Introduction |
Welcome
to the Zep's Dreamland Editor Documentation. This file will help you
get started with the Zep's Dreamland Editor! It will teach you everything
you need to know to correctly create a level set which will allow
you to play your own levels in Zep's Dreamland! |
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Note |
The
terms Norm/Normal Layer and Block/Blocked layer are synomonous and
mean the same thing throughout this documentation.
Also,
please make sure to read the "Creating a Level Set!" section
before attempting to play or distribute your custom made levels! |
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Key
Shortcuts/Controls |
Left
Mouse Button
|
Select/Place
tiles, activates buttons |
Right
Mouse Button |
Copies
current tile (when mouse is in playfield) |
ESC |
Quit (Current screenmode is saved on exit) |
R |
Erase all contents of the map |
F |
Toggle between fullscreen/windowed mode |
B |
Toggle
Tile Type Indicating |
G |
Toggle
Tile-Grid |
Z |
Hide
the Block/Norm layer while held down |
X |
Hide
the Trans layer while held down |
Z+X |
Hide
both layers while held down |
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Full
Screenshot |
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This
is a (resized) full screenshot of the editor. You can see it is comprised
of many separate parts. Each part will be explained separately from
all of the others with an included screenshot. |
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Play
Field |
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The
Play field is where most of the editing takes place when creating
a new level. The play field directly represents what the player
will see when playing your level. It is here that you place tiles
strategically to create a fun level!
Place
a tile with the left mouse button.
Use the right mouse button to copy the same tile from the location
you clicked on. |
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Tile
Picker |
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The
Tile picker is where you select tiles to use to draw onto the play
field. The red box represents what tile is currently selected; and
also the currently selected tile will display between the left and
right arrow buttons. To flip to a new "page" of tiles,
simply press the left or right arrow button with your left mouse
button to flip the page in that direction.
The left mouse button selects a tile. |
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Special
Tile Picker |
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The
Special Tile picker is where you select Special Tiles for placement
in the play field. Simply click the icon for which special tile
you wish to use. You will notice the "--" beside the tile
will turn to "ON." This represents that the tile is currently
"ON," or in a drawing state and will be drawn when you
click somewhere in the play field. Click the button again to turn
the tile back to "--". Also, selecting any other tile
will turn the currently selected special tile off.
The
tile marked "DEL" simply deletes tiles off of the play
field when it is turned "ON." The "DEL" special
tile cannot delete teleports. Read down for more information on
teleports.
The
teleport tile is a little more complicated than the other tiles.
To place a teleport, click the teleport tile; then place the teleport
ENTRANCE where you wish it to go. A on-screen dialog will
appear informing you that to place the teleport EXIT you
must right-click in the desired location. If you
click the teleport icon twice, you will notice a "DEL"
appear next to the tile. This option is used for deleting teleports.
When the "DEL" word appears next to the teleport tile,
click the teleport ENTRANCE of the teleport set you wish
you delete, and the teleport entrance and exit
will be removed simultaneously. |
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Teleports |
 |
When
teleports are placed onto the playfield, they will each be designated
with a number. This is how you can differentiate between which teleport
entrance leads to which teleport exit. The teleport entrance is
simply shown as the regular teleport sprite; and the teleport exit
is shown as a vertically flipped image of the same teleport sprite.
Please
read the information found in the Special
Tile Picker section about placing and removing teleports. |
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Background
Editing |
 |
These
are the controls for editing the background. The big left and right
arrow buttons scroll through which background will show while the
level is being played. Setting the background to 0 sets the background
to the "scrolling star" background, which does not display
in the level editor.
The
small left and right arrow buttons are used to change the velocity
of the scrolling of the background. Scrolling can only be set in
either a horizontal or a vertical direction; not both. Therefore
one of the values; either the X-Velocity or the Y-Velocity will
always be zero. Clicking the left arrow button will decrease the
value; and clicking the right arrow button will increase the value.
The minimum value is -8, and the maximum value is +8. |
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Layer
Controls |
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The
Layer Controls consist of simply one button. This changes the current
layer from Normal to Trans (transparent). The normal layer draws
over the Transparent layer. Both layers draw with masking turned
on. |
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Tile
Type Indicators |
 |
If
the tile type option is turned on, letters will be displayed at
the top-left of every tile which is either a tile on the Normal
Layer, or a tile on the Trans (transparent) Layer.
BT denotes the current tile is drawn on the Normal
(blocked) Layer.
TT denotes the current tile is drawn on the Trans
(transparent) Layer.
Remember,
the Normal layer is drawn on TOP of the Trans Layer,
so if a Trans tile and a Normal tile are drawn in the same position,
only BT will show. |
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Tile-Grid
|
 |
To
aid in visualizing levels and placing tiles, a tile grid option
is available in the editor. When the tile grid is turned on, red
lines will outline the "grid" of tile locations which
makes up a level map. |
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Map
Properties |
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This
set of buttons perform different functions. They basically execute
a command doing exactly what the text on the button says.
Pressing the Save button will bring up a save dialog where you can
save your map.
Pressing the Load button will bring up a load dialog where you can
load a previously saved map.
Pressing the Level Name button will open a very simple dialog in
the bottom left corner of the play field where you can enter a name
for the current map. Hit enter when the desired name is set.
Pressing the Next Map button will bring up a dialog much like the
Save/Load dialog; however, this dialog selects which map to load
after the current level is completed in the game.
Pressing the New Level Set Loader will begin the process of creating
a "Level Set Loader" which enables users to easily play
your levels from the main game. First you are instructed to select
the first map. This would be the map that the game engine would
load when your level set is in use. Next, you are asked to enter
name for your level set. Then, you are asked to save your level
set. Make sure to save your level set to the same directory that
your levels are located or else your level set will not load correctly.
Pressing the Last Level Button will set the next map to "end"
which signifies that it is the last level in the level set. This
is required as a level set loader will not compile unless the last
map's next map is labeled as "end."
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|
Creating
a Level Set |
This
section contains detailed information on creating a properly working
level set. Please read this section before trying to play or distribute
your custom levels!
This
first thing to understand is that all levels that should be part
of one set should all be contained in a single folder. The Zep's
Dreamland engine uses an architechture where all levels of a single
set must be in the same directory; and the level
set loader that loads the levels must reside in
that directory as well. The location of the directory containing
this information is irrelevant so long as it is contained within
the same directory as the game's executable. An optimal location
would be within the data\levels directory.
Once
all of the levels are complete, and each level points to the next
level in the set, use the "Last Level" button to set your
last level's next level field to be "end". This signifies
to the engine that it is the last level in the set. Once this is
done, hit the "New Level Set Loader" button. A dialog
will appear asking for you to select the first map to be loaded
when your level set is played. Select the map you want to be the
first. The engine will then recursively go through each map, testing
that the next map to be loaded does, in fact, exist in that same
directory. It will recur through until it hits a next map named
"end". Once this occurs and your level set is verified
as working, you will be prompted to name your level set. This name
is what will appear in the actual game in the list of level sets.
Once you have entered a name for your level set it will ask you
to save your level set. You may name it whatever you wish, as long
as it ends in the extension .zll and resides in the same directory
as all of your levels. Once you are done, fire up the game and your
loader should appear in the master list of level sets!
Please
note! Setting any map's next map field to a previous map
will result in an infinite loop that the level set finalizer will
not auto quit. A message appears displaying which level is currently
being processed. If you notice that the processing seems to be in
an infinite loop, hit the Escape key to break the level set finalizing
sequence.
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