Collaborative episodes

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Offline smeagle

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Re: Collaborative episodes
« Reply #15 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?
« Last Edit: December 16, 2009, 11:46:43 by smeagle »

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Offline LightningEagle

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Re: Collaborative episodes
« Reply #16 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.

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Offline smeagle

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Re: Collaborative episodes
« Reply #17 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.

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Offline LightningEagle

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Re: Collaborative episodes
« Reply #18 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!

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Offline smeagle

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Re: Collaborative episodes
« Reply #19 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)
« Last Edit: December 17, 2009, 01:20:19 by smeagle »

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Offline SiamJai

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Re: Collaborative episodes
« Reply #20 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.

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Offline LightningEagle

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Re: Collaborative episodes
« Reply #21 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

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Offline smeagle

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Re: Collaborative episodes
« Reply #22 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?  >(

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Offline Comhon

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Re: Collaborative episodes
« Reply #23 on: December 17, 2009, 12:53:29 »
When I will understand the editor, I will make at least one nice planet.

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Offline smeagle

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Re: Collaborative episodes
« Reply #24 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!