-
Open your "TWIGZ SDK\Images" and
drag all ".gif" files, on at a time, onto "BS2Make.exe"
(special thanks to Vohaul Enterprises for creating this program)
which will create files of the same name except with extension
".bs2"
-
Next, run "RoomEdit.exe" (found in your TWIGZ SDK
folder).
-
Simply click on the "Edit Costumes" button and when
prompted, simply enter the file names for your sprite sheets
(i.e."mypics" and "mypics2") and press
enter.
-
Select images in the exact order (from top to bottom) they
appear in the table above. So the first picture selected would
be the first frame of the character (with head) walking right,
the second image would be the second frame of the character
(with head) walking right, and so on. After the first 16 (4
for each direction) images are selected. The next images selected
should be the character facing right without a head, then
the character facing left without a head, and so on. EVERY
CHARACTER NEEDS A MINIMUM OF 44 IMAGES SELECTED (however,
since the Ego is the only character that can walk, you may
select 16 random areas for any other characters first 16 images).
-
Below is a listing of the Costume Editor's Buttons:
Button |
Action |
Left
Mouse Button |
Start
Drawing Selected Area |
Right
Mouse Button |
End
Drawing Selected Area |
P
or p |
Save
Presets |
L
or l |
Load
Presets |
Space |
Next
Page |
U
or u |
Undo
Selection |
S
or s |
Save
Costume File |
Escape |
Quit |
-
When you have completed selecting all images for all actors
in the appropriate order, you may save the costume file by
pressing "S" and following the on-screen prompts.
-What
are presets? Presets allow you to easily re-select
images, so that you don't have to re-select all of the ego's
images for each new room. Once you have all of the selected
areas you wish to keep, just simply press the "P"
key and enter a filename without and extension. Keep in mind,
the presets remember not only the box coordinates but also
the page number they are on. So if your sprite sheet is on
page 1 when you save the presets, it should be on page 1 when
you load the presets. Preset files can be found in your "TWIGZ
SDK\Costumes\Presets" folder.
Back
To Top
Step
2: Draw the Room Graphics
- Open Adobe
Photoshop and create a new image with a height of 144 pixels
and a minimum of 320 pixels wide (960 pixels maximum).
-
The tricky part is deciding where to draw certain objects.
Objects that you would like the Ego to interact with (i.e."Look
At") but not physically interact with can be drawn directly
onto the room image itself. For example, a door that can never
be opened (so the door's image will never change) can still
be looked at and etc. however no separate images are needed
for this process. However, a door that can be interacted with
and opened and closed needs extra images.
-
Based on what will work best for your situation you must decide
how to design these physically interactive objects. If you
decide you would like the door to start by being closed, then
you can draw it closed on the actual room image. Then you
can make another image of the door in an open position and
when the Ego opens the door, this image will be drawn.
-
Once you have all those details figured out, you should have
two separate images like those shown below:


-
As you can see, the sign off to the right is shown WITH the
shovel in the room image, however on the object sheet it is
shown WITHOUT the shovel (since the shovel can be picked up).
IMPORTANT
If you
plan on creating an object with more than 1 image,
all subsequent image must be the same size as the
first. When an object is placed on the room image
the "HOT" area for that object starts at
the X,Y coordinates that the object image was placed
and the "HOT" area's width and height are
the same size as the object image's. If subsequent
images were to change size then the engine would still
place them at the X,Y coordinates but their difference
in size would result in a shifting of the animation.
If it is necessary just make the extra space transparent,
this will solve any problems.
|
-
Before you go on, we must discuss Palette Rotation. Palette
Rotation is a way to achieve animation without animation.
For an example, the EYES in the TWIGZ
Demo glow and change color, yet they are not animated. The
TWIGZ Engine supports 5 separate palette rotation colors.
If you plan to use palette rotation in your room then you
must do the following:
Set
aside one color that will not be used ANYWHERE ELSE in your
image except in places you wish a rotation to occur. This
will be your first rotation color. Let's say this is used
to show a glowing button. Draw the button in this special
color on the room image.
You
can do this for as many as 5 special colors.
Feel
free to get creative with this, some uses for palette rotation
in the actual Monkey Island series were the glow of a fire,
water rippling effects, dimming of characters in the distance,
etc.
-
Once again, a little palette manipulation, I promise this
wont be so bad.
