fRaBs level editing
Main - Updates - Single Player - Deathmatch - Level Editing - FAQ - Credits - Links

`Written by Duong Dai Nguyen, level designer for Abuse`
`Edited by Mitch Burton and Justin Cassidy.`

`PLEASE NOTE THAT SOME OF THESE FUNCTIONS ARE NOT INCLUDED IN ABUSE 2.0,`
`THE VERSION OF ABUSE THAT fRaBs USES. ALSO, NOTE THAT IF YOU ARE USING`
`A REGULAR VERSION OF ABUSE THAT MANY OF THESE OBJECTS ARE ONLY IN THE`
`fRaBs DISTRIBUTION.`

`ABUSE LEVEL EDITING`

`Here at Crack dot Com we strive to create fun games. Many elements`
`go into making a fun game, one of which is level design. Supplied with`
`your official Abuse package is a level editor. This editor allows`
`you to produce your own Abuse levels, using prefabricated pieces which`
`we call OBJECTS. The interface is a little daunting at first, but with some`
`persistence you can be blasting your way down long, dark alleys pursuing (or`
`being pursued by!) aliens, robots, and flyers of your own creation. Let's`
`begin!`

`Table of contents`

`(Do a key-word search for the number/letter combination`
`to jump to the section you want to read)`

`[1] Key Listings and Extended Options`
`[1.a] Key Listings`
`[1.b] Extended Options`
`[1.c] X11 (X windows for UNIX) Options`
`---------------------------------------`
`[2] Object Listings and Descriptions`
`[2.a] Links`
`[2.b] AI`
`[2.c] Range`
`[2.d] Object List`
`--------------------------------------`
`[3] Preliminary Level Designing, Editors Windows and Menus`
`[3.a] Preliminary Level Designing`
`[3.b] Windows and Menus`
`-------------------------------------------------------------`
`[4] Level Designing Hints and Practicalities`
`[4.a] Level Designing Hints and Practicalities`
`-----------------------------------------------`
`[5-7] Advanced Level Editing Topics`
`------------------------------------`
`[8-10] Making Special Types of Levels`

`[1]`

`Key Listings and Extended Options`

`------------------------------------------------------------------------`
`[1.a] Key Listings`
`------------------------------------------------------------------------`

`a : Toggle toolbar window.`
`A : Disable auto lighting (when computer is too slow, lighting shuts off)`
`b : Toggle background tile picker window.`
`B : Make background window wider.`
`c : Center on player.`
`C : Clone object under cursor.`
`d : Delete object under cursor.`
`D : Toggle delays.`
`E : Toggle enlarged render.`
`f : Toggle foreground tile picker window.`
`F : Make foreground tile picker window wider.`
`g :`
`h : Help!`
`i : Invert color black (for foreground tile window, for discerning`
`transparent and non-transparent tiles)`
`j : Jump player to mouse position.`
`k : Kill first link of object under cursor.`
`K : Kill last link of object under cursor.`
`l : Toggle light picker window.`
`L : Toggle layer show window.`
`m : Toggle map.`
`n : Next player focus (not working/useful).`
`o : Toggle object picker window.`
`p : Toggle palette picker window.`
`P : Toggle profiler window.`
`Q : Quit (does not ask permission).`
`r : Raise/lower tile under cursor.`
`s : Search for object. Not working yet.`
`S : Save level.`
`t : Flood fill the current tile. If "grabbing" a palette window, flood`
`fills with the palette pattern.`
`U : Ultra smooth drawing. Not working yet.`
`v : Volume.`
`w : Where. Tells the x & y position of the mouse in the game.`
`x : Flip object under cursor on the X axis.`
`z : Clear weapons.`
`Z : Toggle god mode. Cursor must be inside of view to toggle god-mode.`
`space : Pick up object, so that you can move it around (click to drop).`
`ctrl : When moving an object : Hold down to align on a tile grid.`
`When not moving an objects : Hold down on one object and let go on`
`top of another to make a link.`
`alt : Hold down while moving to align to center of tile grid.`
`` : "Pick up" the foreground tile the mouse is current on.`
`F1 : Help!`
`F2 : Save a single screen shot to scrnshot.pcx.`
`F3 : Save a single screen shot, but name shot0001.pcx, shot0002.pcx...`
`F5 : Save a series of screen shots, one every 5 frames.`
`F10 : Reduce screen to what it would for 320x200. Useful for hi-res editing.`
`+ : Increase view size.`
`SHIFT+: Increase view size a lot.`
`+ : Decrease view size.`
`SHIFT-: Decrease view size a lot.`
`arrows: Scroll view.`
`TAB : Toggle edit/play mode.`
`/ : Toggle console window.`

