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ixe:mapmaking:editor [2024/12/06 14:16] – Specials Destroyed Objective info added Fireswampixe:mapmaking:editor [2024/12/06 15:08] (current) – deleted, moved to ixe:mapmaking:editor:start Grabz
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-====== Map Editor ====== 
-This section will explain the basics of navigating the base capabilities of the map editor. 
- 
-To create a map, navigate to the Editor tab in the main menu, and create a new project. The project name is not the name of the map, think of it like your "working name" - it's simply how the project folder will be called on your disk. 
- 
-<WRAP> 
- 
-[{{ mapeditor_guide_tab1.png|First tab of the editor}}] 
- 
-===== Editor Panel ===== 
- 
-==== First Tab (Map Editing) ==== 
- 
-  - Section 1: The yellow [?] button displays help on some useful keybinds to use in the editor. It's very useful to know some of these, especially Alt drag to move units. 
-  - Section 2: The yellow-blue pen-on-canvas icon opens and closes the editor. This icon also generally indicates that the map is in Edit mode. If not in the editor, Edit mode means editor or console was opened at some point during play, and score cannot be submitted at the end. 
-  - Section 3 allows for changing the brush settings used for painting map elements (e.g. sands, creeper) selected in section 4. 
-    * SIZE slider changes brush size. 10X button multiplies brush size by 10 (for really large changes) 
-    * FILL toggle will flood fill any terrain type clicked on. 
-    * ROUND makes the brush a circle instead of a square (though it still visually shows up as a square). 
-    * SPARSE will randomly affect cells under cursor, creating noisy alterations to the terrain. 
-    * BORDER <color #ed1c24>information needed</color> 
-  - Section 4 will paint whichever feature is selected using the brush settings above. 
-    * SAND - Paint a selected sand. 
-    * CREEPER - Paint an amount of creeper of anticreeper. 
-    * DIGITALIS - Paint digitalis. Digitalis is used by [[ixe:features:units:digimaker|Digimakers]]. 
-    * FIELD - <color #ed1c24>information needed</color> 
-  - Section 5 <color #ed1c24>information needed</color> 
-  - Section 6 has some useful buttons for controlling the map. 
-    * Clear Particulate - remove all particulate from the map. 
-    * Clear Sand - Remove ALL sands from the editor. Remember that CTRL+Z can be used to undo. 
-    * Clear Creep/AC - Remove all creeper/AC. 
-    * Sim Sand/Sim Creep - Simulate a second of time having unnaturally passed for either the Sand simulator (sands falling/moving) or Creeper simulator (creeper moving). The [+] button can be held to keep simulating, instead of a single click. 
- 
-</WRAP> 
-<WRAP clear /> 
-<WRAP> 
-[{{ mapeditor_guide_tab2.png|Second tab of the editor}}] 
- 
-==== Second Tab (Map Editing) ==== 
- 
-  * NEW GROUND MAP will reset only sand terrain to a state where all ground below the sky is filled with Land, like how an editor map starts at the very beginning. Ctrl+Z to undo if needed. 
-  * CLEAR INVENTORY will remove all units assigned to the inventory. 
-  * SET INVENTORY 1/2/3 will pre-fill the inventory with a preset amount of ships. This will reset the inventory if you have already put things there, and you cannot quickly undo. 
-  * FOG OF WAR gives the level a fog of war. <color #ed1c24>information needed on how to use this in a regular map</color> 
-  * MOVE MAP will shift most elements on the map (sand, units, creeper) 1 pixel in the chosen direction. Ctrl+Z will undo. 
- 
-=== Objectives === 
-**The MISSION REQUIREMENTS section sets what objectives are required for the map to be completed.** All assigned objectives must be completed for the map to trigger a victory. 
- 
-Most objectives require certain units to be removed from the level (IXE cores, items, etc.). Mapmakers are allowed to override defaults and configure various units to be needed to complete certain objectives. For example, a Survival Pod has a Objective Type of 3, that means it must be removed (through collection, for example), and if no units with this objective type remain present in the level, the Items Collected objective is completed. A mapmaker could for example give an [[ixe:features:units:upgrade_gem|Upgrade Gem]] the same objective type, and now they will also be required for this objective. An Objective Type of 0 will deassign this unit from any objective. 
- 
-^ Objective     ^ How it works       ^ Technical explanation  ^ 
-| IXE CORES DESTROYED   | The player must destroy all [[ixe:features:units:ixe_core|IXE Cores]]. A destruction of IXE Core means either the IXE Core is killed in a level (possible with some destructive sands), or when all remaining IXE Cores are charged, they will all self destruct. If no IXE Cores were ever present in the level, this objective cannot be completed and the map cannot be won if this objective is enabled.     | All units with objective type 1 must be removed from the level for this objective to be cleared. | 
-| INHIBITORS DESTROYED   | This objective is cleared when a [[ixe:features:units:rift_inhibitor|Rift Inhibitor]] is destroyed. A Rift Inhibitor will also immediately charge (and therefore destroy) all IXE Cores in the level, clearing that objective as well.    | All units with objective type 2 must be removed from the level for this objective to be cleared. | 
-| ITEMS COLLECTED   | All special items in the level must be collected to win. By default, these are [[ixe:features:units:info_cache|Info Cache]], [[ixe:features:units:tech_module|Tech Module]] and [[ixe:features:units:hibernation_pod|Hibernation Pod]] | All units with objective type 3 must be removed from the level for this objective to be cleared. | 
-| EMITTERS DESTROYED   | All enemy emitters must be destroyed to win. This includes most enemy units but not all of them. | All units with objective type 4 must be removed from the level for this objective to be cleared. | 
-| CREEPER ELIMINATED   | All enemy creeper must be cleared from the level. |  | 
-| SPECIALS DESTROYED   | Not achievable with default units; this objective can be used to specify a target unit that must be eliminated to win. | All units with objective type 6 must be removed from the level for this objective to be cleared. | 
-| SCRIPT MISSION COMPLETE | <color #ed1c24>information needed</color> | <color #ed1c24>information needed</color> | 
- 
-Objective type of a unit can be altered by changing the unit settings. Select the unit in the editor, press the cog icon in the UI panel: \\ 
-{{ mapeditor_guide_unitsettings.png }} 
-And then change the objective_type parameter: \\ 
-{{ mapeditor_guide_unitsettings2.png }} 
- 
-</WRAP> 
-<WRAP clear /> 
- 
-<WRAP> 
- 
-[{{ mapeditor_guide_tab3.png|Third tab of the editor}}] 
- 
-==== Third Tab (Controls) ==== 
-   * LAND TEXTURE controls the texture of the Land sand type. 
