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#1 |
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Marshmallow Head
The Boss
Join Date: Jun 2003
Location: Anza, CA
Posts: 6,183
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I'm responding to JVAT's post in the other topic... figured this deserves its own, and I am happy to help anyone with any editing questions!
The instructions for how to use the editor, though long involved and confusing, are in the windows start menu, under Dr. Lunatic/Editor Instructions. The gist is: when you want to save, click on File Menu, type in a new filename, and click Save. Easy! What you probably did initially was click on the forest.dlw and click save, which saved it with that filename... erasing the original forest.dlw! I don't condone this if you aren't finished with it, but if you want to help yourself understand how a world is constructed, load one into the editor like forest.dlw - but don't spoil it for yourself by loading one you haven't finished! I think it may take a rocket scientist to really get to understand the editor... it's not the most intuitive thing I've ever written. |
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#2 |
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Marshmallow Head
The Boss
Join Date: Jun 2003
Location: Anza, CA
Posts: 6,183
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Hmm... I just tried it and it worked great. It's a little different from a normal windows menu:
1. click on File Menu 2. if there is any text in the bottom text box, push backspace until it is gone. 3. type "myworldname.dlw" 4. click the Save button. 5. The file menu should vanish, and if you bring it up again, the name you saved as should be in the list of files in the big box. 6. Now any time you want to come back to it, just click on the name in the box, and click "Load". 7. To play it, choose "New Game" from the main menu, rotate the world selector to "?" and push up or down a few times until the name of your world is displayed at the bottom of the screen*. Then hit enter! * the name isn't the filename you saved it as, it's the name you assigned to level 0 of it, by using the World Menu. By default, it's "New World". Hope that helps!! |
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#3 |
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Dumb Person
Join Date: Dec 1969
Posts: 4,349
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What's the editor documentation? Is it something of this website?
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#4 |
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Marshmallow Head
The Boss
Join Date: Jun 2003
Location: Anza, CA
Posts: 6,183
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In the windows start menu... under Dr. Lunatic!
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#5 |
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Dumb Person
Join Date: Dec 1969
Posts: 4,349
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I tried saving that way but it didn't work!
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#6 |
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Dumb Person
Join Date: Dec 1969
Posts: 4,349
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How do you make multiple floors? That is all.
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#7 |
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Marshmallow Head
The Boss
Join Date: Jun 2003
Location: Anza, CA
Posts: 6,183
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There actually aren't ever multiple floors... just teleporters and sections of a level that are far apart from each other so hopefully you don't hear sounds or see parts of 'other floors'.
A teleporter is just a type of Special. Put one down, mark it player step and enemy step (if you want enemies to be able to use it too), select the "teleport" effect, and then just set the X and Y coordinates (lower right of the Special Menu) to the desired destination. You can see the coordinates of the cursor in the lower right of the screen at all times. Also, if you didn't know, clicking on an existing special with the special tool lets you change its values. And also, backspace is used to delete unwanted ones (as well as unwanted items or monsters). |
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#8 |
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Dumb Person
Join Date: Dec 1969
Posts: 4,349
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I can't find stairs though. I can find ladders in the desert tileset, but no stairs. Where are the stairs?
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#9 |
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Marshmallow Head
The Boss
Join Date: Jun 2003
Location: Anza, CA
Posts: 6,183
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oh, stairs are in 2 pieces in the forest tiles... there is a floor piece (wooden floor with a bit of stairs on the top half), and a wall piece, wooden wall with the rest of the stairs on it. Gotta put them together to create the illusion of stairs attached to the wall! You can create your own tilesets, mixing and matching if you want - they are BMP files, you can mess with them with any paint program. The simple thing to do would be cut and paste whole tiles from different tilesets and put them together. Good luck! I want to see what you come up with.
