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Subject: Cave In
SToPGAP
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16 years ago Posted on: 30 / Nov / 2003
This is the official topic for discussion of all things to do with Cave In
 
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danjo
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16 years ago Posted on: 30 / Nov / 2003
purple gems are amethysts
 
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16 years ago Posted on: 30 / Nov / 2003
Is the new version gonna have a level editor?
 
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danjo
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16 years ago Posted on: 30 / Nov / 2003
there is a level editor, and a ball tearer it is too. its pretty advanced as far as level editors go.
 
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SToPGAP
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16 years ago Posted on: 30 / Nov / 2003
Yar, it does indeed. The level editor is almost complete now and boasts a whole load of scary features, including custom graphic scenery, platforms and ladders.

There is a screenshot in here (from the project page) of a level which I designed in the editor for your viewing pleasure

Indeed it is an amethyst Dan... I wasn't looking very closely and it seemed kinda blueish/white to me so I put topaz Tis ammended now!
 
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16 years ago Posted on: 30 / Nov / 2003
What would own is if you made some enemies/items etc that could be only placed in custom levels. Then people would be like, "Woo!".
 
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danjo
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16 years ago Posted on: 30 / Nov / 2003
It does, and people will go : "Woo!"
 
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16 years ago Posted on: 30 / Nov / 2003
Now that there is definitely going to be a level editor, I demand a campaign editor to connect levels!

j/k... but it'd be cool to have one nonetheless
 
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16 years ago Posted on: 30 / Nov / 2003
You guys make me want to make a game that utilizes a level editor damn it!
 
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TwiTerror
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16 years ago Posted on: 30 / Nov / 2003
You can't, because your not Apocalyptic. >_<
 
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SToPGAP
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16 years ago Posted on: 30 / Nov / 2003
I'm a step ahead of you Jannis... It is not a traditional campaign editor as you would imagine it though:

Firstly, each level can be configured to store any changes that a player made to it, for example the position of switches, enemies / creatures that have been killed, traps that have been fired etc.

Secondly, in a level you have several types of objects, one of which is entrances/exits. These are lift shafts and gates, entrances and exits and can be configured to lead to the entrances in other map files. Due to the nature of this a certain degree of care will be required on the part of the designer to ensure all links are properly made when the final linked map set is released mind!

With up to 60x60 tiles per map and a truly unlimited number of linked maps, combined with the ability to drop in custom graphic scenery, platforms and ladders (not to mention water puzzles, mine cart puzzles, switches, traps, doors, enemies, in-the-dark levels with lighting puzzles and more besides...) - the scope of what you can do with the editor is vast and more flexible (I hope) than any other game+editor system in click has ever been.

Phew

As for special enemies and such that can only be put in custom levels... There may be a couple that will only be available to ACoders but I have no plans for that in custom levels. The custom graphic level pieces should be enough to keep ya going
 
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TwiTerror
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16 years ago Posted on: 30 / Nov / 2003
A response to end all responses
 
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Hazard
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16 years ago Posted on: 30 / Nov / 2003
Sorry if this will look n00bish - but when is the game going to be published?
What are you using for level editor? INI? If you have MMF pro (as I do) you should use DataGrid or Listview - it's much more handy! I can help you in doing this as I have did it in StickMan Studio and i know how to do it!
 
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SToPGAP
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16 years ago Posted on: 30 / Nov / 2003
The editor is made in MMF Pro and uses arrays to store the data. That data is then packed and encrypted into a single file along with any custom graphic files for the level.

Thank you for the offer of help, the editor is however now almost complete.

I hope to bring out the game some time in Dec/Jan - but don't quote me on that!
 
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t0nad0
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16 years ago Posted on: 30 / Nov / 2003
man, im glad your doing this game now and not me si, I would have never been able to give it the glory it deserves
 
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Will
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16 years ago Posted on: 30 / Nov / 2003
If you think Simon is good with MMF you should see what he can do with POP11 !
 
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ruffles
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16 years ago Posted on: 30 / Nov / 2003
yey cave-in is going to be a good game for sure
the level editor is the most advanced I've ever seen in a klik game
nice job simon
 
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t0nad0
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16 years ago Posted on: 01 / Dec / 2003
POP11? Mind explaining what that is? ~_~
 
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SToPGAP
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16 years ago Posted on: 01 / Dec / 2003
POP11 is a strange and almost unheard of Artificial Intelligence programming language... And Will's comments were pure sarcasm - I was utter crap at POP11
 
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jannis
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16 years ago Posted on: 01 / Dec / 2003
What's the difference between a "normal" programming language and an AI programming language?
 
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