Author Topic: First level mods (10 out so far!) & LEVEL EDITOR  (Read 179057 times)

admin

  • Rob
  • Administrator
  • Widgeteer
  • *****
  • Posts: 218
    • View Profile
Re: First level mods (8 out so far!)
« Reply #15 on: January 24, 2010, 04:59:06 PM »
An editor?!  Wow!  That's spectacular news!  Let me know what I can do to help.

  - Rob

notgreat

  • Apprentice
  • *
  • Posts: 26
    • View Profile
Re: First level mods (8 out so far!)
« Reply #16 on: January 27, 2010, 08:35:58 PM »
In case you didn't notice, the editor is the IT I was referring to in my previous posts.  The editor is almost complete, with just a few tweaks, error checks, and a couple more features I'd like to squeeze in.  Just one question, is the gauge supposed to not have the LAYERCONNECT attribute?  I have the following tile:


POSITION    12
LAYERCOUNT  3
GADGET geometry { # 11
  LAYER       0
  LIBMESH     meshTile
  LIBMATERIAL wood01
}
GADGET gauge
{  # ==================== Gauge ====================
  LAYER       1
  LIBMESH     meshPipeI
  LIBMATERIAL matCopper
  MATCHCOLOR 0
  RELEASE     0 .4 0 0 .2 0
  ROTATE      0.0 0.0 1.0 -1.5708
  LAYERCONNECT 1 3

  TRANSLATE   0.0 0.35 0.0
}
GADGET pipe
{
  LAYER       3
  LIBMESH     meshPipeL
  LIBMATERIAL matCopper
  ROTATE      1.0 0.0 0.0 -1.5708
  OPENING_U   0.0 0.0 0.4  0.0 0.0 0.15
  LAYERCONNECT 1 1
  ROTATE      0.0 1.0 0.0 -4.7124

  TRANSLATE   0.0 1.35 0.0
}

, but it complains:
Unrecognized gauge property, LAYERCONNECTExpected GADGET while loading Tile
Error loading puzzle file while reading gadgets, tile 11
Error loading puzzle data file

Aside from that, I'll be releasing tomorrow (unless something major pops up).
All of my puzzles since OO were made with the editor (that's why I swiched to gears then: that part of the editor was done first :D)

Things you can't do with the editor (right now):
1) 3D Boards (never going to happen, too many things I'd have to change)
2) Chimes & Hammers (this will be for the second release)
3) Large & Small Gears (again, 2nd release)
4) Pegs of adjustable height (no idea when I'll get to this, maybe never)
5) FIRE (2nd release)
6) IGNORELEAKS (2nd release)
7) FINISHCONDITIONS (no idea, just do them yourself ;))

Everything else should be fine.  Also, I've here's screenshot of the board-design stage, as well as what it compiles to.

(not an actual level, just an example)
See those pieces on the bottom loop's corner?  That shows how my editor fails when given an impossible problem: 3 of the 4 sides covered in pieces (the metal blocks count as standard blocks, just with no move pieces).

Remember: I will be releasing sometime tomorrow.  So, check friday and it will be up for certain
« Last Edit: January 27, 2010, 08:43:25 PM by notgreat »

notgreat

  • Apprentice
  • *
  • Posts: 26
    • View Profile
Re: First level mods (10 out so far!) & LEVEL EDITOR
« Reply #17 on: January 29, 2010, 12:42:26 AM »
2 new levels: coolness (a 3x3) and pipe mania.

also, editor is out.

admin

  • Rob
  • Administrator
  • Widgeteer
  • *****
  • Posts: 218
    • View Profile
Re: First level mods (10 out so far!) & LEVEL EDITOR
« Reply #18 on: January 29, 2010, 01:51:32 AM »
Great work with the editor!  I finaly had some time to give it a try and it saves a TON of time in setting up a 2D board!  The image that you included explains it all quite well -- white for borders, black for tiles and grey for an empty space.  I figured out pretty quickly to use 's' to save the file.

notgreat

  • Apprentice
  • *
  • Posts: 26
    • View Profile
Re: First level mods (10 out so far!) & LEVEL EDITOR
« Reply #19 on: January 29, 2010, 03:30:40 PM »
heh, I forgot to include the manual...
pressing Q will set up borders automatically
pressing A will shift all current pieces by the specified amount
pressing T will allow you to change the currently selected piece type
pressing S will save
pressing the numbers 1,2,3,etc will switch layers.
layer 1 is always the board, layer 0 is always for pegs.
left click does most things,
right click usually deletes, but opens a menu on engines and pipes.
« Last Edit: July 31, 2011, 01:46:03 AM by notgreat »

0110b3

  • Guest
Re: First level mods (10 out so far!) & LEVEL EDITOR
« Reply #20 on: February 05, 2010, 12:25:46 PM »
Merci, ces dix nouveaux niveaux sont impressionnant ;)

Quote from: Google Trad
Thank you, ten new levels are impressive;)

notgreat

  • Apprentice
  • *
  • Posts: 26
    • View Profile
Re: First level mods (10 out so far!) & LEVEL EDITOR
« Reply #21 on: February 11, 2010, 04:24:57 PM »
I'm going to add a bit of a tutorial for making a level here:

1) start up the program
2) place the pieces by left clicking- just place the pieces that you want to be on the board
3) press Q.  this will set up most things automatically.
4) press 2 and then place the pieces you want by clicking on the squares
    4a) pressing T will bring up a menu to choose the pieces from
    4b) to rotate pieces, press and hold the mouse and move the mouse around
5) you may want to press 1 and change some white pieces to black so that they become metal squares
6) press S and input the file name.  Don't forget the .puzzle!
7) add it to your mod file and then start up cogs
8 ) go to the puzzle.  If all is well, open the puzzle in a text editor.  Otherwise, fix the problem in the editor and save over to old file.
9) In your text editor, add in the FINISHCONDITIONS needed LINK TO WIKI DEFINITION OF FINISHCONDITIONS.  Important pieces are usually marked, the tile ID is the number at the start of each tile definition in the comment
10) Check if it works and if so, scramble, showscramble, mark, copy, paste, remove extra lines, format correctly, and then test again.  If it all works, save and you're done!

also, F4 makes it fullscreen. F5 saves and F6 loads, but I do not suggest using them- they are built in game maker functions that could have some strange side effects if used.
« Last Edit: February 11, 2010, 09:34:06 PM by notgreat »