Graphics Tools
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.
As with Tutor, Graphics Tools features the starring talents of Pipemare's Smiling Savage Pete Pipeman, albeit with a chocolate palette swap.
Contents
- 1 Instructions
- 1.1 1.0 Introduction
- 1.2 2.0 How to use the GM Graphic Tools
- 1.3 3.0 Background Block Sets
- 1.4 4.0 Example Files
- 1.5 5.0 Maps
- 1.5.1 5.1 Maps Containing Images with Borders
- 1.5.2 5.1.1 Single Image Surrounded by a Border; Size 8 blocks by 14 blocks.
- 1.5.3 5.1.2 Repeated Image With Border; Size: 8 blocks by 14 blocks
- 1.5.4 5.2 Maps Containing Images Without Borders
- 1.5.5 5.2.1 Horizontal Graphic Repeating Image, No Border; Size: 8 blocks by 14 blocks
- 1.5.6 5.2.2 Vertical Graphic Repeating Image, No Border; Size: 8 blocks by 14 blocks
- 1.5.7 5.3 Repeating Graphic Image over entire map surface
- 2 Credits
- 3 Availability
- 4 Archive History
- 5 Links
- 6 Downloads
Instructions[edit]
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]
- Graphics Tools (146.0 kB)
- Graphics Tools map (324 kB)