Difference between revisions of "Block Designer"

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'''Release type:''' [[Retail]] ([[Game-Maker]] suite)<br />
 
'''Release type:''' [[Retail]] ([[Game-Maker]] suite)<br />
 
'''Release date:''' 1991 (original release)<br />
 
'''Release date:''' 1991 (original release)<br />
'''Author:''' [[Recreational Software Designs]]<br />
+
'''Author:''' [[G. Andrew Stone]]<br />
 
'''Related tools:''' [[Palette Designer]], [[Character Maker]], [[Monster Maker]], [[Map Maker]], [[Integrator]], [[Xferplay]]
 
'''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.  
 
}}Produces and edits .BBL, .CBL, and .MBL format files. Programmed by Gregory Stone.  
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== Tips ==
 
== Tips ==
  
* 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.
+
=== Interface notes ===
* 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!
+
 
* 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.  
+
==== UNDO Workaround ====
* 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.  
+
There is no UNDO feature, so be careful to save your block set regularly -- and possibly under several file names. In case of error, you can exit to the main Block Designer menu and import blocks from an instance of your block set -- including the one currently being edited. This method emulates a sort of UNDO functionality, at least to the point of last save.
* 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.
+
 
 +
==== Secret Third Color ====
 +
Unlisted feature: if you have a middle mouse button, you can use it to hold a third color on your brush. Try it out!
 +
 
 +
==== Copy Attributes ====
 +
To copy the attributes from one block to another, enter the info screen then right-click and drag the source block (i.e., the block with the attributes you want to copy) onto the target block (the block you want to receive the attributes).
 +
 
 +
=== Technical notes ===
 +
==== Timer is Absolute ====
 +
The timer used to animate blocks is absolute, '''not''' relative to the individual block. 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 change 10 ticks after the level begins, regardless of whether a given instance was visible at the time.
 +
 
 +
==== Time Conversion ====
 +
There are 18 ticks in one second, and 1092 ticks in one minute.
 +
 
 +
==== Negative Repetition Counters ====
 +
Be aware that unlike special counters, repetition counters can be reduced past zero -- often to undesirable results.
 +
 
 +
==== Bouncy Monsters ====
 +
Although monster blocks can be solid, in practice their collision is... iffy. Unless you know what you're doing, it's often best to avoid solidity unless you have a certain usage case in mind (e.g., 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. Experiment before you commit.
 +
 
 +
=== 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 ==  
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[[Category: Formats and Tools]]
 
[[Category: Formats and Tools]]
 
[[Category: First-party tools]]
 
[[Category: First-party tools]]
 +
[[Category: G. Andrew Stone]]
 
[[Category: Recreational Software Designs]]
 
[[Category: Recreational Software Designs]]

Latest revision as of 16:29, 14 April 2018

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[edit]

1991 - Version 3.00

The subscreen in Block Designer.

Tips[edit]

Interface notes[edit]

UNDO Workaround[edit]

There is no UNDO feature, so be careful to save your block set regularly -- and possibly under several file names. In case of error, you can exit to the main Block Designer menu and import blocks from an instance of your block set -- including the one currently being edited. This method emulates a sort of UNDO functionality, at least to the point of last save.

Secret Third Color[edit]

Unlisted feature: if you have a middle mouse button, you can use it to hold a third color on your brush. Try it out!

Copy Attributes[edit]

To copy the attributes from one block to another, enter the info screen then right-click and drag the source block (i.e., the block with the attributes you want to copy) onto the target block (the block you want to receive the attributes).

Technical notes[edit]

Timer is Absolute[edit]

The timer used to animate blocks is absolute, not relative to the individual block. 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 change 10 ticks after the level begins, regardless of whether a given instance was visible at the time.

Time Conversion[edit]

There are 18 ticks in one second, and 1092 ticks in one minute.

Negative Repetition Counters[edit]

Be aware that unlike special counters, repetition counters can be reduced past zero -- often to undesirable results.

Bouncy Monsters[edit]

Although monster blocks can be solid, in practice their collision is... iffy. Unless you know what you're doing, it's often best to avoid solidity unless you have a certain usage case in mind (e.g., 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. Experiment before you commit.

Workarounds[edit]

Stable, Pixel-Perfect Environmental Hazards[edit]

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

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

Links[edit]