Difference between revisions of "Graphics Tools"

From The Game-Maker Archive
Jump to navigationJump to search
 
Line 22: Line 22:
 
=== 1.0  Introduction ===
 
=== 1.0  Introduction ===
  
When using Game-Maker to import a graphic images, you normally
+
When using Game-Maker to import a graphic images, you normally first move the image to a  block  set,  then,  one  at a time, select the block attributes for all the  blocks, and next, one at a time, place the blocks into a  map.  Game-Maker Graphics Tools provide an alternate quick and easy way to  create  maps that  contain  large areas of imported graphic images, with no need to set up attributes of place blocks into maps.   
first move the image to a  block  set,  then,  one  at a time,
 
select the block attributes for all the  blocks, and next, one
 
at a time, place the blocks into a  map.  Game-Maker Graphics
 
Tools provide an alternate quick and easy way to  create  maps
 
that  contain  large areas of imported graphic images, with no
 
need to set up attributes of place blocks into maps.   
 
  
Here's  how  these  tools  work:  Block sets are provided that
+
Here's  how  these  tools  work:  Block sets are provided that don't have  any  block  images but do have some of the blocks' attributes  (such as  having  non-solid  walls  and  character glide) already set.  These  block  sets  are paired with Maps which have been set up  to  display whatever image is captured into the block set.  All  you  need  to  do is import an image into these block sets and the maps  will display your imported images.   
don't have  any  block  images but do have some of the blocks'
 
attributes  (such as  having  non-solid  walls  and  character
 
glide) already set.  These  block  sets  are paired with Maps
 
which have been set up  to  display whatever image is captured
 
into the block set.  All  you  need  to  do is import an image
 
into these block sets and the maps  will display your imported
 
images.   
 
  
In short, these tools anticipate some  of  the  ways you would
+
In short, these tools anticipate some  of  the  ways you would want to use graphic images in maps, and the work of setting up the  map  has  already  been  done in an  'image  independent' manner.
want to use graphic images in maps, and the work of setting up
 
the  map  has  already  been  done in an  'image  independent'
 
manner.
 
  
 
=== 2.0  How to use the GM Graphic Tools ===
 
=== 2.0  How to use the GM Graphic Tools ===
  
First  place  all  the  files  into  the  correct  Game-Maker
+
First  place  all  the  files  into  the  correct  Game-Maker subdirectories (use  the  copy  command  or  the  "UNXFER.BAT" utility;  see  your  GM Owner's Manual Appendix to learn about the subdirectories).   
subdirectories (use  the  copy  command  or  the  "UNXFER.BAT"
 
utility;  see  your  GM Owner's Manual Appendix to learn about
 
the subdirectories).   
 
  
Use  Game-Maker's  Image  Reader  to  import an image of  your
+
Use  Game-Maker's  Image  Reader  to  import an image of  your choice  into one of the provided block sets.  Two  block  sets are  provided  for  you to use.  One of these is  set  up  for character  glide  and the other is set up for normal character movement.  These  block  sets  are  described  in section 3.0 below.  Choose the block set that best fits your needs.  After importing an image into one of these block sets, save it under a new name.  When importing the image, leave block 0 unused by setting block 1 as the start  position  of the imported image. The size of the image should match  the map you plan to use it with.  For starters, you might try importing a 8 block high by 14 block wide image and using map GTOOLS1.
choice  into one of the provided block sets.  Two  block  sets
 
are  provided  for  you to use.  One of these is  set  up  for
 
character  glide  and the other is set up for normal character
 
movement.  These  block  sets  are  described  in section 3.0
 
below.  Choose the block set that best fits your needs.  After
 
importing an image into one of these block sets, save it under
 
a new name.  When importing the image, leave block 0 unused by
 
setting block 1 as the start  position  of the imported image.
 
The size of the image should match  the map you plan to use it
 
with.  For starters, you might try importing a 8 block high by
 
14 block wide image and using map GTOOLS1.
 
  
After you've imported an image into one of the block sets, use
+
After you've imported an image into one of the block sets, use Game-Maker's Map Maker with one of  the provided corresponding maps.    Take  a  look  at the  map,  and  if  it  meets  your expectations, save the map under a new name  before making any changes  to it.  Leave the original map name  for  future  use with these tools.
Game-Maker's Map Maker with one of  the provided corresponding
 
maps.    Take  a  look  at the  map,  and  if  it  meets  your
 
expectations, save the map under a new name  before making any
 
changes  to it.  Leave the original map name  for  future  use
 
with these tools.
 