`------------------------------------------------------------------------`
`[1.b] Extended Options`
`------------------------------------------------------------------------`

`-nosound`
`-sfx_volume [0..127]`
`-vmode [G640x480x256 | // SVGA for linux`
`G800x600x768 |`
`G1024x768x256]`
`-size xres yres // for X11 and DOS, for DOS -size ? will give you`
`// a list of available modes`
`-2 // doubles each pixel during rendering`
`-demo // quits game after an idle timeout and goes to`
`// demo`
`-lisp // starts up with an interactive lisp command line`
`-lock_size // X11, does not allow window to be resized`
`-disp/-display // specify an alternative X server than $DISPLAY`
`-no_delay // starts with no delays, plays as fast as computer`
`// goes`
`-cprint // print all output to stderr instead of console`
`-nojoy // disables joystick use (there isn't any, anyway!)`
`-lsf [filename] // use a different lisp startup file than abuse.lsp`
`-edit // Initially start in EDIT_MODE, loads "edit.lsp"`
`// as well`
`-t [filename] // auto-number and load tiles from SPE file`
`-f [filename] // load filenames as "level1.spe"`
`// don't shoot yourself in the foot!`

`------------------------------------------------------------------------`
`[1.c] X11 (X windows for UNIX) options :`
`------------------------------------------------------------------------`

`-noshm // don't use Shared memory for X11`
`-grab_pointer // causes abuse to keep pointer inside of window`

`While playing, press <TAB> to go into development mode, if you ran abuse with`
`the -edit parameter. Type '/' to bring up the console window, into which you`
`can type LISP commands.`

`[2]`

`Object Listings and Descriptions`

`------------------------------------------------------------------------`
`[2.a] Links`
`------------------------------------------------------------------------`

`Before you can learn about the objects you need to learn about`
`LINKING. Links are the grey lines drawn from one object to another. They`
`act as visual cues, indicating that those objects are referencing each`
`other for particular purposes that will be discussed later on in this`
`document. The exact function of a link depends upon the objects being`
`linked and the order in which the links are created. Creating a link is`
`actually quite simple.`

`First, position your mouse cursor over the object you wish to`
`start the link from. A grey bounding box will surround the object. Now,`
`you have two options. The first, and slightly faster, way is to hold down`
`the <CTRL> key, move the cursor to the object you want to create the link`
`to, and let go. The second way is to click on the first object. An extended`
`options window will open. Now, click on the second object, and you've`
`made your link. Note that the extended options window now belongs to the`
`second object, not the first. The advantage of this method is that it can`
`be used to link objects to lights, whereas the first method cannot.`

`Some objects can have multiple links. To make multiple links,`
`simply repeat either method. However, if you are using the second`
`method, you must close the extended options window before you can make`
`another link from the first object. It is also important to note that links`
`are sensitive to which object they originate from. When you create a link`
`from Object A to Object B, Object B is modified only in that its range is`
`extended when the player is within range of Object A.`

`There are two ways to kill a link. The first is the most`
`flexible and efficient, and involves only the shortcut keys. First, move`
`the cursor over the object that owns the link. Since objects can have`
`multiple links, you can now either break the links first to last, by`
`pressing <k>, or last to first, by pressing <SHIFT>-<k>. To see whether an`
`object is making a link or being linked, move the cursor over an object with`
`a link line originating from it. If the line turns yellow, then that object`
`owns the link.`

`The second method uses the extended options window. First, open`
`said window by clicking on the object. There will be two buttons`
`with a red X on them. The button on the left will break links with`
`objects from first to last. The button on the right will break links`
`with objects from last to first. Note that links to lights must be`
`broken using this method. It is suggested that you close the extended`
`options window when you are finished, to prevent any accidental linking`
`or delinking. Simply click on the check mark to close the window.`