Step 1 |
Save
your Object image and your Room image as a Photoshop (.psd)
file. For example: "Objects.psd" and "RoomFull.psd" |
Step
2 |
Go to File
-- Save As, choose GIF from the "Format" drop-down
menu. Enter a file name and click "Save" |
Step
3 |
If asked to
Flatten All Layers, select Yes |
Step
4 |
When the
indexed color dialogue box appears, select "Custom"
from the "Palette" drop-down menu. With the
above picture I saw the following dialogue box:

All
but 5 rows can be filled with colors, if more than that
are filled you must SKIP to step 4a.
In
my case, I'm okay so all I have to do is fill up the
rest of that last row, which I will by simply clicking
on the last box in that row and setting them all to
black.
Before
you do that, if you used some palette rotation colors
they need to be set up now. In the EYES
example, I used two colors for palette rotation purposes
(one for each set of eyes). So I need to set this up
in my palette. I simply click on a blank palette box
somewhere in the first 11 rows of the "Color Table"
window and then click on the "eyes" (in my
example). This will set the color box to the purple
color of the first set of eyes. I do this same thing
for the second set of eyes. If you do not have enough
free blank boxes in the first 11 rows then skip this
step and go to step 4a.
Now
I can click "Save" and save this as "Room.act"
Click "CANCEL" |
Step
4a |
Skip this
step if you did not have the problem above.
Click "CANCEL"
and re-do steps 1 - 3 and then select "Local (Selective)"
from the "Palette:" drop-down menu. Type in
the number of colors as 176.
If
you used some palette rotation colors they need to be
set up now. In the EYES example,
I used two colors for palette rotation purposes (one
for each set of eyes). So I need to set this up in my
palette. I simply click on "Forced" drop down
menu and select "Custom." Now I clicked on
the first blank box and then clicked on the first set
of eyes in my room image. This set the color box to
the purple color of the first set of eyes. I do this
same thing for the second set of eyes.
Then
choose "Custom" from the "Palette:"
drop down menu.
Click "Save"
and save this as "Room.act" Click "CANCEL" |
Step
5 |
Go to Window
-- Swatches and the Swatches window should appear. Click
on the bluish "Right Arrow" in the upper right
corner and select "Replace Swatches." Change
the "File Type" drop-down menu to "Color
Table (*.act)" and load your "Dialogue.act"
file. Then click "Load Swatches" and load
your "Room.act" file. Then click "Load
Swatches" and load your "Final Constants.aco"
file. You should now have a complete palette. Click
"Save Swatches" and save this as "Room
Palette Final.aco" You swatches window should look
similar to this:

|
-
Save the object sheet as a ".gif" file loading the
"Room Palette Final.aco" as the "Custom"
palette each time you save. Split the large room image file
into as many 320 x 144 sections possible and save them separately
as ".gif" files in your "TWIGZ SDK\Images"
folder. For example, if your room is 784 pixels wide, you
will have to save three images, the first two are 320 x 144
pixels and the last is 144 x 144 pixels. I recommend naming
them with numbers so you can keep track of which file is which
(All should be saved with the new palette).
Back
To Top
Step
3: Create Room Masks
- A room mask adds the ability to create a 3-D feel in a 2-D
environment. Below is an example of a room file and it's mask:


-
To create a mask, open your photoshop file (".psd")
for the room and create a new layer. On this layer you will
draw over any areas that will cover the actor as he walks
across it. You can have 49 different levels of 3-D. These
49 different indices are called Z-Indices. Notice in the above
picture the BLUE areas are the 1st Z-Index and are therefore
colored with Color Index 1. Any non covering area MUST
BE COLORED WITH COLOR 50 (Shown as an extremely light shade
of blue in the above mask picture)!!!!!
-
If you want your character to walk behind 2 or more layers
just color each subsequent layer with its appropriate layer
color. Below is an example of this (Note: Light Green is Color
2, Light Blue is Color 3, and Dark Green (in this case) is
Color 50):


How
do the Ego know when to go behind these masks? Good
question, when you set up the walkable areas in the room editor,
you assign each walkable area a Z-Index. This means that whenever
the Ego is in a walkable area with a Z-Index of 1 he will
be covered by all mask areas of Color Index 1.
Back
To Top
Step
4: Creating the Level File: Load the Images and Draw the Polygons
- By this
point you are ready to start creating your level. Go to your
"TWIGZ SDK" folder and double-click on
"RoomEdit.exe"
-
In order to create a room you must first load the room images.
