Game Editor Manual Chapter 7
The level header allows you to change the level's name, add new levels to the game or delete the current one. The tiles within a level are generated randomly depending on the regions' properties. The number of collected stars and the current health affect how a level looks like at a given point in the game. The combo boxes right to
Show Level State forallow you to specify the state of the game the editor should render. These values have no effect on the game, they only control what the editor is supposed to show.
- Selecting a level by clicking on its header displays the following panel in the property panel:
- Background Image
- Every level has its own background image. You can either choose from one of the predefined images or select an external image.
Make sure external images are located at accessible locations. The game will not load if the images can't be resolved - the image
itself will not be included into the game definition, only the reference to it will. Use square images for best results. The
Check!button checks and displays the external image in a dialog window. Adjust the Alpha value to lighten or darken the image.
- Defines the initial and maximum number of health units for this level. When the player collects a
Restore Healthitem and
Destroy Restore Health Items if Collectedis checked, every
Restore Healthitem near the player is destroyed (new ones may be generated later).
Defines the number of stars required to beat this level. The value may be zero. You can define how much the speed of the game
increases after a star is collected (the value is added to the current speed). When the player collects a star and
Destroy Stars if Collectedis checked, every star near the player is destroyed (new stars may be generated later).
- Collecting a
Speed++item temporarily increases the game's speed. A value of 180 multiplies the current speed by 1.8.
- Input Controls
- Defines the tilt options for the player.
Jump Upallows the player to tilt white tiles up
Long Jumpallows the player to tilt white tiles to the right if the ball is bouncing to the right or tilt the tiles to the left if the ball is bouncing to the left (producing a long jump)
Reverse Jumpallows the player to tilt white tiles to the left if the ball is bouncing to the right or tilt the tiles to the right if the ball is bouncing to the left (resulting into reversing the ball's direction)
Teleportationenables teleportation one row down, with
Teleportation Limitrestricting the number of teleportations for this level
Advertise...checkboxes specify if an icon showing the corresponding tilt option is to be shown after the given number of ticks passes since the game is started. One tick is the time needed to bounce from one tile to the next.
You can define the speed of the ball on the first row of the edited level. If this is not the first level of the game a text label shows the speed of the ball at the highest row in the previous level.