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#1 |
![]() Join Date: Apr 2012
Reputation: 0
Posts: 17
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Level Editor Tips/Explanations
I can't be the only one who has found little helpful quirks in the level editor, nor can I be the only one who doesn't understand certain things (like how you do camera effects). This thread is to be a helpful compilation of how to do various things in the editor.
Post your various tips and explanations. Last edited by GHM: 05-10-2012 at 06:29 PM. |
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#2 |
![]() Join Date: Jan 2012
Reputation: 0
Posts: 10
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Can someone explain to me how to do a nice backdrop? When I place tiles and whatnot on the backdrop layers, they're way too dark ):
Edit: Well what do you know, I figured it out
Last edited by spiceman: 05-03-2012 at 09:00 PM. |
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#3 |
![]() Join Date: Feb 2012
Reputation: 0
Posts: 44
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Didn't know about the virtual characters. Thanks.
One very useful tip: While in the editor, when completing a level press tab about 1-2 seconds after the slow motion starts. After roughly 2-3 seconds the performance chart will appear, this way you can test finesse and completion without having to upload the map to Atlas. And a question: I somehow managed to copy and paste a element in the editor using the select tool. But I have no idea how I did it. Does anyone know? |
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#4 |
![]() Join Date: Feb 2012
Reputation: 0
Posts: 44
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Double bump.
Does anyone know of a way to set the default camera to different values without having to create and connect camera nodes? |
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#5 |
![]() Join Date: Oct 2008
Reputation: 47
Posts: 914
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- Moving enemies - these are fine, but don't have them fly around if they're needed to cross a death pit or something similar movement related, because that will annoy the hell out of people.
- You can move the default maps or maps you downloaded to the level_src folder, where you can edit them. As Fog triggers can be saved and used in any level, use that to your advantage to have a starting point and then adjust them to your liking. - The circle tile tool is useful for making those U turns |
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#6 |
![]() Join Date: Jan 2012
Reputation: 0
Posts: 22
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- Use checkpoints sensibly. It's better to have too many than too few.
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#7 | |
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Join Date: Jan 2012
Reputation: 0
Posts: 9
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Quote:
Any idea how to change trigger size? |
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#8 |
![]() Join Date: Jan 2012
Reputation: 1
Posts: 111
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#9 |
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Join Date: Feb 2012
Reputation: 0
Posts: 2
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- When putting start point or checkpoints, place them slightly below the ground instead of above. That way, the character will appear on the ground rather that falling down a bit.
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#10 |
![]() Join Date: Oct 2008
Reputation: 47
Posts: 914
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^ Unless, of course, your checkpoint is near a series of ramps, and you should make the checkpoint far above ground to give the needed speed.
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#11 |
![]() Join Date: Oct 2008
Reputation: 47
Posts: 914
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I guess I could ask this question here: Is there any way to copy and paste tiles and/or props? Particularly for making repeating background or aesthetic elements or things like zippers.
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#12 |
![]() Join Date: Apr 2012
Reputation: 0
Posts: 17
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#13 |
![]() Join Date: Jul 2008
Reputation: 4
Posts: 37
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How do I return the colors to their default values after adding a trigger? I finally got something resembling a sky background (I hate that it defaults to night when you place *ANY* trigger) but all of the colors are screwed up for my other layers. Is there a specific hex value I hsould use?
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#14 | |
![]() Join Date: Aug 2008
Reputation: 10
Posts: 43
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Quote:
Sorry, I forgot to ask: Is there any way to rotate (horizontally) the direction a character is facing on a original/checkpoint spawn point? I cannot seem to change this from always facing to the right. |
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#15 | |
![]() Join Date: Jan 2012
Reputation: 1
Posts: 111
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Quote:
dont think thats possible since you even start facing to the right on the original levels that start to the left (ramparts ftw :P) |
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