Block Designer
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.
Contents
Version history[edit]
1991 - Version 3.00
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:
- 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[edit]
- The Making and Unmaking of a Game-Maker Maker (Gamasutra)
- Bonus Time with Andrew Stone (Gamasutra)