`Most links that objects make act as triggers. That is, an`
`object usually makes a link to another object, such as a sensor or`
`switch, which can only have two states (on or off). When this sensor`
`or switch changes its state, the object is triggered and then proceeds`
`to do whatever it does best.`

`------------------------------------------------------------------------`
`[2.b] AI`
`------------------------------------------------------------------------`

`There are two ways to access an object's AI. The first`
`method is to click on the object, thus bringing up the extended`
`options window. Then, click on the AI button, which will bring`
`up the AI window. The second method is to simply position the`
`cursor over the object, and then press <SHIFT>-<a>.`

`The AI window will have a bunch of labeled fields, which are`
`different for each object. For the most part, these should be`
`self-explanatory. To modify them, move your mouse cursor over the box`
`for the parameter you wish to modify, use the <BACKSPACE> key to delete`
`the current value, and, finally, type in the desired value. Click on`
`the check to close the AI window and make the changes complete.`

`------------------------------------------------------------------------`
`[2.c] Range`
`------------------------------------------------------------------------`

`Another important facet of objects is the range concept. Levels`
`can be quite large, and have hundreds of objects. Obviously, if all of`
`them were given processing time, the game would run very slowly. Thus,`
`only objects within a certain distance of the player are processed.`
`However, not all objects have the same range. For example, distant`
`aliens can walk through closed doors, because the aliens have a longer`
`range. There are two ways to fix this. The first is to search through`
`the LISP code, find the portion that defines the AI of the objects,`
`and change the range there. The second way is to link another object,`
`usually a sensor, to the short-ranged object. When the closer`
`or longer ranged object is active, it will extend the range of`
`the linked object, allowing it to perform its special functions.`

`------------------------------------------------------------------------`
`[2.d] Object List`
`------------------------------------------------------------------------`

`The fRaBs object set is huge, so it has been moved to a separate file.`

`[3]`

`Preliminary Level Designing, Windows and Menus`

`------------------------------------------------------------------------`
`[3.a] Preliminary Level Designing`
`------------------------------------------------------------------------`

`When creating a new level, it is generally a good idea to think`
`about a general theme. Will it be all action? Will there be puzzles, and`
`if so, have difficult will they be? What is the mood of the level? What`
`is the skill level of the target player? Keep these questions in mind. You`
`may also find it helpful to sketch out the general design of a level on`
`paper before you begin. Levels can be more or less as large as you want them`
`to be, but the default size of 100 by 100 tiles should be large enough for`
`most levels.`

`However, before you can begin putting down tiles and objects, you`
`must first learn to tame the windows and menus that populate the world`
`we call ABUSE.`

`------------------------------------------------------------------------`
`[3.b] Windows and Menus`
`------------------------------------------------------------------------`

`First, you will need to start the game in edit mode. This will`
`allow you to access the built-in editor. To do this, go to the current`
`ABUSE directory and type in this line :`

`abuse -edit`

`The "-edit" is an Extended Option. See section 1.b for a complete`
`listing of these.`

`The game will now start. It will load level 00, the training level`
`by default. This will suit our goal of learning the windows and menus just`
`fine. Notice that the game is not running yet. If you have already played`
`the game, you will notice there now is a menu bar at the bottom of the`
`screen that is not present when you normally play, and that your cursor is`
`now an arrow instead of the usual target. Let's examine the menus and their`
`functions.`

`Under the farthest left hand menu called FILE, we find a listing`
`of file utility commands and some advanced options.`

`Under FILE-->`
`Load Level`
`Save Level (S)`
`Save level as`
`Save game`
`New level`
`Resize map`
`Suspend non-players`
`Play mode toggle (TAB)`
`Save Palettes`
`Start cache profile`
`End cache profile`

`The first 5 options from the top are basic file utility commands found`
`in almost all programs.`

`Load level`
`This command loads in levels. There are two methods you`
`can use to do this. The first is the command line -- simply`
`point the cursor at the text box at the top of the window,`
`use the <BACKSPACE> key to delete the current contents, and`
`type in the path and name of the level you wish to load.`
`The second is the file selection system that uses the mouse.`
`Under the text box, you will notice a list of files in the`
`current directory. By double clicking on a directory, you`
`can move around your directory structure. Double clicking on`
`a file will have the editor try to load it as a level.`
`-------NOTE----------`
`The file selection system does not work for loading up files`
`outside the directory from which ABUSE was ran. Use the`
`command line to load up levels from other directories outside`
`the current one.`

