Ducks Editor Suite

From Hungrysoftware

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(Started to write up about the level editor.)
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'''The Level Editor'''
'''The Level Editor'''
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[[Image:Editlev_000.png|thumb|320px|right|"The main panel features an entire array of options for any level."]]
The Level Editor allows the user to their own levels. Before it can be used, the user needs to extract the S_0000.DUC file from the original main.egg Ducks file using the Egg Builder and place it into the Level Editor's directory. Also, the user must extract any tile sets, backgrounds, indistructable objects and bridge sprites that they wish to use into a directory on their computer. Finally, they need to edit the .ini file for the level editor so that the level editor will be able to locate these files. The level editor does not come with these files pre-installed as it is only a beta.
The Level Editor allows the user to their own levels. Before it can be used, the user needs to extract the S_0000.DUC file from the original main.egg Ducks file using the Egg Builder and place it into the Level Editor's directory. Also, the user must extract any tile sets, backgrounds, indistructable objects and bridge sprites that they wish to use into a directory on their computer. Finally, they need to edit the .ini file for the level editor so that the level editor will be able to locate these files. The level editor does not come with these files pre-installed as it is only a beta.
Once it has been set up, the user can now begin to create their own levels. A background, tile set, and bridge set are first chosen for each level. These are compulsory for each level. On the main screen the tools available for the level can be selected, along with the value for the time bonus, the name and filename of the level, looping and random noises, whether or not the level is slippery, the initial direction of the leader (for duck following purposes), and other cosmetic additions to the level, such as colour blends and background movement. By pressing the 'Esc' key, the user can now enter the level construction screen. Here, the user builds their own levels.
Once it has been set up, the user can now begin to create their own levels. A background, tile set, and bridge set are first chosen for each level. These are compulsory for each level. On the main screen the tools available for the level can be selected, along with the value for the time bonus, the name and filename of the level, looping and random noises, whether or not the level is slippery, the initial direction of the leader (for duck following purposes), and other cosmetic additions to the level, such as colour blends and background movement. By pressing the 'Esc' key, the user can now enter the level construction screen. Here, the user builds their own levels.
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Level tile sets are in the form of 256 colour uncompressed .tga file. Each tile is 20x20 pixels in size, and are arranged vertically down the image, so the files are never larger than 20 pixels wide. Therefore, levels are constructed by placing these tiles inside a large 20x20 grid to create the landscape for the level. The minimum size of a level is 16x8 tiles, and the maximum is 59 across and 30 down. However, a level is limited, and so a 59x30 size level cannot be created.
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[[Image:Editlev_001.png|thumb|320px|left|"A WYSIWYG example view of a ducks level."]]Level tile sets are in the form of 256 colour uncompressed .tga file. Each tile is 20x20 pixels in size, and are arranged vertically down the image, so the files are never larger than 20 pixels wide. Therefore, levels are constructed by placing these tiles inside a large 20x20 grid to create the landscape for the level. The minimum size of a level is 16x8 tiles, and the maximum is 59 across and 30 down. However, a level is limited, and so a 59x30 size level cannot be created.
In addition to the landscape tiles, indestructable tiles can be placed around the level, up to a maximum of 40. Unlike tiles, these can be placed at precise locations around the level. Indestructable tiles are drawn behind tiles, so thay can be hidden 'underground'.
In addition to the landscape tiles, indestructable tiles can be placed around the level, up to a maximum of 40. Unlike tiles, these can be placed at precise locations around the level. Indestructable tiles are drawn behind tiles, so thay can be hidden 'underground'.

Revision as of 15:22, 27 January 2007

The Ducks Editor Suite is a collection of small programs that allow people to create add-on packs called 'Eggs' to the game Ducks.

It has only ever reached a beta stage in production, and production has stopped on it. Therefore, it is incomplete, but still entirely useable.

The Editor Suite consists primarily of 3 programs: The Level Editor, the Egg Builder, and the Sprite Editor.

The Level Editor

"The main panel features an entire array of options for any level."

The Level Editor allows the user to their own levels. Before it can be used, the user needs to extract the S_0000.DUC file from the original main.egg Ducks file using the Egg Builder and place it into the Level Editor's directory. Also, the user must extract any tile sets, backgrounds, indistructable objects and bridge sprites that they wish to use into a directory on their computer. Finally, they need to edit the .ini file for the level editor so that the level editor will be able to locate these files. The level editor does not come with these files pre-installed as it is only a beta.

Once it has been set up, the user can now begin to create their own levels. A background, tile set, and bridge set are first chosen for each level. These are compulsory for each level. On the main screen the tools available for the level can be selected, along with the value for the time bonus, the name and filename of the level, looping and random noises, whether or not the level is slippery, the initial direction of the leader (for duck following purposes), and other cosmetic additions to the level, such as colour blends and background movement. By pressing the 'Esc' key, the user can now enter the level construction screen. Here, the user builds their own levels.

"A WYSIWYG example view of a ducks level."
Level tile sets are in the form of 256 colour uncompressed .tga file. Each tile is 20x20 pixels in size, and are arranged vertically down the image, so the files are never larger than 20 pixels wide. Therefore, levels are constructed by placing these tiles inside a large 20x20 grid to create the landscape for the level. The minimum size of a level is 16x8 tiles, and the maximum is 59 across and 30 down. However, a level is limited, and so a 59x30 size level cannot be created.

In addition to the landscape tiles, indestructable tiles can be placed around the level, up to a maximum of 40. Unlike tiles, these can be placed at precise locations around the level. Indestructable tiles are drawn behind tiles, so thay can be hidden 'underground'.

Up to a maximum of 40 objects can also be placed on the level at any location. A teleporter works by sending the leader duck to the next placed object on the level, meaning that the duck can be sent to objects other than a receiver. If that object is removed by falling off of the screen or any other means during the level, then it will send the duck to the next placed object after that one. If no object is available, as the sender is the last object left, then the leader duck will dissapear and be treated as killed. Any object that moves such as aliens will initially travel right. If multiple instances of seagulls, saucers or other 'following' objects are placed in the level, then only the first one will appear when the level is run.

Up to 40 ducks can also be placed on the level, and one can be designated as a leader, if it is required. A leader does not count as a 'following' object, so you can begin a level with a leader and a seagull, for example. In order for a level to be solveable, it must contain at least 1 rocket, and enough orange ducks to fill all of the present rockets. If the 'change leader' tool is enabled for the level, then the leader duck is also counted as a orange duck for level failure purposes.

The placeable object that looks like the teleport leader tool is actually a secret doorway object. It appears invisible in the level, but if a leader duck makes contact with it, then a secret level or picture is accessed. The secret level number can be changed in the initial level files. If it is a secret picture, then set this level number to 0. A secret level does not have to be solvable.

In order to test a level, it must be saved and then moved into a .egg file using the egg builder, and then run inside the Ducks program.


I haven't finished writing the rest of this up yet. Feel free to continue writing it up or wait and I'll finish it later. --Kieran Millar 08:01, 27 January 2007 (EST)

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