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==
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== 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==
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== 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.
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* 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.
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 +
== 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

Block Designer
Blockdesign.png

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

The subscreen in Block Designer.

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