  
The  sections  below  describe  block  sets  and  map  layouts
+
The  sections  below  describe  block  sets  and  map  layouts provided.
provided.
 
  
 
=== 3.0  Background Block Sets ===
 
=== 3.0  Background Block Sets ===
  
The following  block  sets have no graphic images in them, but
+
The following  block  sets have no graphic images in them, but do have their  block  attributes set up to save you time.  For example, anticipating that you will want the character to roam freely over the graphic images  that you place into your maps, the blocks that contain images are set to non-solid.   
do have their  block  attributes set up to save you time.  For
 
example, anticipating that you will want the character to roam
 
freely over the graphic images  that you place into your maps,
 
the blocks that contain images are set to non-solid.   
 
  
To use these block sets effectively, make a  copy  of them and
+
To use these block sets effectively, make a  copy  of them and use  the  copy.    That way, the original block  set  will  be available  to  be reused.  Do this by running Block  Designer, selecting one of these block sets, and then saving it to a new name that you will use in your games.   
use  the  copy.    That way, the original block  set  will  be
 
available  to  be reused.  Do this by running Block  Designer,
 
selecting one of these block sets, and then saving it to a new
 
name that you will use in your games.   
 
  
Next run Image Reader and transfer a block image from  the GIF
+
Next run Image Reader and transfer a block image from  the GIF file to the newly named block set.  Import the image  starting at  block  1,  leaving block 0 free to use as a border  block. The size of the image should match the map you are planning to use (see descriptions of maps below).
file to the newly named block set.  Import the image  starting
 
at  block  1,  leaving block 0 free to use as a border  block.
 
The size of the image should match the map you are planning to
 
use (see descriptions of maps below).
 
  
 
==== Block sets ====
 
==== Block sets ====
Line 99: Line 51:
  
 
* GT_NS.BBL: As above, but gravity is not set in any direction.
 
* GT_NS.BBL: As above, but gravity is not set in any direction.
+
 
 
=== 4.0  Example Files ===
 
=== 4.0  Example Files ===
  
Several  files are provided that  show  how  everyting  works.
+
Several  files are provided that  show  how  everyting  works. GT_BIRD.BBL  is  an  example  block set  containing  a  image. GTOOLS1.PAL is the corresponding palette file.  GTOOLS1.GAM is a game file that uses these files, plus  the  GTOOLS2.MAP file—see below.  The example game also uses the  PIPE.* character files  from  Game-Maker  (not  included  in this collection of files).  
GT_BIRD.BBL  is  an  example  block set  containing  a  image.
 
GTOOLS1.PAL is the corresponding palette file.  GTOOLS1.GAM is
 
a game file that uses these files, plus  the  GTOOLS2.MAP file
 
(see below).  The example game also uses the  PIPE.* character
 
files  from  Game-Maker  (not  included  in this collection of
 
files).  
 
  
If  you  play the GTOOLS1 game,  you  can  move  the  PIPEMARE
+
If  you  play the GTOOLS1 game,  you  can  move  the  PIPEMARE character over the example map.
character over the example map.
 
 
 
 
=== 5.0  Maps ===
 
=== 5.0  Maps ===
  
Several maps  are  included with this utility.  They have been
+
Several maps  are  included with this utility.  They have been set up to use the above block files.
set up to use the above block files.
 
  
 
==== 5.1  Maps Containing Images with Borders ====
 
==== 5.1  Maps Containing Images with Borders ====
  
You can create  maps containing images surrounded with borders
+
You can create  maps containing images surrounded with borders by using the maps  described  below.    Block 0 is used as the default border.
by using the maps  described  below.    Block 0 is used as the
 
default border.
 
  
 
==== 5.1.1  Single Image Surrounded by a Border;  Size 8 blocks by 14 blocks.====
 
==== 5.1.1  Single Image Surrounded by a Border;  Size 8 blocks by 14 blocks.====
  
Map GTOOLS1 contains a  single  image  of  size 8 by 14 blocks
+
Map GTOOLS1 contains a  single  image  of  size 8 by 14 blocks surrounded by a border of  Block  0  blocks.    112 of the 150 available background blocks are used, leaving  38  blocks  for other uses.  This map is generally  used for a level of a game where you only want a particular scene/image to  be displayed. If you turn scrolling off in all directions the  character can roam around the screen and the image will remain in  place  on the screen.
surrounded by a border of  Block  0  blocks.    112 of the 150
 
available background blocks are used, leaving  38  blocks  for
 
other uses.  This map is generally  used for a level of a game
 
where you only want a particular scene/image to  be displayed.
 
