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Wohlstand committed Feb 21, 2024
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8 changes: 2 additions & 6 deletions Configuration/ConfigManager.md
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Expand Up @@ -2,15 +2,11 @@
Configuration Manager allows you to control and select the global game configurations.

## Configuration status
This dialog allows you to check states of current game configuration and find errors if they exist.
This dialogue allows you to check states of current game configuration and find errors if they exist.

![007_configStatus](../screenshots/Tools/007_configStatus.png ':no-zoom')

<ImageZoom
alt="008_ConfigStatusBox"
url="screenshots/Tools/008_ConfigStatusBox.png"
:border="true"
/>
![008_ConfigStatusBox](../screenshots/Tools/008_ConfigStatusBox.png)

## Reload global configuration
This feature allows reloading global configuration settings without restarting of application.
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6 changes: 3 additions & 3 deletions Customizing/BitMasks.md
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Expand Up @@ -29,13 +29,13 @@ pixels preserved. The result is a perfect compound of the image over the backgro
This technique is used for painting pointing device cursors, in typical 2-D videogames for characters, bullets and
so on (the sprites), for GUI icons, and for video titling and other image mixing applications.

Although related (due to being used for the same purposes), transparent colors and alpha channels are techniques
which do not involve the image pixel mixage by binary masking.
Although related (due to being used for the same purposes), transparent colours and alpha channels are techniques
which do not involve the image pixel mixing by binary masking.

## Lazily-made masks

Lazily-made / Noob-made / noob drawing / result of lazy effort - These are pairs of an image and mask, created
via simple copies of the original image, with a white color.
via simple copies of the original image, with a white colour.

![lazyFront](../screenshots/Tools/console/LazyFix/example_src1.gif ':no-zoom') ![lazyBack](../screenshots/Tools/console/LazyFix/example_src1m.gif ':no-zoom')

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2 changes: 1 addition & 1 deletion Customizing/CustomGraphics.md
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@@ -1,7 +1,7 @@
# How to use custom graphics
There usually comes a time when you find the need to replace the default images with your own custom graphics. This
is possible without overwriting any of the default images. Custom graphics are a great way to make your game episode
unique and colorful.
unique and colourful.

The process is quite simple, but for those of you who don't know how, here is an in depth look at using custom
graphics with the editor.
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42 changes: 9 additions & 33 deletions EditLevel/ContextMenu.md
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Expand Up @@ -16,74 +16,50 @@ By a context menu, you can change some of the basic settings of one item or of a
- **Transform all ITEM-X in section into** - gives ability to replace type of all items with same ID on the current section. Available for Blocks, BGO's and NPC's, Terrain , Scenery, Paths, Level points.
- **Transform all ITEM-X into** - gives ability to replace type of all items with same ID on the map. Available for Blocks, BGO's and NPC's, Terrain , Scenery, Paths, Level points.
- **Edit raw user data...** - Opens a text editor window that allows you to modify the content of universal field for any custom data user want to store. This field is useful for various purposes such as scripts and extra settings.
- **Properties** - will open the item properties' dialog for selected item group.
- **Properties** - will open the item properties' dialogue for selected item group.


### Block features
* **Invisible** - Make the block invisible. It will appear once it will get a hit from the bottom side. This flag useful for a place on the map secret bonuses or build barriers for a move up.
* **Slippery** - The block's top surface will be slippery.
* **Change contained NPC** - Open NPC selection dialog for change block content.
* **Change contained NPC** - Open NPC selection dialogue for change block content.
* **Resize** - available for resizable blocks only. It will switch the resizing mode for this block.
* **Make message box...** - Starts a small wizard to build the message block event easy.

<ImageZoom
alt="BlockContext"
url="screenshots/LevelEditing/Items/BlockContext.png"
width="200px"
:border="true"
/>
![BlockContext](../screenshots/LevelEditing/Items/BlockContext.png ":size=200px")


### Background object features

* **Change Z-Offset** - Changes the rendering order priority of Background Objects by the relative value.
* **Change Z-Layer** - Changes the base display layer of this background object.