Click on "Load Images" and follow the on-screen
instructions. If the room has no masks then you may type "N"
to chose not to load room masks. Below is an explanation of
the prompts you will see:
| Masks
Also |
Type
either "y" or "n" to choose whether
or not to load room image masks also |
| Total
Image Files |
Number of
files that make up the one room's image (do NOT include
Mask Images in this total) |
| Width
in Pixels |
Pixel Width
of entire room image (width of all image files combined) |
| File
name # |
Type the file
name (Maximum 8 characters) to load. Do not enter file
extension. |
| Mask
File Name # |
Type the mask
file name (Maximum 8 characters) to load. Do not enter
file extension.
Note: If you choose to load masks then for each
room image you will be asked to load a mask image |
Note:
You must know the exact room width in pixels in order to achieve
desired results. For the example above, the 784 pixel room,
I would have to load 3 images which I named "room1",
"room2", and "room3". Also I would need
to load the room masks which I named "room1m", "room2m",
and "room3m".
-
Now that your room is ready for setup, I suggest you draw
the rooms walkable areas next. You can do this by clicking
on the "Draw Boxes" button. When you do this you
will be prompted to draw the vertices in CLOCKWISE ORDER,
this is VERY IMPORTANT! Before you begin, listed below you
can find the buttons used for drawing walking boxes:
Button |
Action |
U |
Undo, or delete
a the previous walking box |
C |
Connect to
first vertex, use after three vertices are drawn to create
a CLOSED polygon, also used in creating a walkable line. |
Left
Click |
Draw a vertex |
Right
Click |
Remove a vertex |
Esc |
You will be
prompted on whether you want to end drawing boxes or not,
type "Y" or "N" here. |
-
When drawing walkable areas draw the vertices in a clockwise
order, after the 3rd vertex is drawn simply press "C"
to connect the final line. The next box should be drawn next
to the previous one with one edge overlapping an edge of the
previous polygon. Note ALL polygons MUST
BE CONVEX and there must be a way to get from ANY
ONE POLYGON TO ANY OTHER POLYGON.
-
How do I draw a line? In order to draw a
walkable area that is in the shape of a line, simply click
on a point, then click on the second vertex. Keep your mouse
there and press "C", then click again in the same
spot. Press "C" a final time an viola, this will
draw a line.
Note: If your room contains these
LINE polygons, then I recommend drawing a quick diagram of
the room and numbering the polygons as you draw them, this
will come in handy later!
-
After a polygon is drawn you will be asked THREE questions,
below is a table with the questions and what they mean.
Question |
Explanation |
| Start Scale
Index |
In the TWIGZ
Engine, a character is scaled only in the Y Direction.
As the actor approaches the top of the screen he can get
smaller. So the Start Scale Index (value from 0 to 1)
determines how big he will be when he is at the lower
Y position of the walking box. This is used for joining
several walking boxes together and keeping the scaling
factors in synch.
Note: 0
= No Scaling, .15
is the smallest he can be, and 1
is normal size. 0 should be used if there is no scaling
on the current polygon, 1 should really only be used if
you want your character to start out small and get to
normal size at the top. 0 process quicker as it causes
a skip of the Scale Function. |
| End Scale
Index |
Same as the
Start Scale Index except determines the character's size
at the top Y position of the polygon. |
| Z Index |
Number from
0 to 49 that tells the engine what z-index color in the
mask image the actor should hide behind. If the actor
is in the current polygon and that polygon's z-index is
1, then while inside the polygon he will be covered by
all pixels of color 1 in the image mask. |
-
When you are done drawing your boxes simply press "Escape"
and you will be asked if you want to end drawing boxes, enter
"Y" or "N" here.
Back
To Top
Step
5: Creating the Level File: Create the Matrix and Select the
Midpoints
STOP
If
your level contains any LINE Polygons, then you must
SKIP the following step when selecting the LINE Polygon
as another polygon's neighbor. Read Step
5a for this situation. |
-
Now that you have created all of your drawing boxes, you are
ready to set up the connectivity matrix. Start by clicking
on the "Create Matrix" button. All of the polygons
you have drawn will appear (the first box will be of color
1, the second of color 2, etc.) You will be prompted to "Click
all of the Polygons Touching Polygon 1." Simply click
inside any polygons touching polygon 1, they should change
color when clicked on. When you have clicked ALL polygons
touching polygon 1 click with the RIGHT MOUSE BUTTON. You
will then be prompted to do the same for polygon 2. Continue
in this fashion until all polygons are completed. When you
are finished you will prompted with "Matrix Calculated"
simply press any key to continue creating your level.
