Post by Rooster on Feb 28, 2004 12:30:09 GMT -5
Janne told me I could post my manual to the forum.
so here it is
Welcome to the Pekka Kana 2 Level editor !
Contents
à How to make a map in four steps
- Make a episode folder
- The tiles and layers
- Loading and adding sprites
- Configurate your map
- How to save your map (You should do that after every step)
à Additional Information
- Music
- Map Icon
- Custom Tilesets & Backgrounds
è How to make a map, Step 1 (Make a episode folder)
Use a program like Windows Explorer or Speed Commander and navigate to the Path where your Pekka Kana is and than into the folder “Episodes”. Now create a new folder with your episodes Name (e.g. Rooster Island 3). Wasn’t that easy ?
è How to make a map, Step 2 (Tiles and Layers)
Now open the map editor. Press F5 to get in the loading-menu and F3 to see the tiles.
Now click the Tiles-Button in the loading-menu and you’ll see a short list. Choose
one and look if it´s fitting to your planed level. If not choose another. If you found
the right press the Scenery-Button and then another list will appear. Choose again
one and look in the upper-left part of your monitor. You’ll see a picture. If it’s
not good try another.Then make the same with the music. The level editor do not
let you hear the music so look in the second part of this document.
Then press F5 to close the loading menu. Now a word to the
different tiles : all tiles until tile 80 are Foreground tiles. You can stand on them or
crash against. Then there is a tile which is only a white line. You can stand on but
from the directions right, left, down you can fly through. Use this for those
nine-tile cubes. The tiles from 80 to the water tiles are background. You’ll fall or
walk through. Then there are the water tiles : you’ll have to place them in the background
expect the surface tile you place in the foreground to make water look realistic
so press left-shift until the text at the middle top says : Layer : Only Background.
Background means that you will always fly or walk through and not one tile in
the Background will hide sprites. Never forget to switch back to both/only foreground
when you placed your water tiles. Then there are arrow tiles which symbolize
wind and fire and switches. All of them have to be in the foreground to work.
Then you can start making your foreground. Simple choose a tile by clicking
and place it with clicking (easy). Be sure that you are in the layer both or
only foreground. If you make big cubes, use the copy and paste function.
Select an area by holding alt gr and the arrow keys. Then press Strg+C and
then select the second area or only the upper-left beginning of the area
and press Strg-V. At the end place Start(s) and Exit(s) and add some
decoration or secret passages with the foreground tiles 80-130 tiles. If
you made this switch to the background layer and make walls or stones
in caves or buildings/factories etc.
Then save your work and look if there isn’t a mistake. If not you
are ready for step 3
è How to make a map, Step 3 (Load and add Sprites)
Now we will add some enemies and bonuses. At first press F5 to open
the loading-menu. Then press the sprites-button and a very long list
of sprites appear. Then click on the names to load them. Simply
go through the list and choose what you need. By the way : It is
important to load sprites another loaded need. For example the
Ice Doodle needs not only the Ice tee Can. It also needs the
doodle ice sprite and the ice cube sprite. (NOTE : Sometimes the Editor load this sprites on his own,
but if you have already loaden 100 sprites he can´t do this any more !)If you have loaded all
then place them like tiles and you will not have to worry about
layers. Now only one word to the teleporters. If you go into one,
another RANDOM teleporter from the SAME COLOR will be chosen.
So be sure that there are zero or more that one of each sort.
Then save your map.
è How to make a map, Step 4 (Configure your map)
Now press F7 to open the Information menu. Set all things to the
values or names you like. (Details about the map icon later). Do
not use snow or the level number zero (yet) ! You can make
two levels (or more) with the same level number to let the player
choose, but there should be never a hole in the numberation
(not that your episode have the levels 1,2,4,5 but no three)
è How to make a map, Step 5 (How to save your map)
Simply press F5 and navigate into your maps folder. Now press
maps and the maps which are there will be shown. Close the
loading menu and press F6 to open the save menu. Give
the file a name but keep the suffix by “.map”. Press save
(If you press 5 times you will make sure to have the map saved)
If your map is complete press Escape and than save and quit.
è Additional Information (Music)
The (use it….) is only an idea how to use them….
You can also use the castle music in a factory or a dark forest…
big boss = the music of the boss level
song01 = The standard music.. (Use it for fields or meadows)
song02 = The Cliff-hanger music. (Don’t use for factories or castles)
song03 = The forest-riddle music. (Use it for Forests)
song05 = The Apple Hill 2 music. (Use it for fields or meadows)
song06 = The rainy forest music. (Use it for forests)
song07 = The castle music (Use it for castles)
song08 = The Bee-Music music. (Use it for fields or meadows or cities)
song09 = The Main-menu music. (Use it for bonus levels)
song10 = The clock castle music. (Use it for fast levels)
song12 = The sad-factory music. (Use it for factories)
song13 = The happier-factory music. (Use it for factories)
è Additional Information (Map Icons)
1 = Question mark
2 = Forest Hill
3 = Forest Hill in the night
4 = Forest
5 = Dark Forest
6 = Field
7 = Field in the night
8 = Mountains
9 = Blue Castle
10 = Red Castle
11 = Cave
12 = Skull
13 = Factory
è Additional Information (Custom Backgrounds & Tilesets)
Load a present Background./Tileset. If you´r picture-program can do
it change it to a 32-bit picture to get all possible functions
of your picture-program. Make your changes and then select
all, copy it and load another present Background/Tileset
and paste it. Then your Picture-Programme will (I hope so)
change your 32-bit thing to the colour plate of the present one.
Then save the picture under another name.