`Save level (S)`
`This command saves levels. A shortcut key is <SHIFT>-<s>.`
`This command will save the level with the name and path of the`
`currently loaded level.`

`Save level as`
`This command saves a level using a different name from the`
`currently loaded level. Its methods are the same as the Load`
`Level command, and it has the same limitaions.`

`Save game`
`The save game command saves the level with your current`
`position and weapon status. When the level is loaded up,`
`the player will begin at the position from which the game`
`was saved. This differs from the other save level commands`
`in those do not save your current position, and weapon status.`

`New level`
`This command creates a new level.`

`Resize map`
`This command resizes the map (level). The default size is`
`100 x 100 tiles. A tile is 30 x 15 pixels, so this`
`translates into a 3000 x 1500 pixel world, or roughly`
`9.5 x 7.5 screens at the default resolution of 320x200.`
`To change the size of the world type in the new parameters`
`and press <OK>.`

`Suspend non-players`
`This command stops all objects from being processed, aside`
`from the main character. You will notice that when you`
`execute this command, the main characters upper body is`
`frozen. This is because the main character is composed of two`
`objects, and only the lower half is processed. This mode`
`is useful in level designing when you don't want to`
`disturb the world as you roam about.`

`Play mode toggle (TAB)`
`This command starts the game from edit mode, allowing you to`
`play the game as you normally would. Once you select this`
`command you can only use the short-cut key (TAB) to return to`
`edit mode. It is suggested you use this key and forgo the menu`
`command, as the shortcut is much faster and not as tedious,`
`and you will find yourself using it often.`

`Save palettes`
`This command saves palettes to a file called edit.lsp, which`
`can be edited using a conventional text editor. Palettes will`
`be discussed in detail later in this document.`

`Start cache profile`
`This is a level optimization feature. It lets the engine know`
`in advance which graphics and sounds will be used in a level,`
`so that it can store them in an efficient manner, resulting`
`in reduced disk access when playing the level.`
`-----------------------NOTE--------------------------`
`This command should only be used for COMPLETED levels.`
`To use this command properly these steps must be followed :`

`1) Start a new level from the proper position and state.`
`2) Select this command from the menu system.`
`3) Enter play mode.`
`4) Play through the level as you normally would. Using`
`save positions is ok. Each time graphics, sound,`
`etc. is used, the game makes note of it.`
`5) Continue until you reach the end of the level. Do NOT`
`go to the next level.`
`6) Press tab to return to edit mode.`
`7) Use the load command to reload the level.`
`8) Save the level from the menu, or by using <SHIFT>-<s>`
`9) Choose End Cache Profile from the file menu.`

`End/save cache profile`
`This command will save and end the cache optimization`
`procedure. It saves the data to a file under the name`
`and directory of the original level with an extensiton of`
`.cpf.`

`From the FILE menu you will use the Load Level command most often.`
`The rest are occasionally used, and the Save Level command has a keyboard`
`short-cut so it will not be necessary to use the menu for that command. Now`
`let's take a look at the EDIT menus.`

`Under EDIT ---->`
`Toggle light`
`Set scroll rate`
`Center on player`
`Add palette`
`Toggle Delays`

`God mode`
`Clear weapons (z)`
`Mouse scroll`
`Lock palette windows`
`Raise all foreground`
`Toggle object names`

`Toggle map (m)`
`Shrink to 320x200 (F10)`
`Disable view shifts`
`Ultra Smooth draw (U)`
`Disable Autolight (A)`
`Show FPS/Obj count`

`Record demo`
`Play demo`

`Toggle light`
`This command turns on and off the lighting. Lighting is a`
`unique feature of the Abuse engine, allowing the level`
`designer to create new and interesting scenes simply`
`by moving around the light sources. However, it can be`
`distracting while editing a level, so this command is`
`provided.`

