other.
-
- @subsubsection Icons and Patterns
-
- The resource file @code{:lib-mac:Images} is the main repository of Mac imagery.
- You can resource-edit this file, close it, start up @i{Xconq}, and see
- the results. For instance, if you want to improve the appearance of the
- ``city20'' image, you will find a 32x32 @code{'cicn'} with that name as
- well as a 16x16 'sicn'. You can modify these as you like.
- Note that the 'sicn' includes a mask sicn, as does the @code{'cicn'}.
- Masks are optional, but improve the appearance of the images.
- If you have a new type in a game and you want an image for it,
- just create a resource, such as a @code{'cicn'}, give it the name of
- the type or its @code{image-name} property, and you're done.
-
- The standard resource types for images are @code{'cicn'}, @code{'ICON'},
- @code{'PAT '}, @code{'ppat'}, @code{'SICN'}, and @code{'PICT'}.
- If a resource of one of these types has a name
- matching the @code{image-name} (or the type name if no image name is defined)
- of a type in a game, then @i{Xconq} will use that resource.
- There are two additional resource types: @code{'XCic'} and @code{'XCif'}.
- The @code{'XCic'} resources are named colors that can be referred to via
- @code{color} properties of types and sides.
- @code{'XCif'} resources are raw image family forms
- in GDL syntax. If the contents of an image family can be totally defined
- by the standard resource types,
- then there need not be an @code{'XCif'} resource,
- but if an image has any embedded subimages, or a specific location for
- subimages, then this information will be in the @code{'XCif'} resource.
- You can edit by defining this resource type as @code{'TEXT'},
- which will give you a text editor for the resource, or by just
- opening the @code{'TEXT'} editor on the resource.
- For more details about the syntax of image families in GDL,
- see the reference manual.
-
- Warning: don't ever make a @code{'cicn'} with id 256!
- For some reason, if there is a @code{'cicn'} 256 in either the application
- or in any of the resource files that it has open,
- the small color icons in both the apple menu (far left)
- and the application menu (far right) become small unrecognizable blobs.
- This effect seems to be innocuous behaviorwise, but the appearance is poor,
- and users choose menu items by looking at those icons, so trashing them
- is a bad thing to do.
-
- @subsubsection Game Preview Pictures
-
- If the Resources file has a PICT whose name is ``<game-name> game'',
- then if a player selects <game-name> in the new game dialog, this PICT
- will be displayed in the dialog. This is useful to give prospective
- players more of an idea of what the game might be like,
- plus it's a chance to show off your artistry!
- (If you're a lousy artist, just make a screen shot of the map and use that.)
- The area for the picture is about 200 pixels across and 100 high;
- pictures smaller than that will be centered, while larger
- pictures will be clipped to fit.
-
- @subsection IMFApp
-
- IMFApp is a utility for examining and converting the image families
- used by Xconq.
-
- The general concept of image families is similar to that of the Finder icon
- families, where several depths and sizes of an icon are available for
- use in different situations. Xconq adds extra complexity to the
- concept by including tiling patterns, by allowing icons to be embedded
- in each other, and by using the same image families on several different
- platforms.
-
- The platform-independent format would
- be hard to edit, so IMFApp includes functions to convert between the
- common format and Mac resources.
- These functions are available from the File Menu.
-
- In addition, IMFApp also allows you to look at the images.
- You can control the images' size, overlay, and use of color.
- The primary use for this is to test how an image works in various
- situations. Also, if you design games, this is a good place to
- start when choosing images for your game.
- Since there are hundreds of images available already,
- the chances are good that the images you want have already been designed.
-
- The File menu has items to open and save imf and resource files.
- New clears any existing images.
- Opening multiple files merges their contents.
-
- The Edit menu is not used.
-
- The View menu includes all image appearance controls.
- Everything in this menu affects only the @emph{display} of the images,
- and does not, in any way, affect the image families themselves.
- Display options include size of images, color/mono, name, mask,
- background/emblem images, and more.
-
- @subsection Sounds
-
- Mac @i{Xconq} handles sounds in a very simple way. The resource
- file @samp{:lib-mac:Sounds} includes a number of named @code{'snd '}
- resources.
-