-
Step 5a:
Since the TWIGZ Engine deals with CONVEX
polygons only, it has trouble detecting LINE Polygons. So
you may not be able to accurately click on the line polygon
to choose it as another polygon's neighbor. Instead, here's
where your diagram you drew of the polygons in your room should
come in handy.
Instead of clicking on the LINE Polygon, press the "L"
key instead. When prompted with "Which Polygon Number"
simply type in the polygon number corresponding with the LINE
Polygon and press enter. Continue selecting polygons with
the left mouse button and use the right mouse button to advance
polygons.
-
How do I scroll the room image to draw my boxes? The
ARROW KEYS, left and right, can be used to scroll the room
image.
-
When you have finished creating the connectivity matrix, you
are ready to select the mid points, this is the final step
in creating a fully functioning walkable room. Start by clicking
on the "Select Midpoints" button. You will be prompted
to select a midpoint. Click the middle of any SHARED EDGE
of two polygons. Next you will be asked to "Select Polygon
1." Simply click inside one of the two polygon's who
share the edge (If the polygon that shared this edge
happens to be a LINE Polygon, then follow the directions in
Step 5a once again).
Do the same to "Select Polygon 2." Repeat this for
all shared edges.
NO
POINT SHOULD BE THE MIDPOINT FOR MORE THAN TWO POLGONS!
In other
words, you can't select a midpoint and use it to join
polygons 1 and 2, and then select that same point
and use it to joint polygons 1 and 3.
|
-
When you are finished selecting all midpoints (a midpoint
or a shared edge need only be selected once) RIGHT
CLICK to end selecting midpoints.
Back
To Top
Step
6: Loading and Placing Objects
-
Now you are ready to load and place your previously drawn
objects. Click on the "Load Objects" button to start.
-
You will be prompted with "S - Sheet,
I - Individual, B - Blank".
Below is a breakdown of what this means:
Option |
Explanation |
Sheet |
In step 2
we created an object sheet, this is the most common way
to load objects into a room. Choose this by typing "S"
and pressing enter. |
Individual |
If, for some
reason, you wanted to save each object image as an individual
file and load it in separately, you can use this by typing
in "I" and pressing enter. |
Blank |
This is used
to select "HOT" areas on the room image that
are part of the room image itself. For example, a door
that cannot be opened or modified, but can still be looked
at should be drawn on the room image itself. Choose this
option by typing "B" and pressing enter. |
-
Loading an object from a sheet:
When prompted for the sheet name, type the file name
for the sheet without the ".bs2" extension. Press
Enter. When the sheet appears on the screen, Left-click on
the top left corner of the object image you wish to load.
Move your mouse to the bottom right corner of the image, and
Right-Click this will create a cursor the size of the selected
image. If there are any subsequent images needed for that
object you can select them at this time by moving the box
over the image and clicking with the Left Mouse button. When
you are done selecting all the necessary images for that object
you can end the process by pressing "Esc"
You
will now be prompted for the "Object Name." Enter
the text you wish to appear when the mouse cursor hovers over
the object, then press enter. I recommend you write down each
object you load and what number it was, starting with number
1. This will come in handy when placing the objects on the
room image.
You
will then be prompted for three more things. Below is a table
explaining each:
Prompt |
Description |
Input
Bin Variable |
A Bin Variable
(Also called a "BinVar") is short for Binary
Variable. The purpose of these BinVars is simple.
They represent GLOBAL Variables that you can use to
manipulate your game. There can be up to 1000 of these
and they are all stored in XMS Memory. You can use
these BinVars for anything, but you MUST MANAGE THEM
and keep track of their uses.
ALL OBJECTS
MUST BE ASSIGNED A BINVAR UNLESS THEY ARE BLANK OBJECTS
(see the above table).
This prompt
asks which BinVar you wish to assign to the current
object. The purpose of this is simple. Lets say we
drew an closed door as part of our room image. We
have a separate object image (object image 1) of the
door in an open state. We have another image (object
image 2) of the door in a broken state.
Which image
is displayed is dependant on the status of the selected
BinVar for that object (see below).
|
Input
Initial Bin Var Status |
This prompt
asks you for the initial status of the BinVar when
the level is loaded (this is initialized before the
Enter Script is loaded, so you can change the value
from the Enter Script if needed).
The value
of the BinVar determines how the object is displayed:
-1 = Don't
show picture but still create "hot-spot"
(used to show an interactive closed door, from the
above example)
0 = No
picture or "hot-spot" (the closed door will
still be shown but you cannot interact with it)
1 = Show
1st picture (will show the door in its open position)
2 = Show
2nd picture (will show the broken door)
# = Show
#th picture
|
Input
Exit Type |
Asks for
an INTEGER representing the exit type for an object,
you can type 0 or just press enter if the object cannot
be used to exit a level. This is mainly used for doors
and paths.