If you turn scrolling off in all directions the  character can
 
roam around the screen and the image will remain in  place  on
 
the screen.
 
  
Step 1.  Using the Image Reader design  tool, select a section
+
Step 1.  Using the Image Reader design  tool, select a section of a GIF file 8 blocks high by 14  blocks  wide.  Import these into a copy of one of the above block sets  starting  at Block 1,  leaving  Block 0 free as a border.  Of course,  you  might want  to  capture a single block of the image into Block 0  as your  border,  or you might want to use Block Designer to draw your own border.
of a GIF file 8 blocks high by 14  blocks  wide.  Import these
 
into a copy of one of the above block sets  starting  at Block
 
1,  leaving  Block 0 free as a border.  Of course,  you  might
 
want  to  capture a single block of the image into Block 0  as
 
your  border,  or you might want to use Block Designer to draw
 
your own border.
 
  
Step 2.  Using Map Maker, specify GTOOLS1 as the map, specify
+
Step 2.  Using Map Maker, specify GTOOLS1 as the map, specify the block set  into  which  you  imported  the graphics as the block set, and specify  the  palette name that you created for that block set as the  palette.    The GTOOLS1 map already has placed the blocks from your block  set  onto  the  map.    You should see the captured image with a  border  (the border will be  a solid color if you haven't placed  a  border  design  in block 0).  The image will be in the  upper  left corner of the zoomed  out map.  Save this map as a unique  name  before  you make  any  changes  to it (thus preserving the GTOOLS1 map for later use).
the block set  into  which  you  imported  the graphics as the
 
block set, and specify  the  palette name that you created for
 
that block set as the  palette.    The GTOOLS1 map already has
 
placed the blocks from your block  set  onto  the  map.    You
 
should see the captured image with a  border  (the border will
 
be  a solid color if you haven't placed  a  border  design  in
 
block 0).  The image will be in the  upper  left corner of the
 
zoomed  out map.  Save this map as a unique  name  before  you
 
make  any  changes  to it (thus preserving the GTOOLS1 map for
 
later use).
 
  
Step 3.  When integrating this map into a game, you will  want
+
Step 3.  When integrating this map into a game, you will  want to  set up the link so that the image appears centered on your screen whenever the character travels to this map.  Do this by linking the character so  that  it  first  appears  on the 8th image block from the right and the 5th block down from the top (see  section  4.8.2  of your owners  manual,  third  to  last paragraph).  An example game (really a  test,  not  a game) is provided named GTOOLS1 which is set up this way.
to  set up the link so that the image appears centered on your
 
screen whenever the character travels to this map.  Do this by
 
linking the character so  that  it  first  appears  on the 8th
 
image block from the right and the 5th block down from the top
 
(see  section  4.8.2  of your owners  manual,  third  to  last
 
paragraph).  An example game (really a  test,  not  a game) is
 
provided named GTOOLS1 which is set up this way.
 
  
 
==== 5.1.2  Repeated  Image With Border;  Size:  8  blocks  by 14 blocks ====
 
==== 5.1.2  Repeated  Image With Border;  Size:  8  blocks  by 14 blocks ====
  
Map  GTOOLS2 is similar to GTOOLS1 but the graphic  image  and
+
Map  GTOOLS2 is similar to GTOOLS1 but the graphic  image  and border is repeated over the entire surface of the map.  Follow the instructions in 5.1.1 but specify map GTOOLS2.
border is repeated over the entire surface of the map.  Follow
 
the instructions in 5.1.1 but specify map GTOOLS2.
 
  
 
==== 5.2  Maps Containing Images Without Borders ====
 
==== 5.2  Maps Containing Images Without Borders ====
  
Many  games  can  make  good  use  of a background based on  a
+
Many  games  can  make  good  use  of a background based on  a graphic  image  whose    left  side  seamlessly  (or  not  so seamlessly) joins with its right side.  Alternately, you might want to join the top  of  an  image  to the bottom of the same image to form a vertical strip  of images.  Finally, you might want to have an entire map full of repeating images.  The maps below are already set up to provide these layouts.
graphic  image  whose    left  side  seamlessly  (or  not  so
 
seamlessly) joins with its right side.  Alternately, you might
 
want to join the top  of  an  image  to the bottom of the same
 
image to form a vertical strip  of images.  Finally, you might
 
want to have an entire map full of repeating images.  The maps
 
below are already set up to provide these layouts.
 
