Nifflas' Support Forum

Level Editing Support => Saira Level Editing Support => Topic started by: LightningEagle on December 15, 2009, 11:45:36

Title: Collaborative episodes
Post by: LightningEagle on December 15, 2009, 11:45:36
Have anyone thought of this?

In Saira it'll be much easier to do collaborative episodes as each person could just do their own planet.
It would require the same kind of fiddling around with the editor in order to align the maps as one had to in KS.

 :shifty:
Title: Re: Collaborative episodes
Post by: SiamJai on December 15, 2009, 11:49:20
I like the idea. :)

It'd make the task more manageable, starting small. If it works, count me in with a lil' planet of my own. ;)
Title: Re: Collaborative episodes
Post by: LPChip on December 15, 2009, 12:25:07
Is it possible to make other things than planets? Like a huge meteor or perhaps even a spaceship?
Title: Re: Collaborative episodes
Post by: LightningEagle on December 15, 2009, 12:27:12
Is it possible to make other things than planets? Like a huge meteor or perhaps even a spaceship?

Sure, it's only a matter of visuals. An image of a meteor and then we'll just place it in a diameter without an orbital circle.
Title: Re: Collaborative episodes
Post by: rrc2soft on December 15, 2009, 12:51:37
If I get enough free time, count me in  :)
Title: Re: Collaborative episodes
Post by: smeagle on December 16, 2009, 00:52:18
Me To!!
But i wont be able to play it when its done  :sigh:
Title: Re: Collaborative episodes
Post by: smeagle on December 16, 2009, 06:36:55
Is anybody working on this?
im about a quarter of the way through my planet.
Title: Re: Collaborative episodes
Post by: LightningEagle on December 16, 2009, 09:29:10
Is anybody working on this?
im about a quarter of the way through my planet.

That is great  :), but currently editing is still a learning-thing to me as I'm testing different parameters and their effect.

I don't think anyone else is working on planets or episodes right now. Correct me if I'm wrong.
Title: Re: Collaborative episodes
Post by: smeagle on December 16, 2009, 09:41:23
Yeah im not really learning about the parameters  C)p
i just got the editor and went wild and now i know most of the things.
Like i know all about the screen settings and the world.ini
maybe a quarter is an exageration, but now i know HOW to make the level so now it should be faster  :P2
quick question:
i think we need a plan like "what items is saira gonna find on my planet" and "what items are there" and "what is the overall storyline" and "what are the items and the pictures" and "what is the name of the galaxies" and all the other stoff.

Title: Re: Collaborative episodes
Post by: LightningEagle on December 16, 2009, 09:44:14
Well, that's nice...  :^^:

But so far I'm more like:
How do i get items to behave like items?
What makes the counter increase (the one you see when hovering the pointer over a planet)?
How do I make use of these items? Can I have them activate anything?

 :shifty:
Title: Re: Collaborative episodes
Post by: smeagle on December 16, 2009, 09:48:38
This is how you create an item

1.in the sprites.ini
; ******************** Items ********************

[Impulse Charge (Homebrew)]
Type=Static
Image=Sprites\Impulse Charge (Homebrew).png
Item File=Items\Impulse Charge (Homebrew).png
Item Name=Impulse Charge (Homebrew)
Tile Width=24
Tile Height=24
Mask Width=12
Mask Height=12

[Duct Tape]
Type=Static
Image=Sprites\Tape.png
Item File=Items\Tape.png
Item Name=Tape
Tile Width=16
Tile Height=16
Mask Width=12
Mask Height=12

then you can place them in the editor

3. i dunno
2.what counter?

and other things eg animal behaviour can be changed in sprites.ini

[Cute Bird]
Type=Walker
Image=Sprites\Cute Bird.png
Tile Width=15
Tile Height=15
Mask Width=1
Mask Height=15
Long Sight Width=150
Long Sight Height=50
Short Sight Width=75
Short Sight Height=50
Time Between Moves=10
Time Between Moves +Random=5
Normal Behaviour=Play
Long Sight Behaviour=Avoid
Short Sight Behaviour=Jump Escape




you can create objects to in objects.ini
hoped that helped (you probs already knew this  :oops:)

Title: Re: Collaborative episodes
Post by: LightningEagle on December 16, 2009, 10:16:21
I've read through that too and I get most of it.

I wonder what Mask Width/Height= does?

The only parameters here which are not used elsewhere are:

Item File=
Item Name=

Where Item File= obviously refers to the image shown in the inventory.
Item Name= sets the name of the item.

When you approach an item it is picked up automatically but other type=static sprites doesn't behave that way, which means that the game recognizes the sprite as an item. Why? because of those two parameters?

And when I pick up that recognized item, will the item-counter for that planet increase automatically too?