By entering
a number, the cursor will change to an arrow and based
on your dialogue file, a script can be run that will
load a new level. Below is a listing of the acceptable
values:
0 = None,
1 = N, 2 = NE, 3 = E, 4 = SE, 5 = S, 6 = SW, 7 = W,
8 = NW
|
Repeat
this process for ALL objects you want to load from a sheet.
-
Loading a BLANK object:
You will be prompted to draw a box and press the spacebar
when finished. Start by clicking the top left corner of the
"HOT" area you wish to select and then finish by
clicking the lower left corner. If you are not satisfied with
your selection, simply click again to start over. When you
are satisfied press the "Spacebar."
You
will be prompted to enter the "Object Name" just
like above.
Prompt |
Description |
Input
Bin Variable |
A Bin Variable
(Also called a "BinVar") is short for Binary
Variable. The purpose of these BinVars is simple.
They represent GLOBAL Variables that you can use to
manipulate your game. There can be up to 1000 of these
and they are all stored in XMS Memory. You can use
these BinVars for anything, but you MUST MANAGE THEM
and keep track of their uses.
ALL OBJECTS
MUST BE ASSIGNED A BINVAR UNLESS THEY ARE BLANK OBJECTS
(see the above table).
This prompt
asks which BinVar you wish to assign to the current
object. The purpose of this is simple. Lets say we
drew an closed door as part of our room image. We
have a separate object image (object image 1) of the
door in an open state. We have another image (object
image 2) of the door in a broken state.
Which image
is displayed is dependant on the status of the selected
BinVar for that object (see below).
|
Input
Initial Bin Var Status |
This prompt
asks you for the initial status of the BinVar when
the level is loaded (this is initialized before the
Enter Script is loaded, so you can change the value
from the Enter Script if needed).
The value
of the BinVar determines how the object is displayed:
-1 = Don't
show picture but still create "hot-spot"
(used to show an interactive closed door, from the
above example)
0 = No
picture or "hot-spot" (the closed door will
still be shown but you cannot interact with it)
1 = Show
1st picture (will show the door in its open position)
2 = Show
2nd picture (will show the broken door)
# = Show
#th picture
|
Input
Exit Type |
Asks for
an INTEGER representing the exit type for an object,
you can type 0 or just press enter if the object cannot
be used to exit a level. This is mainly used for doors
and paths.
By entering
a number, the cursor will change to an arrow and based
on your dialogue file, a script can be run that will
load a new level. Below is a listing of the acceptable
values:
0 = None,
1 = N, 2 = NE, 3 = E, 4 = SE, 5 = S, 6 = SW, 7 = W,
8 = NW
|
Next
you will be prompted to choose the "Walk-To Coordinates"
Click a place on the room image that you wish the Ego to walk
to when the player chooses to interact with the current object.
The reason for this is so the Ego will ALWAYS walk to the
same spot when interacting with that object thus making the
drawing of animations much easier for you. I recommend you
write down each object you load and what number it was, starting
with number 1. This will come in handy when placing the objects
on the room image.
Repeat
this process for ALL blank objects.
-
Loading and Individual Object:
When prompted type the image file name to load (do NOT include
the ".bs2" extension). Then you will be prompted
for the "Object Name" just as in the above two examples.
Prompt |
Description |
Input
Bin Variable |
A Bin Variable
(Also called a "BinVar") is short for Binary
Variable. The purpose of these BinVars is simple.
They represent GLOBAL Variables that you can use to
manipulate your game. There can be up to 1000 of these
and they are all stored in XMS Memory. You can use
these BinVars for anything, but you MUST MANAGE THEM
and keep track of their uses.
ALL OBJECTS
MUST BE ASSIGNED A BINVAR UNLESS THEY ARE BLANK OBJECTS
(see the above table).
This prompt
asks which BinVar you wish to assign to the current
object. The purpose of this is simple. Lets say we
drew an closed door as part of our room image. We
have a separate object image (object image 1) of the
door in an open state. We have another image (object
image 2) of the door in a broken state.
Which image
is displayed is dependant on the status of the selected
BinVar for that object (see below).
|
Input
Initial Bin Var Status |
This prompt
asks you for the initial status of the BinVar when
the level is loaded (this is initialized before the
Enter Script is loaded, so you can change the value
from the Enter Script if needed).
