Ducks Editor Suite

From Hungrysoftware

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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 was first distributed by e-mail request to Tim as part of the editor betatesting, but it has only ever reached beta development, and production has stopped on it. Therefore, it is incomplete, but still entirely useable and quite stable and functional.

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

As of 8th June 2007, the Ducks Editor Suite became available for download without the need to e-mail Tim first.

Contents

Egg Builder

"This program is able to joint many supported formats for the conversion of a datafile called "EGG" for use in the Ducks program."

The Egg Builder is the primary program used to compile different types of slices supported by the Ducks engine into one archive (similar to a ZIP file) called "EGG".

The user can add content to the EGG by choosing file(s) on the right-most list of files and clicking on the left pointing arrow. A dialog box will appear (depending on the type of file(s) to be added) prompting the user to select a specific slice type. In most cases such types of slices will define more than just one slice number (e.g: Readme files broaden from H_0001 - H_0248) and requires to be additionally entered.

Some slices have restrictions based on length or data handling, such as sound and graphics. Sound, first of all, must only be 65535 bytes long sampled in 11025Hz, signed 8-bit monophonic RAW SND file format, as the user finds the risk on any file longer being trimmed by the program itself. On the other hand, graphics have much more tight limitations based on colour data. Since the Ducks game executable can only display 256 colors on the screen at once, certain graphics types have color pallete limits (tile sets, solid objects). Others types have size limitations in terms of maximum (menu title, in-game panel) or specific size handling (backgrounds sizes are handled in multiples of 2).

"One of the options of the editor suite is to divide level running order in many episodes."

The program itself offers gameplay affecting tools, such as an episode builder which can define of how many levels consists each episode, the shareware tag number which prevents unregistered copies of Ducks from playing higher levels than the entered previously. Readme topics can be as well handled by inputing from which page to which a topic can be read from. Also, the up-most lines can define the name of the EGG and the author of such with a limitation of 44 characters.

On the advanced options dialog box, there are (1) compatibility settings, (2) datafile type, (3) rolling demos amount, (4) barcode and (5) objects definitions compatibility. The first defines in which version of the Ducks program the EGG can be run, due to differences of the engine between each version. The second offers a choice between "Primary" (files which must handle all the information for the Ducks engine to run properly. This file must be loaded at first glance and can be run solely or accompanied by secondaries datafiles) or "Secondary" datafiles (files which only require an episode index and a startup text, leaving the rest of type slices purely optional. Generally used to add levels rather than replace them using the original objects definitions). The third setting handles how many rolling demos the EGG can playback when the game passes idle (without any input from the user during 20 seconds). The fourth is a random generated code which is similar to an ID number, preventing from two or more eggs with same barcode to run simultaneously. The fifth and final setting allows for objects definitions used in the EGG file. Some versions of the game cannot handle certain objects redefining and cannot be selected, unless the "Allow any combination of compatibility settings" is enabled which by doing so may cause previous versions of the Ducks game to run incorrectly.

Unlike the other two programs present on the Editor Suite, this one specifically limits the user how much it can be manipulated inside, due to registration required. On this current version of the editor, only a Ducks registration code is required to fully unlock the entire Egg Builder. With an unregistered copy of the Egg Builder, the user can only add 10 levels to an EGG, add or replace most sound and images and cannot change the shareware levels tag number. Also it is not allowed under these circumstances to edit any level higher than the shareware tag number designated. Originally, the Editor Suite was supposed to require an additional registration code, but production did never reach an official release.

Level Editor

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

The Level Editor allows the user to build 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, solid objects and bridge sprites that they wish to use into a directory on their computer. Finally, they need to edit the EDITLEV.INI file for the level editor so that the program itself 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 actually builds the level architecture.

"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, solid objects can be placed around the level, up to a maximum of 40. Unlike tiles, these can be placed at precise locations around the level. Solid objects 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. 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.

The "Extra Spinning Duck" and "BDG9000" tools, along with the flying rocket sprite are mainly designed for use in secret levels, but only the first tool can be used without any problem in normal levels. The other tool and object misbehave in normal levels (The BDG9000 does not spawn aliens and the flying rocket, ducks).

In order to test a level, it must be saved and then moved into an "EGG" file using the Egg Builder, and then run inside the Ducks program.

Sprite Editor

"The sprite editor allows for different animation banks to be saved on a single "DUC" file."

The Sprite Editor is used to create the animations for the EGG. These are then saved as a DUC file, and are identical to the DUC files used by SLUDGE. The Sprite Editor is the most unfinished of all 3 programs, and has a few limitations. These limitations were always planned to be fixed, but the Editor Suite was never finished.

Frames can be easily inserted or deleted at any point in the sprite bank, however, it is not possible to use the Editor Suite to add objects or animations to the game, so it is most likely that users will not use this function. This fuctionality exists purely because it was originally planned to be able to create your own objects.

For drawing each sprite, the program contains a few basic tools that are similar to typical paint programs, such as a pencil tool, fill tool and colour replace tool amongst others. Two colours can be selected and 'held' onto the left or right mouse button. Colours are selected using a built-in interface of three sliding bars, allowing you to choose values for red, blue and green from 0 to 255. There is also a special colour for transparency. Please note that there is a limit to the number of colours a sprite bank can have, although the sprite editor does not enforce this. When you change a colour in the palette, this change is spread across the whole sprite bank.

"The pallete modifier applies for every single cell of animation."

There are a few limitations to the Sprite Editor, including no undo function or the ability to import images as sprites. If you wish to import sprites from images, you will need to use the Sludge Sprite Bank Editor, as the DUC files it creates are identical.

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