That is what I wonder about. And please, if you feel like it, try creating items on your planet and report back what you learn.  :D
Title: Re: Collaborative episodes
Post by: smeagle on December 16, 2009, 10:18:28
the mask is the collision mask.
so if the person has a massive picture, you will only get it when you walk into the mask!

and i would try making items if i had the full version  <_<
Title: Re: Collaborative episodes
Post by: LightningEagle on December 16, 2009, 10:28:00
the mask is the collision mask.
so if the person has a massive picture, you will only get it when you walk into the mask!

and i would try making items if i had the full version  <_<

See.. THAT is great! Collision mask, why didn't I think of that?  XD
Thanks!  :)

Check your messages, now get moving!
Title: Re: Collaborative episodes
Post by: smeagle on December 16, 2009, 10:29:57
Thanks SO MUCH  :D :D :D :D :D
Title: Re: Collaborative episodes
Post by: smeagle on December 16, 2009, 11:14:45
Does anyone (nifflas/lightningeagle) know how to set the starting screen?
Now ive set the player to another screen, so when i start the game, it is on the screen that is highlighted in the editor.
ive looked through the ini's but cant find anything. Help? C)

its x=0 y=0 for all of them, so thats were it starts.
also, what do the import/export buttons in the editor do?
found out 8D
export=copy
inport=paste

How do you change the x and y coordinates of the map?
Title: Re: Collaborative episodes
Post by: LightningEagle on December 16, 2009, 13:09:16
Does anyone (nifflas/lightningeagle) know how to set the starting screen?
Now ive set the player to another screen, so when i start the game, it is on the screen that is highlighted in the editor.
ive looked through the ini's but cant find anything. Help? C)

its x=0 y=0 for all of them, so thats were it starts.
also, what do the import/export buttons in the editor do?
found out 8D
export=copy
inport=paste

How do you change the x and y coordinates of the map?
Arrow keys?

And I'm pretty sure the player starts, where you place the "Player" sprite.
Title: Re: Collaborative episodes
Post by: smeagle on December 16, 2009, 22:56:06
I put the player sprite on screen x-10 y-4 and when i started it, the screen had automatically started on x0 y0 :huh:
Also, arrow keys is "go to next screen" while your editing, i think.
Title: Re: Collaborative episodes
Post by: LightningEagle on December 16, 2009, 23:29:09
I put the player sprite on screen x-10 y-4 and when i started it, the screen had automatically started on x0 y0 :huh:
Also, arrow keys is "go to next screen" while your editing, i think.
oh.. in that sense. Hmm... I wonder...  :huh:
Well, keep trying. Trial and error pays off!
Title: Re: Collaborative episodes
Post by: smeagle on December 17, 2009, 01:04:09
another question is: it looks like the puzzles are kept in Puzzler.mfa, but that is in the editor folder.
How do you turn the mfa into a .ccn for use in the actual level?




For the question about objects and how to use them, i think that mmf2 is a must when your figuring that out.
I opened the "teleport configuration" and that is were you put things such as "read what items they have" and "When left is pressed, move left! "
But in a much more complicated way. XD


also found were the sound values are kept (sound module.mfa)
Title: Re: Collaborative episodes
Post by: SiamJai on December 17, 2009, 04:44:12
another question is: it looks like the puzzles are kept in Puzzler.mfa, but that is in the editor folder.
How do you turn the mfa into a .ccn for use in the actual level?

According to Clickteam, CCN files are really just compressed MFA files without edition information. You can change the filetype by opening the MFA, and then going to Properties >> Settings >> Build Type.
Title: Re: Collaborative episodes
Post by: LightningEagle on December 17, 2009, 07:52:36
For the question about objects and how to use them, i think that mmf2 is a must when your figuring that out.
I opened the "teleport configuration" and that is were you put things such as "read what items they have" and "When left is pressed, move left! "
But in a much more complicated way. XD

Nice, I might want to look into that.
As we're having a major emergency due to snow here just right now, I might have plenty time to do so.  :P2
Title: Re: Collaborative episodes
Post by: smeagle on December 17, 2009, 08:06:22
The demo doesent let you export .ccn  :ohnoes:
why would tehy remove such a trivial thing?
ive never seen a ccn before, so not many people must use it, so why remove it?  >(
Title: Re: Collaborative episodes
Post by: Comhon on December 17, 2009, 12:53:29
When I will understand the editor, I will make at least one nice planet.
Title: Re: Collaborative episodes
Post by: smeagle on December 24, 2009, 07:39:30
I*m almost at beta testing stage, anyone else working on this?
A new saira galaxy a month after the first saira episode would be awesome, and keep the players playing!
if this becomes good, we could make a saira level team!
We'd need a photographer, a level designer, a tileset maker..... the list goes on!
i musnt't get ahead of myself :oops:


So now that we have enough information to make A grade levels, we need to find what the storyline is going to be and the planets! Im gonna type up what we know so far!