`Set scroll rate`
`This command modifies the rate at which the foreground`
`layer and background layer scroll relative to each other.`
`The Abuse engine has the capability for 2 layers of`
`parallaxing. The top layer is called the foreground layer`
`and the bottom is called the background layer. The parameters`
`for the scroll rate are:`

`rate for background scroll in x axis:`
`rate for foreground scroll in x axis:`

`rate for background scroll in y axis:`
`rate for foreground scroll in y axis:`

`For example if the parameters were:`

`X mul 1`
`X div 2`

`Y mul 1`
`Y div 2`

`Then background would scroll twice as fast as the`
`foreground in the x and y axes.`

`Center on player`
`This command will center the screen on the main character.`
`It's very useful since the Abuse engine allows the level`
`designer to move the center of the screen away from the`
`character. The short-cut key is <c>.`

`Add palette`
`This command allows the level designer to make custom`
`palettes. When you choose this command, a dialog box will`
`open with several fields. Type in an appropriate name, as well`
`as width and height values. Since the palette can be resized`
`with the arrow keys, you do not need to worry about getting`
`the size perfect. You will now have a blank palette window.`
`You can add foreground tiles to this window by selecting a`
`tile from the foreground tile window (see below), and then`
`clicking in the palette window with the RIGHT mouse button.`
`Palettes are discussed in detail in the section on the`
`Palettes menu option, below.`

`Toggle Delays`
`This command will allow the game to run at the fastest speed`
`your machine is capable of. There should be a message telling`
`you whether delays are being turned on or off after you choose`
`this command. The keyboard short-cut is <SHIFT>-<d>.`

`God mode`
`In this mode you have all the weapons, unlimited ammo, and`
`cannot be killed. The SHAREWARE version has only four`
`weapons as opposed to the COMMERCIAL versions full eight`
`weapon types. The keyboard short-cut is <SHIFT>-<z>.`

`Clear weapons (z)`
`This command resets your weapon status, leaving you`
`with only the laser rifle. All ammo will be set to 0.`
`This is useful when designing and debugging levels,`
`since the Abuse engine does not clear your weapons`
`status when you reset the level. The keyboard shortcut`
`is <z>.`

`Mouse scroll`
`An optional feature is the ability to use the mouse as a`
`scrolling device. If this command is active (as indicated`
`by an asterisk), you can move around the level by pushing`
`the cursor against the boundaries of the screen. You can`
`also use the arrow keys to scroll around, however, you must`
`take care that you do not accidentally resize palette windows`
`when using them.`

`Lock palette windows`
`This command prevents any accidential alteration to`
`palettes. When this command is active (as indicated by an`
`asterisk) none of the palette windows can be resized nor`
`can the tiles in them be changed. To deactivate this command,`
`simply select it again.`

`Raise all foreground`
`This command will, when active as indicated by the asterisk,`
`make all the foreground tiles laid down in the level be`
`raised. Raised foreground tiles are drawn in front of the`
`character. When in edit mode all raised foregrounds will have`
`an 'X' drawn over them. You can deactivate this command by`
`selecting it from he menu again. To raise and lower individual`
`tiles, position the cursor over the tile you wish to raise or`
`lower and press the <r> key.`

`Toggle object names`
`When this command is active, each object will have its name`
`displayed below it in green.`

`Toggle map (m)`
`This command will display a map of the level. The map is a`
`global representation of the level, with area boxes shown.`
`An area box is an area of the level that has its own`
`ambient light and screen displacement values. The map can`
`be scrolled around with the arrow keys, or with the mouse`
`if mouse scroll is activated.`
`Ambient light is the global level of lighting. A`
`player can only have one ambient light value at a time.`
`However with the help of area boxes, you can have multiple`
`ambient light values. Once a player leaves an area box, the`
`screen displacement and ambient light do not return to their`
`original values. The values of the screen displacement and`
`ambient light change only when the player enters another area`
`box. Screen displacement shifts the center of the screen`
`away from the player. You can access these parameters and`
`others via the toolbar window, which can be opened from the`
`WINDOWS menu. See the section on the toolbar window, below,`
`for a description of the tools and what they do.`
`The keyboard shortcut for map mode is <m>. To get`
`out of map mode, simply press <m> again.`

`Shrink to 320x200 (F10)`
`This command shrinks the view window to 320x200 resolution.`
`When working in hi-res mode, this can give you an idea of`
`what the player will see in low-res mode.`