<ImageZoom
alt="BGO_Context"
url="screenshots/LevelEditing/Items/BGO_Context.png"
width="200px"
:border="true"
/>
![BGO_Context](../screenshots/LevelEditing/Items/BGO_Context.png ":size=200px")


### Non-playable Character features
* **Set Direction** - In this sub-menu, you can change the face direction of NPC.
* **Friendly** - NPC will don't communicate with playable characters and with other NPC's. Friendly NPC can't be killed, can't hurt player, can't be taken or grabbed. Playable characters and other NPCs can't stay on top of friendly NPCs.
* **Not movable** - NPC will be idle irrespective of its algorithm.
* **Set message** - Open the dialog where you can change the talk message of NPC.
* **Set message** - Open the dialogue where you can change the talk message of NPC.
* **Set as boss** - Enable the special boss fight algorithm available for specific NPC types. (Note: Inside the SMBX game, this option has the "Legacy Boss" name to refer to older versions of the game which hadn't layers and events support).
* **Change contained NPC** (Appears for some NPC's) - Change contained NPC of this NPC-Container.

<ImageZoom
alt="NPC_Direction"
url="screenshots/LevelEditing/Items/NPC_Direction.png"
width="200px"
:border="true"
/>
![NPC_Direction](../screenshots/LevelEditing/Items/NPC_Direction.png ":size=200px")

### Physic environment zone features
* **Environment type** - Change the environment type of this item.
* **Resize** - Switch to resizing of this item.

<ImageZoom
alt="06_change_type"
url="screenshots/LevelEditing/Physics/06_change_type.png"
width="200px"
:border="true"
/>
![06_change_type](../screenshots/LevelEditing/Physics/06_change_type.png ":size=200px")

### Features of warp points
* **Jump to Entrance/Exit** - Move editor's scene camera to the opposite side of the warp connection if point placed.
* **Deny vehicles** - (Inside SMBX this option named as "No Yoshi")
* **Allow items** - (Inside SMBX this option named as "Allow NPC")
* **Locked** - Change the lock state of this warp.

<ImageZoom
alt="WarpContextMenu"
url="screenshots/LevelEditing/Warps/WarpContextMenu.png"
width="200px"
:border="true"
/>
![WarpContextMenu](../screenshots/LevelEditing/Warps/WarpContextMenu.png ":size=200px")


## See also
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7 changes: 1 addition & 6 deletions EditLevel/Events.md
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Expand Up @@ -58,12 +58,7 @@ Layer that is selected in a list will be moved with a specified speed in the nex

_Layer move list_

<ImageZoom
alt="eventsList"
url="screenshots/LevelEditing/Events/003_moveLayer.png"
width="200px"
:border="true"
/>
![eventsList](../screenshots/LevelEditing/Events/003_moveLayer.png ":size=200px")


## Auto-scroll sections
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28 changes: 12 additions & 16 deletions EditLevel/Items.md
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Expand Up @@ -30,7 +30,7 @@ _Block context menu_

* **Invisible** - Make the block invisible. It will appear once it will get a hit from the bottom side. This flag useful for a place on the map secret bonuses or build barriers for a move up.
* **Slippery** - The block's top surface will be slippery.
* **Change contained NPC** - Open NPC selection dialog for change block content.
* **Change contained NPC** - Open NPC selection dialogue for change block content.

* **Layer** - here was defined the layer which is the owner of this block.
All items at first are members of the "Default" layer.
Expand Down Expand Up @@ -101,11 +101,7 @@ This option can be used only as a hack of SMBX to force display background BGO a

_BGO Properties toolbox_

<ImageZoom
alt="BGO_Context"
url="screenshots/LevelEditing/Items/Props_BGO.png"
:border="true"
/>
![BGO_Context](../screenshots/LevelEditing/Items/Props_BGO.png)

### Hack: Z-Order in SMBX

Expand Down Expand Up @@ -154,14 +150,14 @@ _Context menu of NPC_

Each NPC has switches and flags:

* Default direction - NPC will start its movement in a defined direction. The direction option can have other names and values, for example, the name "Activation state" and values "On"/"Off", etc. Dependent on the algorithm and global settings.
* Friendly - NPC won't communicate with playable characters and with other NPC's. Friendly NPC's can't be killed, can't hurt player, can't be taken or grabbed. Playable characters and other NPC's can't stay on top of the friendly NPCs.
* Not movable - NPC will be idle irrespective of its algorithm.
* Set as boss - (inside of SMBX this option calling as "Legacy Boss") This is a special flag that automatically enables special events for some bosses which supports them. For example: if NPC has the activated "Boss" flag, will be changed background music to the boss's theme and when the boss will be defeat, will be spawned a special bonus item or the game will be completed.
* Talk message - The message which will be displayed when a player will try to talk with this NPC. After displaying this message will be activated event slot.
* Generator - Making NPC generator. From the one point will be spawned new NPC's every each defined time delay.
* Generator type - Warp - NPC will be smoothly warped. Projectile - NPC will be appeared by sharply shoot.
* Generator direction - defining the direction of the spawn of NPC
* **Default direction** - NPC will start its movement in a defined direction. The direction option can have other names and values, for example, the name "Activation state" and values "On"/"Off", etc. Dependent on the algorithm and global settings.
* **Friendly** - NPC won't communicate with playable characters and with other NPC's. Friendly NPC's can't be killed, can't hurt player, can't be taken or grabbed. Playable characters and other NPC's can't stay on top of the friendly NPCs.
* **Not movable** - NPC will be idle irrespective of its algorithm.
* **Set as boss** - (inside SMBX this option calling as "Legacy Boss" referring enabling of behaviour from previous SMBX versions) This is a special flag that defines the special behaviour for some bosses which supports them. For example: if NPC has the activated "Boss" flag, the background music will be changed to the boss's theme and when the boss will be defeat, a special bonus item will be spawned or the game will be set as completed.
* **Talk message** - The message which will be displayed when a player will try to talk with this NPC. After displaying this message will be activated event slot.
* **Generator** - Making NPC generator. From the one point will be spawned new NPC's every each defined time delay.
* **Generator type** - Warp - NPC will be smoothly warped. Projectile - NPC will be appeared by sharply shoot.
* **Generator direction** - defining the direction of the spawn of NPC

_Message box editing_

Expand Down Expand Up @@ -248,7 +244,7 @@ to the map:<br/>

### Generators

Generator flag in the Properties dialog will make generator (or re-spawning
Generator flag in the Properties dialogue will make generator (or re-spawning
point) of selected NPC

![Props_NPC_generator](../screenshots/LevelEditing/Items/Props_NPC_generator.png ':size=200px')
Expand Down Expand Up @@ -496,7 +492,7 @@ You also can press the "Set" button and select a target point on the world map i

![017_World_map_coordinates](../screenshots/LevelEditing/Warps/017_World_map_coordinates.png)

_World map point selection dialog_
_World map point selection dialogue_

![GotoWorldMap](../screenshots/WorldEditing/GotoWorldMap.png ':size=200px')

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2 changes: 1 addition & 1 deletion EditLevel/SetTitle.md
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Expand Up @@ -2,6 +2,6 @@

You can set the level title in the level settings. You need to open the `Level > Properties` menu, and then you can enter the level title. Depending on a configuration package, there are may some level-wide settings.

_Set level title dialog_
_Set level title dialogue_

![005_levelEditingSpace](../screenshots/LevelEditing/Menu_Level_title.png ':no-zoom')
4 changes: 2 additions & 2 deletions EditLevel/Testing.md
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Expand Up @@ -21,7 +21,7 @@ For Windows-only engines, Editor has support for an IPC bridge that can work on
## Test settings
![eventsList](../screenshots/Testing/test_settings.png ':size=200px')

It's a dialog of generic settings that allows you to configure some features: choose 1 or 2 players game, select playable characters and their states, add vehicles/mounts, etc.
It's a dialogue of generic settings that allows you to configure some features: choose 1 or 2 players game, select playable characters and their states, add vehicles/mounts, etc.

**There are some extra settings:**
- **God Mode** - Makes your playable character being invincible to dangerous NPCs and surfaces.
Expand Down Expand Up @@ -119,7 +119,7 @@ It's a bridge proxy which allows you to use SMBX-38A engine to run level tests o
## Wine settings
![eventsList](../screenshots/Testing/wine_settings.png ':size=200px')

This dialog allows you to configure a work of Wine on non-Windows operating system to make a proper work of LunaTester and SMBX-38A engines.
This dialogue allows you to configure a work of Wine on non-Windows operating system to make a proper work of LunaTester and SMBX-38A engines.

**Location of Wine**

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11 changes: 4 additions & 7 deletions EditWorld/About.md
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Expand Up @@ -13,14 +13,11 @@ World map also can be a hub-styled, I.e. world map will not be used. Instead of

_World map editor interface_

<ImageZoom
alt="WorldEdit_Workspace"
url="screenshots/WorldEditing/WorldEdit_Workspace.png"
:border="true"
/>
![WorldEdit_Workspace](../screenshots/WorldEditing/WorldEdit_Workspace.png)


