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1999-09-03
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THE SPISPOPD EDITOR v1.0
By Mike Hommel
A Jamul Software Production
---------------------------
WHAT'S INSIDE?
--------------
[1] Hi there, welcome to SpisEdit
[1.0001] Some Basic Stuff
[2] The Main Screen
[3] The Image Editor
[4] The File Menu
[5] The Options Menu
[6] GIF256/Victory/Etc.
[7] The Player
APPENDIX A: TERRAIN
APPENDIX B: BADGUYS
[1] HI THERE, WELCOME TO SPISEDIT
---------------------------------
Well, first of all let me say I'm glad you've shown an interest in creating
your own Spispopd levels. In the hopes that it'll become a widespread inter-
national passion, I've gone to all the trouble of making a nice mouse-driven
editor for this game. To pay me back, you need do just one thing:
2> Make THOUSANDS of levels so that they have to open a whole directory
just for Spispopd Levels on every major ftp site in the world.
Okay, well, I just dropped in to say hi, and now I guess you can go ahead
and read the documentation, convoluted though it may be, and then edit away.
But who am I kidding? You've probably had the editor for a week already,
since you've finally settled down to reading the docs. Don't worry, all those
questions you've got are answered in here somewhere. If you can find them.
[1.0001] SOME BASIC STUFF
-------------------------
Thought I'd let you know some important facts. A Spispopd World, which is
what this editor allows you to make, is a set of eleven levels. The last one
is secret of course, and can only be accessed if Bouapha steps on a secret
block. Each level has up to three floors (technically they all have three
floors, but you don't have to use them all). Each floor can have up to
fifty enemies, fifty generators, and fifty items. Each level must have one
launchpad (or more). The launchpad will be usable once Bouapha has collected
all the candles from the level, and killed all enemies that are worth candles
(generally what one would consider a "boss").
[2] THE MAIN SCREEN
-------------------
Click at the title screen, and you'll see the main screen. The editor
starts with DEFAULT.SLF loaded. The 26 boxes on the left side are used to
show a list of terrain types, monster types, or item types, depending on
what mode you're in. Clicking on one of these pictures during normal
operation selects it as the current "tool" (represented by an oddly
flashing box on top of it). The six buttons with little icons on them, in
the middle of the screen, are the main buttons. The first one, with a disk
on it, is the file menu. Next to that, the candle picture, is to enter item
mode (the button for the mode you are in is always lit up), where clicking on
the map will place one of the highlighted item on that spot, and put ItemFlr
underneath it (Bouapha can ONLY pick up items that are on ItemFlr). The
button next to that (red X) is delete. Clicking or dragging on the map in
this mode will remove any items or foes that are on the square you click on.
It will however leave the square as ItemFlr if there was an item there.
The second row of buttons starts with Terrain Mode (the tree symbol), and in
this mode, you place the highlighted terrain on the map by clicking. However,
in this mode you can drag across the map to place multiple terrain. Note that
you can only have fifty squares of Generator terrain. The "G" next to these
buttons represents the number of generators on the current floor. Next is
Enemy Mode. In Enemy Mode, clicking places the highlighted enemy on the map.
This makes no allowances for enemies stuck in walls, etc., so you've got to
keep track of that yourself. If you mess up, just delete the badguy and put
it somewere else. The last button is for the Image Editor, which is described
below.
Along with these buttons is a display area. There is a "G" with a number
next to it. This is the number of generators on the current floor. The
number next to the "I" is the number of items on the current floor. There
is a max of 50 for both of those.
Then come the arrows. The purple arrows move through the floors of the
current level. The red ones move through the levels of the world. Don't
screw up and start editing the wrong floor. The display next to the arrows
shows the current floor, a dash, and then the current level. Level 10 is the
final level, and level 11 is the secret level. Floor 1 is where Bouapha
starts on every level, and it is the top floor of that level.
Next to this display is an odd button with a picture of Bouapha's head.
This button is used to set the starting point, marked by a big white X. Note
that it can be set from any floor, and can be seen when editing any floor, but
only applies to the first floor of the level. To set it, click on this button
then click anywhere on the main map display. The X will appear where you
clicked.
Next to the head icon is an "O" button. This button brings up the Options
menu, which is described below.
The last button is "Q" for quit. Click it when you're done, and have your
work all saved and everything.
NIFTY TRICK:
press Shift-F, and then click in the upper portion of the screen (the big
display area). This will fill the current floor of the current level of
the world with the highlighted terrain.
NIFTY TRICK II:
press ALT-C, and then click in the upper portion of the screen (the big
display area). This will copy the current floor of the current level to
all other floors and levels. Note that it only copies the terrain, and not
items or monsters.
[3] THE IMAGE EDITOR
--------------------
The image editor has four handy-dandy buttons across the top.
The first is "C" for copy. Click on it, then click on the terrain image
in the lower left of the screen that you want copied to the image you're
currently working on. Clicking elsewhere cancels the copy.
The second button is a big red X. This fills the image with the currently
selected colour.
The third looks like a disk. Clicking on it will display RESULT.256,
whatever that may be (and if RESULT.256 has a different palette than SPISPOPD
the picture will appear really messed up), and if you move the cursor around,
a 10x10 block under the cursor will be lit up (or just funky-looking), and if
you click at this point, your current picture will look just like the block
highlighted. If you click below the picture, in the main menu area, you will
exit from the picture sucker without destroying your current picture.
The fourth is a Q. It quits the image editor.
Under these buttons is a box full of colour gradients. Clicking anywhere
in here makes the current colour be whatever is under the cursor.
Clicking on the zoomed-in version of the picture will draw in the current
colour. The normal size version of the picture is visible in the lower-left
of the screen.
If you click in the lower-left portion of the screen, the terrain picture
clicked on will be the current picture to be edited.
The big list of words under the image editor is the type that this terrain
should be. See Appendix A for the terrain definition info.
[4] THE FILE MENU
-----------------
This is a very simple menu. Click on the name displayed to type in a new
one (no extension please). Click on Load to load the named file. Click on
Save to save under the given name. Click on quit to get back to editing.
If Load or Save is clicked, there IS NO CONFIRMATION! Don't accidently save
crap over your best work. You'll know a load or save worked if the file menu
goes away. If you try to load and it plays a sad noise at you, then the file
doesn't exist.
[5] THE OPTIONS MENU
--------------------
These are some global options you can set for your world. An option is
turned on if it is lit up white. Click on Quit to get out of this menu.
Animate Genrtrs-
If you have two Genrtr terrain types in a row in your list, you can have
this option on to make it animate between them whenever a pumpkin is being
created.
Animate Tporters-
Turn this option on to make teleporters an