`Disable view shifts`
`If this command is activated (it will have an asterisk next`
`to it in the menu selection) view shifts will not take place`
`when the player enters a new area box. When developing a`
`level, this command can prevent accidental and annoying`
`view shifts. To enable view shifts, simply reselect this`
`command.`

`Ultra Smooth draw (U)`
`This command will draw the characters as smoothly as possible.`
`This command currently is under development and should`
`not be used.`

`Disable Autolight (A)`
`This command disables the autolight feature. The autolight`
`feature will turn off the lighting if the frame rate drops`
`below 9 frames per second. Disable this if you're working on`
`a slow machine and want to see the lighting no matter what`
`the speed. To enable autolighting again, reselect this from`
`the menu. The keyboard short cut is <SHIFT>-<a>.`

`Show FPS/Obj count`
`This command prints the number of frames per second and the`
`number of objects currently being processed in the upper`
`left hand corner of the screen.`

`Record demo`
`This command will begin recording a demo of the game. These`
`demos can be viewed with the play demo command.`

`Play demo`
`this will play the demo which you have recorded.`

`The EDIT menu is very important to designing levels. Most of the`
`important functions have keyboard shortcuts and can greatly speed up`
`level designing. Now let's take a look at the WINDOWS menu.`

`WINDOWS->`
`Foreground (f)`
`Background (b)`
`Draw layers (L)`
`Lighting (l)`
`Palettes (p)`
`Objects (o)`
`Console (/)`
`Tool Bar (a)`
`Search (s)`
`Profile (P)`
`Save positions`

`Foreground (f)`
`This command will bring up the foreground tile window.`
`From this window you can select foreground tiles to place`
`in the game world.`
`To expand the foreground window, place your mouse cursor`
`inside the foreground window and press <SHIFT>-<f>.`
`Multiple presses will expand the window even further,`
`though it will eventually return to a single tile window`
`window. If the foreground tiles seem small, place the`
`cursor in the window and press the <+> key to make them`
`full size. Similarly, if they are taking up too much space,`
`press the <-> key to shrink them. Note that the 0 color black`
`is drawn as beige in the foreground tiles, for identification`
`purposes. To select a tile from this window, simply click on`
`it. You can then place the tile by moving to where you want to`
`put it and left clicking. The keyboard shortcut is the <f> key.`

`Background (b)`
`This selection will bring up the background tile window.`
`These tiles are drawn behind the foreground tiles, and will`
`show through only where there are no foreground tiles, or`
`where the color black (0 color) is present in foreground`
`tiles. You can select tiles from this window using the same`
`method as for the foreground window. However, to place tiles,`
`you must right click, as a left click will place a foreground`
`tile. The keyboard shortcut is <b>.`

`Draw layers (L)`
`This selection opens the layers window. The buttons in this`
`window toggle the display of various layers. That is, you can`
`toggle the drawing of, among other things, lighting effects`
`and foreground tiles. The latter would be useful when laying`
`down background tiles.`

`FORE : Toggles the foreground layer.`
`BACK : Toggles the background layer.`
`BOUND : Toggles the bounding boxes on foreground tiles.`
`Bounding boxes block the player, so that one can`
`walk on floors and be stopped by walls.`
`LIGHT : Toggles the lighting.`
`LINKS : Toggles the display of links between objects.`
`In areas with lots of links, they can sometimes`
`obscure the foreground. Note that when off, the`
`light icons will not be drawn.`

`The keyboard shortcut is <SHIFT>-<l>.`

`Lighting (l)`
`This will bring up the lighting window. This window has`
`buttons for a variety of light source shapes, as well as an`
`ambient button. Lights are respresented by a white, circular`
`or semi-circular icon, depending upon its shape. You select`
`and place a light in the same way you do a foreground tile.`

`Sometimes you will want to modify the size or shape of the`
`light. There are several ways to do this. The first method`
`uses the keyboard almost entirely :`

`1) Position the cursor over the light whose shape`
`you wish to change. Or, you can skip to step 3,`
`if you have selected a light but have not dropped it.`
`2) Press the <SPACEBAR> to pick it up.`
`3) Use the arrow keys to reshape the light, or + and - to`
`resize it.`