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#10 |
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Dumb Person
Join Date: Dec 1969
Posts: 4,349
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When I put a Mine Cart in it's pointing in the wrong direction. Is there a way to toggle that? Question 2: Do all the levels in a world have to be of the same tileset? I'm making a world called "The Caves" and I want to make a level with a minecart track, but minecart tracks are only in the Pygmy Island tileset. Is there a way to make the tileset of one level different from that of another level in the same world? Question 3: I have a custom world that I want to erase, but there's no delete option. How do I erase it? Thanks.
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#11 |
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Dumb Person
Join Date: Dec 1969
Posts: 4,349
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I have trouble with the minecart tracks.
A B C D H G F E I J K L M N Think of this as the track. On letter E,H,I,and L I put tracks that turn. But still the minecart goes from E to L. The cart doesn't turn when it gets to a turn tile. HELP!!!!!! |
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#12 |
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Marshmallow Head
The Boss
Join Date: Jun 2003
Location: Anza, CA
Posts: 6,183
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Sorry about that! That can certainly be a major case of depression... and anger... sorry! There's no way to fix it, I'm afraid. It actually works that way because I didn't want to be annoyed by a dialog box every time I went to save my work (asking yes/no). Guess that wasn't the best choice! I hope that doesn't burn you out on the whole level making process. Sounds like you have made some really good progress from what you've been asking about.
Sorry I had to edit your post too - all I did was erase a whole lot of exclamation marks, because they trashed the formatting of the page and made all the posts hard to read. You know what I would recommend? Every so often, save your world under a new name, so you at least have a backup from the fairly recent past instead of having to start over. I never did that, but it's probably a good idea. About the minecarts - the corners, crossovers, etc, are just for looks - all mine tracks work the same way... for instance you could put a bunch of vertical ones in a row horizontally, and they'd function as a horizontal track. You can actually make your own mine track out of any tile - just choose "Edit Terrain" and check the "Mine Track" (something like that!) check box for the terrain you want. Then mine carts will roll on that. The mine cart will always go forward if there is more track in front of it. So you probably made a pair of tracks that were next to each other and that caused the problem. Just always separate them by one space or more. |
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#13 |
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Marshmallow Head
The Boss
Join Date: Jun 2003
Location: Anza, CA
Posts: 6,183
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No, it doesn't matter which way the carts are facing... I suppose it'd look better if they faced the right way, but I think (can't verify now, I'm not at home) that they actually turn to the right facing when the level starts. Anyway, they will always move in the right way. Which is to say: they will always go forward if they can. If they can't go forward, but can go to either side, they will. If they have multiple directions available, and one of them is forward, they'll go forward. If forward isn't available, they'll go whichever way is more like where the player is facing (so you can give the player some control over it). Sounds complicated, but basically, they go forward. When they run out of places to go, they spit Bouapha off and turn around.
As for tilesets, to mix and match, you have to make a custom tileset. Best way is to cut and paste individual tiles in a paint program. For instance, take the cave tileset (load "c drlunatic\graphics\cavernTiles.bmp" or similar into your program) and paste the mine cart tracks into it (from "pygmyTiles.bmp") in some of the 'blank' spots (spots that are purple checkerboard). Then save it as "mycustomtiles.bmp" or whatever, in the graphics directory, and you'll be able to use it. So the point is, yes, you can only have one tileset per world. Sorry! When you have a completed world you want to distribute, you won't need to include the tilesets - it actually stores a copy of the tiles in the world file itself, so unless you added some special sounds or pictures (for the Play Sound special or Show Pic special), the world file is all you need to distribute. The same goes for erasing worlds, I'm afraid - you have to go outside of Dr. L to do it. I didn't want to make it too easy to do, since it would be upsetting to accidently delete things (okay, so a "Yes/No" box would've solved that, but I was also lazy). In windows, go to the Dr. Lunatic folder, then the "worlds" subfolder, and just click on the one you want deleted, and push delete! |
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#14 |
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Dumb Person
Join Date: Dec 1969
Posts: 4,349
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Hey, Mr. X...
I feel your pain, man!! That sounds horrible. Are you recovered yet? Don't give up...it sounded like you were whipping together an awesome level for us... JVAT should do the same!!!! And anyone else out there who can figure it out...the more levels the better for all of us, right?? |
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#15 |
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Dumb Person
Join Date: Dec 1969
Posts: 4,349
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How do you make a wall have a transparent roof? The editor documentation was pretty vague about it. How?