The value
of the BinVar determines how the object is displayed:
-1 = Don't
show picture but still create "hot-spot"
(used to show an interactive closed door, from the
above example)
0 = No
picture or "hot-spot" (the closed door will
still be shown but you cannot interact with it)
1 = Show
1st picture (will show the door in its open position)
2 = Show
2nd picture (will show the broken door)
# = Show
#th picture
|
Input
Exit Type |
Asks for
an INTEGER representing the exit type for an object,
you can type 0 or just press enter if the object cannot
be used to exit a level. This is mainly used for doors
and paths.
By entering
a number, the cursor will change to an arrow and based
on your dialogue file, a script can be run that will
load a new level. Below is a listing of the acceptable
values:
0 = None,
1 = N, 2 = NE, 3 = E, 4 = SE, 5 = S, 6 = SW, 7 = W,
8 = NW
|
I
recommend you write down each object you load and what number
it was, starting with number 1. This will come in handy when
placing the objects on the room image.
Repeat
this process for ALL objects you want to load individually.
Now
you are ready to place your objects, click on the "Place
Object" button to begin. You will be prompted for the
"Object ID Number" this is where the information
you wrote down will come in handy. Type the object number
you wish to place and the mouse cursor will change into the
object image. Click anywhere on the room image to place the
object there. You will then be prompted to choose the "Walk-To
Coordinates" which can be done by simply clicking anywhere
on the room image where you want the Ego to walk to when interacting
with that object. Repeat this for all object images.
To
end placing objects, enter 0 for the Object
ID Number.
Back
To Top
Step
7: Creating the Level File: Color Rotations
-
If you have created your room image with some rotational palette
colors, they must be set up now. I'll admit this part of the
editor is a bit weird but it gets the job done. To begin click
on the "Color Rot." button.
-
You will be prompted to select a color "1 - 5" just
press the number key, 1 - 5, to set up that color. Next, Hover
your mouse over the special color you had setup in the palette
previously. Using the "R", "G", and "B"
keys (to increase color values) along with the "r",
"g", "b" keys (to decrease color values)
you can increase and decrease the amount of Red Green or Blue
that will be in the color. When you have the initial color
that you want the rotation to start with click on it with
your left mouse button.
-
To select the final color hover over ANY color and adjust
the color attributes until you get the desired color for the
end of a rotation cycle. Click on the color and you will be
prompted to set a time. The time is the amount of time (in
seconds) that it takes for one rotation to be completed.
-
Repeat this process for any other rotation colors.
Back
To Top
Step
8: Saving the Level File
You
have now successfully completed the first half of the TWIGZ
SDK Tutorial. You may now save your room by clicking on the
"Save Room" button. You will be prompted with the
following questions, below is a table with their explanations:
| Level Name |
Enter
the file name for the level, should be the same as the
level number. Starting with the first level as level 0.
DO NOT INCLUDE THE ".lvl" EXTENSION |
| Level Number |
The level
number, should be the same as above. |
| Total Actors,
Not Including Hero |
Number of
other actors on the level, NOT INCLUDING THE EGO. |
|
The ID Number
for the first (or whichever number) non-hero actor.
ALL ACTOR'S ID NUMBERS SHOULD START FROM 3001
ON EACH ROOM. So the first non-hero actor in
EACH room should be given an ID of 3001. The second 3002
and so on. |
|
The Name for
the first (or whichever number) non-hero actor. This will
appear when the mouse hovers over the actor. |
|
This may
be a bit confusing. First off, type "Y" if
the actor is headless, or "N" (or any other
key) if not.
"Headless"
means the actor doesn't have separate heads, and is
instead animated as a whole. With a regular actor, when
he is not being animated by a script, the Engine places
a headless body at an X,Y coordinate, and then places
the appropriate directional head on top of the body
(occasionally replacing it with a blinking head).
If you choose
to make your actor "Headless" then he will
be placed at the exact X,Y coordinates (without leaving
room for his head). As you saw above, SET 2 of all costumes
is for standing actors. So the engine will draw your
"Headless" actor from SET 2 (in the appropriate
direction) on the level.
I really
only recommend this feature if you have animals on the
screen that will always be animated by a script. Like
a bird flying at the top of the screen or something
along those lines. |
When
you are finished with this your level will be saved in the
"TWIGZ SDK\Levels" folder. You may now exit the
Room Editor and precede on to Part 2 of this tutorial.
Back
To Top