**Each world map should have:**

* **Title of episode** - this is the name of the world map which showing in the main menu. If you will not define it and when you will try to play it in the SMBX, you will see the blank title of the episode!
* **Game start point** - Any level item with a "Game start" flag. If you will not place it, the player will start the game from the 0x0 coordinates of the world map. If you will put multiple levels with the "Game start" flag, you will start the game from the oldest of them.
* **Title of episode** - this is the name of the world map which showing in the main menu. If you don't define it and when you will try to play it in the SMBX, you will see the blank title of the episode!
* **Game start point** - Any level item with a "Game start" flag. If you don't place it, the player will start the game from the 0x0 coordinates of the world map. If you put multiple levels with the "Game start" flag, you will start the game from the oldest of them.
* **All levels should be connected with paths** - if you will don't connect levels with paths you will not be able to walk over the world map. Path items - only one type of item that giving an ability to walk over the world map. Even if you will build a chain of levels which placed together, the next level will be opened only if you will complete it (level is successful only if player end them by getting the exit item. If a player got lose the level (killed by enemy/boss, fell into a pit, lose a level mission, etc), the exit will give the failure result, and you should replay level)!
26 changes: 6 additions & 20 deletions EditWorld/ContextMenu.md
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Expand Up @@ -13,39 +13,25 @@ Apply to item group by same type.
- **Remove all ITEM-X** - Remove all items of the same type and the same ID from the world map.
- **Transform into** - gives ability to replace type of item (for example one block with another). Available for Terrain tiles, Scenery, Paths, Levels points, and Music Boxes.
- **Transform all ITEM-X into** - gives ability to replace type of all items with same ID on the map. Available for Terrain , Scenery, Paths, Level points, and Music Boxes.
- **Properties** - will open the item properties' dialog for selected item group.
- **Properties** - will open the item properties' dialogue for selected item group.


<ImageZoom
alt="ContextMenu_tl_pt_sc"
url="screenshots/WorldEditing/Items/ContextMenu_tl_pt_sc.png"
:border="false"
/><ImageZoom
alt="ContextMenu_tl_pt_sc"
url="screenshots/WorldEditing/Items/ContextMenu_tl_pt_ps.png"
:border="false"
/>
![ContextMenu_tl_pt_sc](../screenshots/WorldEditing/Items/ContextMenu_tl_pt_sc.png)

![ContextMenu_tl_pt_sc](../screenshots/WorldEditing/Items/ContextMenu_tl_pt_ps.png)

## Level Entrance point features
* **Open target file** - you will open the target level file in the new tab.
* **Background path** - under level point image will be displayed path image
* **Big Background path** - under level point image will be displayed same path image, but with larger size
* **Always visible** - with this option the level point will be displayed always. If this flag disabled, level point will be shown only when player open path to them.

<ImageZoom
alt="ContextMenu_lvl"
url="screenshots/WorldEditing/Items/ContextMenu_lvl.png"
:border="false"
/>
![ContextMenu_lvl](../screenshots/WorldEditing/Items/ContextMenu_lvl.png)

## Music Box features
* **Play this** - will start playing of this music point

<ImageZoom
alt="ContextMenu_musicbox"
url="screenshots/WorldEditing/Items/ContextMenu_musicbox.png"
:border="false"
/>
![ContextMenu_musicbox](../screenshots/WorldEditing/Items/ContextMenu_musicbox.png)


## See also
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22 changes: 4 additions & 18 deletions EditWorld/ItemToolbox.md
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Expand Up @@ -6,22 +6,8 @@ Click a necessary object in the list to pick it up for adding to the level or wo

Unlike the Search Browser at the Level Editor, the Search Browser at the World Editor has no filtering.

<Note type="tip">
You can play music through the music boxes list when you click any music list item. If the music player is enabled, the music playing will be started once you will select it from the item box.
</Note>
> **Tip:** You can play music through the music boxes list when you click any music list item. If the music player is enabled, the music playing will be started once you will select it from the item box.
<ImageZoom
alt="WorldEdit_Item_toolbox1"
url="screenshots/WorldEditing/WorldEdit_Item_toolbox1.png"
:border="true"
/>
<ImageZoom
alt="WorldEdit_Item_toolbox"
url="screenshots/WorldEditing/WorldEdit_Item_toolbox.png"
:border="true"
/>
<ImageZoom
alt="WorldEdit_Item_toolbox2"
url="screenshots/WorldEditing/WorldEdit_Item_toolbox2.png"
:border="true"
/>
![WorldEdit_Item_toolbox1](../screenshots/WorldEditing/WorldEdit_Item_toolbox1.png)
![WorldEdit_Item_toolbox](../screenshots/WorldEditing/WorldEdit_Item_toolbox.png)
![WorldEdit_Item_toolbox2](../screenshots/WorldEditing/WorldEdit_Item_toolbox2.png)
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