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#16 |
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Marshmallow Head
The Boss
Join Date: Jun 2003
Location: Anza, CA
Posts: 6,183
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Well, writing documentation isn't very fun...
Transparent Roof refers to things like for example those round columns in the desert... they don't have squared off tops - they have some transparent pixels (not transparent as in like glass, but transparent as in totally gone). So, if a tile has some black (color #0) in it, and that tile is used as a roof, and it has the "Transparent Roof" option turned on, then all the black pixels of that tile will not be drawn. Other examples are the hedges (forest tiles), where they have a few different pixels in them that are clear, so you can see some bits of Bouapha or whoever that stands behind them. So... to explain, the POINT of a transparent roof is to allow non-square-shaped roofs, and the way you do it is to just set "Transparent Roof" on for any tile that has black (color #0) pixels. I have no idea if that makes sense to anyone but me. |
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#17 |
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Dumb Person
Join Date: Dec 1969
Posts: 4,349
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Is there a way make a water tile change to a floor tile when you win a certain amount of levels so as a bridge appears?
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#18 |
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Marshmallow Head
The Boss
Join Date: Jun 2003
Location: Anza, CA
Posts: 6,183
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Yeah, there's a trick to doing it. I did it in Spooky Castle, probably in the expansions too.
Actually, in Pygmy Island I did something simpler - made a special, triggered by "Pass N Levels" (actually I think it was "Has all keychains" but same idea), that did a Summon Monster, and it summoned a raft. So that made a bridge. Makes a funny noise everytime you enter the level though (the summon/teleport noise). The true way to do is kind of goofy. You use both Zap Wall and Make Wall. It is complex. First, you need to make the water tiles that will be your bridge different from their neighbors, since making a wall affects all contiguous tiles of the same type (simple trick: make two identical looking tiles in the tileset if you don't want it to be noticeable). Then this is the really strange part - you are going to make a Make Wall that chains off ("Chain Off Neighbor Special" of a Zap Wall. Here's what will happen in the game: 1. Player passes N levels, so the Zap Wall is triggered. 2. BUT, when a special is triggered, any that chain off of it go off FIRST. So the make wall happens first. 3. Then the zap wall happens, zapping the wall that just got made, but when you zap a wall, you get to specify what type of floor it becomes, so you just pick whatever floor you want. How's that for awkward? So anyway, the ingredients are: 1 patch of water that is a different tile from its neighbors 1 special with the following properties: trigger: Pass N Levels effect: Zap Wall (with value of whatever floor you want) target: any tile within the patch of water 1 special like this (next to the previous special): trigger: Chain Off Neighbor effect: Make Wall (with value of 1, doesn't matter since they won't see it, but value of 0 doesn't work) target: any tile within the patch of water And that is how you change one set of floor tiles into another. Another way to do it is with the Swap Map special, but you can only do that if you have a spot to store what you want swapped so the player won't see them swap (can't do it on a hub level, since the whole level is visible at once). SwapMap is really weird to use, but I think it's explained in the manual. Can do lots of fun things with it, like that really ridiculous level in the Haunted Mansion. |
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#19 |
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Marshmallow Head
The Boss
Join Date: Jun 2003
Location: Anza, CA
Posts: 6,183
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Sure - just click on the roof part of the wall as it appears in the lower right of the screen (you know how it shows you a sample of what wall you are using if you are in wall mode? Click the top half of it). Or using the keeby:
-,+ change floor tile [,] change wall tile o,p change roof tile ;,' change item? <,> change monster? those last two might be swapped or something. I think they're all in the manual under shortcuts or something. And of course, if you push - or +, you won't see the difference unless you are in floor mode, etc. |
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#20 |
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Dumb Person
Join Date: Dec 1969
Posts: 4,349
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Is there any way to change which tile makes the roof of a wall? Does the roof always have to be tile #1?
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