Difference between revisions of "Block Designer"
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=== Workarounds === | === 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 == | == Links == |
Revision as of 12:04, 4 November 2016
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.
Contents
Version history
1991 - Version 3.00
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
- The Making and Unmaking of a Game-Maker Maker (Gamasutra)
- Bonus Time with Andrew Stone (Gamasutra)