`The second method involves the use of the extended options`
`window :`

`1) Click on the light.`
`2) Modify the W and H fields for the light. These will`
`change the width and height, respectively. Note`
`that these fields expect small numbers. The L2 field`
`will change the size of the light. This field can`
`accept very large numbers.`

`The keyboard shortcut is <l>. Lighting is an excellent`
`tool for creating mood in the levels. Learn how to use the`
`lighting well.`

`Palettes (p)`
`This command will open a window containing a list of palettes.`
`Choose one and double click on it to open a palette window.`
`Sometimes the palette windows will be shrunken so as to take`
`up less space. Palette windows can be shrunk and expanded,`
`just as the foreground and background windows can. While in`
`this window, hold shift and type a letter to jump to the`
`palettes starting with that letter.`

`Palettes have a variety of uses. Not only can they be used as`
`custom tile libraries, they can be used to fill areas, or to`
`stamp down one set of tiles at a time. They are quite useful`
`for creating complex patterns of tiles with great speed. To`
`stamp down the palette, click on the palette's window bar with`
`the left mouse button. While keeping the mouse button held`
`down, drag the upper left corner of the window to the position`
`where you wish to stamp, then press the <SPACEBAR> key. If you`
`wish to fill, press the <t> key instead. The result of a`
`palette stamp is perhaps best shown rather than described.`
`Assume that the palette is being stamped at the upper left`
`corner of the grid. A-d are foreground tiles.`

`Palette Grid before stamp Grid after stamp`
`+-+-+ +-+-+ +-+-+`
`|a|b| | | | |a|b|`
`+-+-+ +-+-+ +-+-+`
`|c|d| | | | |c|d|`
`+-+-+ +-+-+ +-+-+`

`Palettes can also be used to fill or stamp one tile`
`at a time. Simply left click on a tile in the palette window,`
`then place it as you normally would. Do NOT right click, as`
`you might accidentally alter your palette. To help prevent`
`accidental alterations to the palette, read about the Lock`
`Palette Windows command, above.`

`To expand or shrink a palette, simply position the`
`cursor in the palette window and use the arrow keys to resize`
`it. BE CAREFUL with this -- if you shrink a palette, any tiles`
`that were in area you just shrunk will no longer be there,`
`even if you expand the palette back to where it was. This is`
`annoying, at best.`

`Also, make sure to use the Save Palettes command in`
`the FILE menu to save your palettes so that you may use them`
`in the future. Saving the level does NOT save the palettes.`
`Palettes are very powerful tools to a level designer. They`
`will allow you to do complex fills and create repetitive`
`structures easily, as well as being custom libraries for`
`tiles. Palettes are your friends.`

`Objects (o)`
`Objects are the core of the game. They are all the characters`
`which you interact with. Each one has its own, unique AI`
`settings. This window gives you a listing of all the objects`
`in the game. While in this window, hold down shift and type a`
`letter to jump to the objects beginning with that letter. See`
`Object Listings and Descriptions for a complete overview of`
`all the objects in the game. Some basic object utility`
`commands are as follows :`

`<SPACEBAR> Picks up object under cursor.`
`<x> Flips object under cursor in x axis.`
`<d> Deletes object under cursor.`
`<SHIFT>-<c> Clone object under cursor.`
`<CTRL> Position object to a grid.`
`(object must be picked up)`
`<ALT> Position object in the middle of a grid.`
`(object must be picked up)`
`<SHIFT>-<k> Kills last link of object under cursor.`
`<k> Kills first link of object under cursor.`

`The keyboard shortcut key for this window is <o>`

`Console (/)`
`This will bring up the console window. The console window`
`can accept command line inputs. It can also be used to`
`modify the game and receive information about the game's`
`state.`
`The keyboard shortcut is </>.`

`Tool Bar (a)`
`This will bring up the toolbar window. It is used in`
`conjunction with the map view to add and modify area boxes`
`and place tiles in the map view.`

`The toolbar menu has 3 icons : a pencil, an arrow, and a box`
`made of broken lines. The pencil lets you lay down tiles`
`that you have chosen from either the foreground window,`
`palette window, or the current level itself. To lay down a`
`tile in the game, simply press the right mouse button over`
`an area in the map. The pencil mode is also useful for using`
`the fill option. To fill an area in the map with one`
`foreground tile, follow these steps :`

