Difference between revisions of "Block Designer"
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}}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. | ||
− | ==Version history== | + | == Version history == |
1991 - Version 3.00 | 1991 - Version 3.00 | ||
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[[File:BlockDesign2.gif|320px|thumb|The subscreen in Block Designer.]] | [[File:BlockDesign2.gif|320px|thumb|The subscreen in Block Designer.]] | ||
− | ==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. | * 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. | ||
Line 22: | Line 22: | ||
* Be aware that unlike special counters, repetition counters can be reduced past zero -- often to undesirable results. | * Be aware that unlike special counters, repetition counters can be reduced past zero -- often to undesirable results. | ||
* 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. | * 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. | ||
+ | |||
+ | == Links == | ||
+ | |||
+ | * [http://www.gamasutra.com/blogs/EJRTairne/20130504/176610/The_Making_and_Unmaking_of_a_GameMaker_Maker.php The Making and Unmaking of a Game-Maker Maker] (Gamasutra) | ||
+ | ** [http://www.gamasutra.com/blogs/EJRTairne/20130512/192139/Bonus_Time_with_Andy_Stone.php Bonus Time with Andrew Stone] (Gamasutra) | ||
[[Category: Formats and Tools]] | [[Category: Formats and Tools]] | ||
[[Category: First-party tools]] | [[Category: First-party tools]] | ||
[[Category: Recreational Software Designs]] | [[Category: Recreational Software Designs]] |
Revision as of 11:09, 15 May 2013
Release type: Retail (Game-Maker suite)
Release date: 1991 (original release)
Author: Recreational Software Designs
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
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.
- 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.
- 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.
Links
- The Making and Unmaking of a Game-Maker Maker (Gamasutra)
- Bonus Time with Andrew Stone (Gamasutra)