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The
level editor
If you've had the demo of the
game, you'll have probably found the level editor
that allows you to construct levels purely of
your fabrication. All the levels in the single
player game will be made in the editor, so it
is possible to create something as good as, or
far better, than my level standard. However, if
you don't know how to use it it can be a bit of
a pain. I'd suggest disseminating a demo level,
so you can learn how a whole level goes together,
and start to pick up for yourself the more subtle
techniques of level design. The editor itself
is fully integrated with the game, and can handle
levels of very large size. Also available is the
Level editor for windows, which works in much
the same way, apart from the windows dialogue
boxes.
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Like the game itself, there are
various basic controls to be used in the level editor:
Basic controls
| Arrow keys |
Move the level window
around the level |
| Zoom button |
Left click to zoom
in, right click to zoom out |
| "Image"
button |
Right click to select
"images". Left click to open images menu
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| "Objects"
button |
Right click to select
"objects". Left click to open objects
menu. |
| "BK" display |
Click to scroll through
available backgrounds for your levels |
| Left click in window |
Place a new selected
object/image; move an existing object/image using
green tag; resize an existing object using pink
tag. |
| Right click in window |
Cancel the movement/resizing
of existing objects/images. Bring up properties
of objects/images on green tag. |
| Left click in menus |
Select/scroll through
item |
| Right click in menus |
Quit current menu
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In general, you left click inside
menus to alter things, and quit menus by right clicking.
You can move the level window to different parts of
the level using the arrow keys, and zoom in and out
by left or right clicking on the zoom button.

This is the editor window, with a
diagram of the level being constructed on the left and
the control on the right. Before you can start making
levels, you have to know what an image and an object
is in Trooper II. An image is a picture that appears
in the game; nothing more. An object is something that
affects the game, like a squasher or a monster. Some
objects need images to look right in the game, such
as teleporters. Images appear as grey through to white,
and objects appear coloured.
Putting in an image: Select images
as opposed to objects by right clicking on the image
button. Left click to bring up the images menu, and
scroll through until you find the one you like by clicking
on "up" and "down" (note that images
are given a simple name - to preview the images, see
the image catalogue). Right click to exit the menu,
and then place the image in the level by left clicking
in the level.
Game engine objects
Objects can be inserted in a similar
way. Every object has a different colour code, and some
have different shapes or tabs.
To move things about in the level,
click once on the small green tab on the article to
be moved, and then move the mouse to the new position
- the item will automatically be dragged. Place it down
by clicking again, or right click to return it to it's
original position.
Objects sometimes have one or more
pink tabs, as well. Clicking on these allows you to
resize some aspect of the object, such as a monster's
patrol range.
Right clicking on the green tab brings
up the properties menu for that particular item. You
can alter different features of an object, for example
the speed of a moving platform or the type of monster,
and also bring images to the forground by changing their
"level" tag. Images with a "level"
of 2 will appear behind Fred; and those with 4 will
obscure him as he walks behind them. Left click on things
in the menu to alter them; right clicking exits the
properties menus.
Objects : Those that need images,
and those that don't. Some objects recquire images to
be placed on top of them, so they can be visible in
levels. The images recquired are fairly obvious, so
here is a table of those that recquire images and those
which don't:
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Stand alone objects
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Those that recquire images
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| Monsters, points, buttons, doors,
squashers, spewers, moving platforms, lightening
doors, trapdoors, minefields, Bosses |
Platforms (Any platform image,
see catalogue)
Walls (Any wall image, see catalogue)
Stairs (StairL for stairs going left2right,
StairR for right2left)
Ladders (Ladder)
Springs (Spring)
Death (Spikes)
Teleporters (Teleport)
Checkpoints (Chkpoint)
Signs (Signpost)
Savepoints (Savepnt)
Cover (Any scenery object, Lshadow and Rshadow) |
NB. Some objects (particularly the
older ones) may only work if places exactly on top of
the platform, so that the two lines merge. Sorry about
this, but I can't be bothered to go and alter all the
old classes.
Notes on objects
Stairs: Left2Right describes fred's
movement as he climbs up the stairs. If he's going from
left to right, set left2right, else set right2left.
Monsters: The extendable line represent
the monsters patrol range, which is important in the
AI. Typically, monsters will walk, fly or otherwise
travle from one limit to the other. In the case of immobile
gunners, if both ranges are set to one side on the monster,
then that gunner will not patrol left and right; but
stay fixed in one position.
Buttons, and anything with a "tag"
record: When you press a button, anything with the button's
"Number" in it's "tag" record will
open or shut, start or stop. You can give multiple objects
a tag of say, 1, and when a button with number = 1 is
pushed all of these will be altered; their states switching
to the alternative mode of function. For example, squashers
can be turned on and off; spewers likewise; and doors
can be opened and closed. The reset property for the
doors refer to their ability to remain "green";
or switched for the time given in game engine cycles
(there are around 30-40 game engine cycles per second);
before resetting to the red phase, and so making all
the associated objects return to their original state.
Use this to create timed sections in your levels.
If you wish to analyse some of the
levels that constitute the game, you can load copies
of them in the level editor. Note that any changes you
make to these will NOT affect you single player game
in any way ... so play around to your heart's content.
The filenames for these levels are listed below:
First, Big, New, Level2, Level3,
Chibbon, OldCopy, Live, Gates (containing the man himself),
and Int1 to Int6 (so Int2 would be valid).