`1) Select a tile from any of the three sources.`
`2) Make sure the area you wish to fill is completely`
`surrounded by tiles. If not, then lay down some tiles`
`to fill the gaps.`
`3) Move the mouse pointer into the area.`
`4) Press the <t> key.`

`To select a tile which has already been laid down,`
`position your mouse cursor over the tile and press`
`the <`> key. If your foreground window is open at the`
`same time, it will jump to the tile you just selected.`
`This selection mechanism will work in map mode as well.`

`The box tool allows you to create a new area`
`box. To do this, follow these simple steps :`

`1) Select the box tool.`
`2) Enter map mode, if you haven't already.`
`3) Hold down the left mouse button, then drag to`
`create the box.`
`4) Release the mouse button.`

`The arrow icon lets you modify the settings of an`
`area box. To do this, follow this procedure :`

`1) Select the arrow tool.`
`2) Go to one of the yellow endpoints of the area box.`
`Each area box has two endpoints; one at the upper left`
`corner, and another at the lower right corner.`
`3) Double click on the endpoint. You will know when you`
`have selected an area box, as it will have turned into`
`a yellow box. This will bring up a window with several`
`parameters :`
`Ambient`
`The global lighting level. It ranges from 0 to 63.`
`A value of -1 means no change.`
`Ambient Speed`
`This is the increment at which the ambient light`
`level changes when the player enters the area box.`
`Obviously if the ambient light level is the same,`
`there will be no change.`
`View x off`
`This is the number of pixels the player should be`
`offset from the center of the screen, in the X axis.`
`A negative value will shift the screen left, and a`
`positive value will shift the screen right.`
`View y off`
`This is the number of pixels the player should be`
`offset from the center of the screen, in the Y axis.`
`If the value is negative, it will shift the screen`
`upwards. A positive value will shift the screen`
`downwards.`
`View x speed`
`The rate the view shifts, in pixels.`
`View y speed`
`The rate the view shifts, in pixels.`

`Click on the <OK> (check) button to close the area`
`box's extended option window to save the changes, or the`
`<DELETE> (big red X) button to delete the area box.`

`Search (s)`
`This is currently under development, it will search for`
`objects within a level. Do not use.`

`Profile (P)`
`The profile window will display the current objects and`
`rank their CPU time. The higher up on the list, the more`
`CPU time taken up by that object or group of objects.`

`Save positions`
`This command will save the positions of all opened windows.`
`Thus, when reopened, they will appear where you left them.`

`[4]`
`Level Designing Hints and Practicalities`

`------------------------------------------------------------------------`
`[4.a] Level Designing Hints and Practicalities`
`------------------------------------------------------------------------`

`If anyone has read this far, they either have to be crazy, or`
`very determined. You make the call.`

`If you don't want to draw your own tiles, you need to familiarize`
`yourself with the tile set. A good way to do this is to take a look at the`
`current levels, like LEVEL00.SPE, the training level. Using the <`> key,`
`with the foreground window open, select the tiles which you have an interest`
`in. Learn what they look like, and what they do. Also look at how the various`
`tiles fit together. Use the layers window to turn on the bounding layer and`
`see the bounding boxes for the various tiles. Use palettes so that you don't`
`have to search through the foreground window for your favorite tiles. Play`
`with the objects, see how they work with the player and with each other. And`
`save your level often. Since you often mess up your level while testing it`
`and killing monsters and so on, make use of the restore key (<SHIFT>-<r>),`
`which will reload your level. Note that if you saved the game at a`
`RESTART_POSITION, your savegame and not the original level will be reloaded.`
`Make sure not to save a level after you've gone through and killed everything.`

`Making a level is an incremental process, building block by block as`
`you go. Keep in mind your global goals for the level. Keep the action steady,`
`but gradually build up to the "big finish". But, more than anything, make`
`levels and get more experience. This is the best way to learn to make great`
`levels.`

`With all that said, level designing is a rewarding process filled`
`with little twists and turns that will keep you enthralled and entertained`
`for hours on end.`

Advanced Level Editing Topics -->

Justin Cassidy
messiah15@dog.com