Difference between revisions of "Block Designer"

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(→‎Tips: somehow undo work-around do exist.)
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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 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.  
 
* 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.
 
* Note that there are 18 ticks in one second, and 1092 ticks in one minute.

Revision as of 08:25, 13 February 2012

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.