Difference between revisions of "Block Designer"

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=== Workarounds ===
 
=== Workarounds ===
 
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==== Stable, Pixel-Perfect Environmental Hazards ====
* Simple technique for pixel-perfect environmental hazards (spikes, water, lava) without the pop-in that you get from raw monster sprites. Create a borderless background block of your desired element, that the player can easily pass through. On top of that, layer an identical monster sprite -- except with clear pixels where you don't want any collision to occur. Bang: you have functional, stable pixel-perfect spikes. Or whatever else you need.
+
For hazards (spikes, water, lava) without the pop-in that you get from raw monster sprites:
 +
* Create a harmless background block of your desired element, with no solid edges
 +
* Layer a monster sprite on top, identical except with clear pixels where you don't want any collision
 +
* Unless you want the element to be destructible, make the monster invincible
  
 
== Links ==  
 
== Links ==  

Revision as of 12:04, 4 November 2016

Block Designer
Blockdesign.png

Release type: Retail (Game-Maker suite)
Release date: 1991 (original release)
Author: G. Andrew Stone
Related tools: Palette Designer, Character Maker, Monster Maker, Map Maker, Integrator, Xferplay

Produces and edits .BBL, .CBL, and .MBL format files. Programmed by Gregory Stone.

Version history

1991 - Version 3.00

The subscreen in Block Designer.

Tips

Interface notes

  • There is no UNDO feature, so be careful to save your block set regularly -- and possibly under several file names. There is, however, the ability to import blocks from a file -- including the one under edit -- which can be used to emulate some sort of UNDO.
  • Unlisted feature: if you have a middle mouse button, you can use it to hold a secret third color on your brush. Try it out!

Technical notes

  • Block animation works on an absolute timer rather than a relative one, meaning that the moment a level begins the clock begins to tick. If a block is set to permanently change to another after 10 ticks, then all instances of that block will change 10 ticks after the level begins, regardless of whether a given instance was visible at the time.
  • Note that there are 18 ticks in one second, and 1092 ticks in one minute.
  • Be aware that unlike special counters, repetition counters can be reduced past zero -- often to undesirable results.
  • Although monster blocks can be solid, in practice their collision is... iffy. Unless you know what you're doing, it's usually best to avoid solidity -- unless you want your character to bounce off them as if they were made of Jell-O, of for the monsters to push the character through a solid wall. You can do some interesting things with these physics, but they are erratic and weird.

Workarounds

Stable, Pixel-Perfect Environmental Hazards

For hazards (spikes, water, lava) without the pop-in that you get from raw monster sprites:

  • Create a harmless background block of your desired element, with no solid edges
  • Layer a monster sprite on top, identical except with clear pixels where you don't want any collision
  • Unless you want the element to be destructible, make the monster invincible

Links