  
If  you  want  the  edges  of  your  graphic  image  to join
+
If  you  want  the  edges  of  your  graphic  image  to join seamlessly, use  a  graphics  editor and edit the file so that one side joins  smoothly  to the other, and then if it isn't a GIF file, convert it to a GIF file.
seamlessly, use  a  graphics  editor and edit the file so that
 
one side joins  smoothly  to the other, and then if it isn't a
 
GIF file, convert it to a GIF file.
 
  
 
==== 5.2.1  Horizontal Graphic Repeating Image, No Border; Size:  8 blocks by 14 blocks ====
 
==== 5.2.1  Horizontal Graphic Repeating Image, No Border; Size:  8 blocks by 14 blocks ====
Line 217: Line 118:
 
== Links ==
 
== Links ==
  
<videoflash>Xw7NaXP-xRQ</videoflash>
+
<youtube>Xw7NaXP-xRQ</youtube>
  
 
* '''[http://www.aderack.com/game-maker/java/gtools.php Play ''Graphics Tools'' online]'''
 
* '''[http://www.aderack.com/game-maker/java/gtools.php Play ''Graphics Tools'' online]'''

Latest revision as of 17:28, 22 June 2021

Graphics Tools
GToolsTitle.png

Release type: Demo game
Release date: May 15th 1993
Levels: 1
Author: Recreational Software Designs
Related games: Pipemare, Tutor

On October 10th 1993, RSD sent out a 3.5" floppy labeled "Shareware Disk #1". Aside from some user-derived games, the disk also contained several shareware or freeware utilities -- including a selection of template BBL and MAP files distributed under the name "Graphic Tools", meant to speed up game design. Amongst the clutter is a playable game file, called GTOOLS1.GAM.

Whereas other RSD demos like Terrain and Tutor protest that they're not really games, they do provide their own distinct and genial experiences. By contrast, in no way could Graphics Tools be mistaken for a real game.

GToolsSprite.png

As with Tutor, Graphics Tools features the starring talents of Pipemare's Smiling Savage Pete Pipeman, albeit with a chocolate palette swap.

Instructions[edit]

Bright ideas in Graphics Tools

1.0 Introduction[edit]

When using Game-Maker to import a graphic images, you normally first move the image to a block set, then, one at a time, select the block attributes for all the blocks, and next, one at a time, place the blocks into a map. Game-Maker Graphics Tools provide an alternate quick and easy way to create maps that contain large areas of imported graphic images, with no need to set up attributes of place blocks into maps.

Here's how these tools work: Block sets are provided that don't have any block images but do have some of the blocks' attributes (such as having non-solid walls and character glide) already set. These block sets are paired with Maps which have been set up to display whatever image is captured into the block set. All you need to do is import an image into these block sets and the maps will display your imported images.

In short, these tools anticipate some of the ways you would want to use graphic images in maps, and the work of setting up the map has already been done in an 'image independent' manner.

2.0 How to use the GM Graphic Tools[edit]

First place all the files into the correct Game-Maker subdirectories (use the copy command or the "UNXFER.BAT" utility; see your GM Owner's Manual Appendix to learn about the subdirectories).

Use Game-Maker's Image Reader to import an image of your choice into one of the provided block sets. Two block sets are provided for you to use. One of these is set up for character glide and the other is set up for normal character movement. These block sets are described in section 3.0 below. Choose the block set that best fits your needs. After importing an image into one of these block sets, save it under a new name. When importing the image, leave block 0 unused by setting block 1 as the start position of the imported image. The size of the image should match the map you plan to use it with. For starters, you might try importing a 8 block high by 14 block wide image and using map GTOOLS1.

After you've imported an image into one of the block sets, use Game-Maker's Map Maker with one of the provided corresponding maps. Take a look at the map, and if it meets your expectations, save the map under a new name before making any changes to it. Leave the original map name for future use with these tools.

The sections below describe block sets and map layouts provided.

3.0 Background Block Sets[edit]

The following block sets have no graphic images in them, but do have their block attributes set up to save you time. For example, anticipating that you will want the character to roam freely over the graphic images that you place into your maps, the blocks that contain images are set to non-solid.

To use these block sets effectively, make a copy of them and use the copy. That way, the original block set will be available to be reused. Do this by running Block Designer, selecting one of these block sets, and then saving it to a new name that you will use in your games.

Next run Image Reader and transfer a block image from the GIF file to the newly named block set. Import the image starting at block 1, leaving block 0 free to use as a border block. The size of the image should match the map you are planning to use (see descriptions of maps below).