I hope my form 10 English was enough good that you understand something
Daniel Blochinger
#nosmileys#nosmileys
so here it is
Welcome to the Pekka Kana 2 Level editor !
Contents
à How to make a map in four steps
- Make a episode folder
- The tiles and layers
- Loading and adding sprites
- Configurate your map
- How to save your map (You should do that after every step)
à Additional Information
- Music
- Map Icon
- Custom Tilesets & Backgrounds
è How to make a map, Step 1 (Make a episode folder)
Use a program like Windows Explorer or Speed Commander and navigate to the Path where your Pekka Kana is and than into the folder “Episodes”. Now create a new folder with your episodes Name (e.g. Rooster Island 3). Wasn’t that easy ?
è How to make a map, Step 2 (Tiles and Layers)
Now open the map editor. Press F5 to get in the loading-menu and F3 to see the tiles.
Now click the Tiles-Button in the loading-menu and you’ll see a short list. Choose
one and look if it´s fitting to your planed level. If not choose another. If you found
the right press the Scenery-Button and then another list will appear. Choose again
one and look in the upper-left part of your monitor. You’ll see a picture. If it’s
not good try another.Then make the same with the music. The level editor do not
let you hear the music so look in the second part of this document.
Then press F5 to close the loading menu. Now a word to the
different tiles : all tiles until tile 80 are Foreground tiles. You can stand on them or
crash against. Then there is a tile which is only a white line. You can stand on but
from the directions right, left, down you can fly through. Use this for those
nine-tile cubes. The tiles from 80 to the water tiles are background. You’ll fall or
walk through. Then there are the water tiles : you’ll have to place them in the background
expect the surface tile you place in the foreground to make water look realistic
so press left-shift until the text at the middle top says : Layer : Only Background.
Background means that you will always fly or walk through and not one tile in
the Background will hide sprites. Never forget to switch back to both/only foreground
when you placed your water tiles. Then there are arrow tiles which symbolize
wind and fire and switches. All of them have to be in the foreground to work.
Then you can start making your foreground. Simple choose a tile by clicking
and place it with clicking (easy). Be sure that you are in the layer both or
only foreground. If you make big cubes, use the copy and paste function.
Select an area by holding alt gr and the arrow keys. Then press Strg+C and
then select the second area or only the upper-left beginning of the area
and press Strg-V. At the end place Start(s) and Exit(s) and add some
decoration or secret passages with the foreground tiles 80-130 tiles. If
you made this switch to the background layer and make walls or stones
in caves or buildings/factories etc.
Then save your work and look if there isn’t a mistake. If not you
are ready for step 3
è How to make a map, Step 3 (Load and add Sprites)
Now we will add some enemies and bonuses. At first press F5 to open
the loading-menu. Then press the sprites-button and a very long list
of sprites appear. Then click on the names to load them. Simply
go through the list and choose what you need. By the way : It is
important to load sprites another loaded need. For example the
Ice Doodle needs not only the Ice tee Can. It also needs the
doodle ice sprite and the ice cube sprite. (NOTE : Sometimes the Editor load this sprites on his own,
but if you have already loaden 100 sprites he can´t do this any more !)If you have loaded all
then place them like tiles and you will not have to worry about
layers. Now only one word to the teleporters. If you go into one,
another RANDOM teleporter from the SAME COLOR will be chosen.
So be sure that there are zero or more that one of each sort.
Then save your map.
è How to make a map, Step 4 (Configure your map)
Now press F7 to open the Information menu. Set all things to the
values or names you like. (Details about the map icon later). Do
not use snow or the level number zero (yet) ! You can make
two levels (or more) with the same level number to let the player
choose, but there should be never a hole in the numberation
(not that your episode have the levels 1,2,4,5 but no three)
è How to make a map, Step 5 (How to save your map)
Simply press F5 and navigate into your maps folder. Now press
maps and the maps which are there will be shown. Close the
loading menu and press F6 to open the save menu. Give
the file a name but keep the suffix by “.map”. Press save
(If you press 5 times you will make sure to have the map saved)
If your map is complete press Escape and than save and quit.
è Additional Information (Music)
The (use it….) is only an idea how to use them….
You can also use the castle music in a factory or a dark forest…
big boss = the music of the boss level
song01 = The standard music.. (Use it for fields or meadows)
song02 = The Cliff-hanger music. (Don’t use for factories or castles)
song03 = The forest-riddle music. (Use it for Forests)
song05 = The Apple Hill 2 music. (Use it for fields or meadows)
song06 = The rainy forest music. (Use it for forests)
song07 = The castle music (Use it for castles)
song08 = The Bee-Music music. (Use it for fields or meadows or cities)
song09 = The Main-menu music. (Use it for bonus levels)
song10 = The clock castle music. (Use it for fast levels)
song12 = The sad-factory music. (Use it for factories)
song13 = The happier-factory music. (Use it for factories)
è Additional Information (Map Icons)
1 = Question mark
2 = Forest Hill
3 = Forest Hill in the night
4 = Forest
5 = Dark Forest
6 = Field
7 = Field in the night
8 = Mountains
9 = Blue Castle
10 = Red Castle
11 = Cave
12 = Skull
13 = Factory
è Additional Information (Custom Backgrounds & Tilesets)
Load a present Background./Tileset. If you´r picture-program can do
it change it to a 32-bit picture to get all possible functions
of your picture-program. Make your changes and then select
all, copy it and load another present Background/Tileset
and paste it. Then your Picture-Programme will (I hope so)
change your 32-bit thing to the colour plate of the present one.
Then save the picture under another name.
I hope my form 10 English was enough good that you understand something
Daniel Blochinger
#nosmileys#nosmileys