Block sets[edit]

  • GT_NS_GL.BBL: This block set has the first 113 blocks set for non-solid sides. When you import an image as called out below, you won't have to spend your time setting the sides to non-solid. Good for all image sizes. (Naming convention: NS = non-solid. GL = glide, i.e., gravity is set in all directions.)
  • GT_NS.BBL: As above, but gravity is not set in any direction.

4.0 Example Files[edit]

Several files are provided that show how everyting works. GT_BIRD.BBL is an example block set containing a image. GTOOLS1.PAL is the corresponding palette file. GTOOLS1.GAM is a game file that uses these files, plus the GTOOLS2.MAP file—see below. The example game also uses the PIPE.* character files from Game-Maker (not included in this collection of files).

If you play the GTOOLS1 game, you can move the PIPEMARE character over the example map.

5.0 Maps[edit]

Several maps are included with this utility. They have been set up to use the above block files.

5.1 Maps Containing Images with Borders[edit]

You can create maps containing images surrounded with borders by using the maps described below. Block 0 is used as the default border.

5.1.1 Single Image Surrounded by a Border; Size 8 blocks by 14 blocks.[edit]

Map GTOOLS1 contains a single image of size 8 by 14 blocks surrounded by a border of Block 0 blocks. 112 of the 150 available background blocks are used, leaving 38 blocks for other uses. This map is generally used for a level of a game where you only want a particular scene/image to be displayed. If you turn scrolling off in all directions the character can roam around the screen and the image will remain in place on the screen.

Step 1. Using the Image Reader design tool, select a section of a GIF file 8 blocks high by 14 blocks wide. Import these into a copy of one of the above block sets starting at Block 1, leaving Block 0 free as a border. Of course, you might want to capture a single block of the image into Block 0 as your border, or you might want to use Block Designer to draw your own border.

Step 2. Using Map Maker, specify GTOOLS1 as the map, specify the block set into which you imported the graphics as the block set, and specify the palette name that you created for that block set as the palette. The GTOOLS1 map already has placed the blocks from your block set onto the map. You should see the captured image with a border (the border will be a solid color if you haven't placed a border design in block 0). The image will be in the upper left corner of the zoomed out map. Save this map as a unique name before you make any changes to it (thus preserving the GTOOLS1 map for later use).

Step 3. When integrating this map into a game, you will want to set up the link so that the image appears centered on your screen whenever the character travels to this map. Do this by linking the character so that it first appears on the 8th image block from the right and the 5th block down from the top (see section 4.8.2 of your owners manual, third to last paragraph). An example game (really a test, not a game) is provided named GTOOLS1 which is set up this way.

5.1.2 Repeated Image With Border; Size: 8 blocks by 14 blocks[edit]

Map GTOOLS2 is similar to GTOOLS1 but the graphic image and border is repeated over the entire surface of the map. Follow the instructions in 5.1.1 but specify map GTOOLS2.

5.2 Maps Containing Images Without Borders[edit]

Many games can make good use of a background based on a graphic image whose left side seamlessly (or not so seamlessly) joins with its right side. Alternately, you might want to join the top of an image to the bottom of the same image to form a vertical strip of images. Finally, you might want to have an entire map full of repeating images. The maps below are already set up to provide these layouts.

If you want the edges of your graphic image to join seamlessly, use a graphics editor and edit the file so that one side joins smoothly to the other, and then if it isn't a GIF file, convert it to a GIF file.

5.2.1 Horizontal Graphic Repeating Image, No Border; Size: 8 blocks by 14 blocks[edit]

Step 1. Import your image as in section 5.1.1, Step 1.

Step 2. Use GTOOLS3 as the map.

5.2.2 Vertical Graphic Repeating Image, No Border; Size: 8 blocks by 14 blocks[edit]

Step 1. Import your image as in section 5.1.1, Step 1.

Step 2. Use GTOOLS4 as the map.

5.3 Repeating Graphic Image over entire map surface[edit]

Step 1. Import your image as in section 5.1.1, Step 1.

Step 2. Use GTOOLS5 as the map.

Credits[edit]

by THE GAME DOCTOR

Availability[edit]

This game was distributed to Game-Maker Exchange members a 3.5" floppy labeled "Shareware Disk #1" (October 10th 1993).

Archive History[edit]

Graphics Tools was introduced to the archive with the distribution of the October 10th 1993 floppy exchange. It was then lost in the mid-late 1990s, during repeated data migration. The game was then recovered in October 2012, during transfer of several surviving floppy discs from that period.

Links[edit]

Downloads[edit]