-   * BACKDROP controls the image of the background. 
-   * SPRITE <color #ed1c24>information needed</color> 
-   * C GRAV controls the global gravity of the creeper and anticreeper. First number points left/right, second number points up/down. The default is 0, -700. If this is changed away from the default, an indicator will appear at the bottom, informing the player of the altered gravity. 
-   * G POINT will place a global point in the level, acting as a center of gravity for all creeper in the map. The first two input boxes control the position coordinates of the point (you can see coordinates under cursor using the UI panel at the bottom), and the third input box controls the strength of this extra gravity pull. 
-   * SPART GRAV controls the gravity of sand particles created by units such as Emitter, AC Ore Emitter. These particles aren't sands themselves, rather they travel until they impact with another sand. So if you set this to [0, 0.05], an Emitter will produce particles that will travel upwards, impact with terrain, then those particles turn into Creeper Maker, which will fall down and produce creeper. Of course, you can make Creeper Maker a GAS type sand, then the emitter will truly emit upwards. 
-   * PHYSICS GRAVITY controls the gravity of physics objects in the level. 
-   * SAND GRAVITY controls how fast sands will fall. 
-   * SAND SUPPORT MIN <color #ed1c24>information needed</color> 
- 
-The buttons that follow control the strength of various Breeder Type settings of sands. In the Fourth tab (Sand definitions), sands have a parameter called "C/AC Breeder Type". The strength of these special properties is altered here. 
-  * First three buttons control [Creeper/Anticreeper breeder], [Creeper breeder] or [Anticreeper breeder]. Breeder will produce creeper on top of itself, if the matching creeper type exists on top of it. 
-  * Fourth button [ABS] controls the Absorber setting. Absorber is commonly known from the Creeper Eater Liquid. AMT controls how much creeper to remove from underneath the sand every frame. You can toggle whether absorber should ignore creeper or anticreeper, or neither. 
-  * Fifth and sixth buttons control Creeper and AC makers. These sands simply produce creeper as long as they exist.  
- 
-AMT controls the amount of creeper to remove (in case of Absorber) or spawn (in case of others) per game frame (a second is 30 frames). MAX will not add more creeper if the amount on top already exceeds this maximum. ON/OFF declare the duty cycle of the action, for example by default breeder is enabled for 45 frames then disabled for 90 frames and repeat. 
- 
-</WRAP> 
-<WRAP clear /> 
-<WRAP> 
- 
-[{{ mapeditor_guide_tab4.png|Fourth tab of the editor}}] 
- 
-==== Fourth Tab (Sand Definitions) ==== 
- 
-^ Parameter     ^ Function   ^ 
-| NAME | The editor name of this sand. | 
-| DISPLAY | The display name of this sand. | 
-| SIMULATOR | The simulation to use for this sand. See [[ixe:game:sand|Sand Simulation]] for more details on sand simulation types. | 
-| ACTIONS | <color #ed1c24>information needed</color> | 
-| COLOR MODE | <color #ed1c24>information needed</color> | 
-| COLOR | <color #ed1c24>information needed</color> | 
-| COLOR2 | <color #ed1c24>information needed</color> | 
-| LIGHT NORMAL | <color #ed1c24>information needed</color> | 
-| CONTRAST EDGE | <color #ed1c24>information needed</color> | 
-| CREEPER BLOCKS | <color #ed1c24>information needed</color> | 
-| TTL LOWER | <color #ed1c24>information needed</color> | 
-| TTL UPPER | <color #ed1c24>information needed</color> | 
-| TTL NEIGHBORS | <color #ed1c24>information needed</color> | 
-| TTL CONVERT | <color #ed1c24>information needed</color> | 
-| CREEPER FLOW HEIGHT | The height of this sand against creeper. -1 means infinite and creeper cannot flow over this sand. 10 will mean only creeper above 10 can flow over this sand. Think of it like terrain height in Creeper World 3/4. | 
-| CAN TERP | Whether or not this sand can be excavated. | 
-| TERP COST | The cost to excavate this sand. | 
-| C GRAVITY | The gravity of creeper that finds itself embedded in this sand. Creeper always finds a way, e.g. from having sand fall on top of it. By default, creeper embedded in sand flows upwards, but here this can be changed. | 
-| CREEPER DAMAGES | If set to 1, creeper will slowly erode this sand in contact. The length of erosion is based on this sand's Max Health. | 
-| BLOCKS UNITS | Whether or not units can be built or moved on top of this sand. | 
-| BLOCKS UNIT MOVE | Whether or not traveling units pixels can traverse through this sand. | 
-| BLOCKS LOS | Whether or not this sand blocks ship weapon line of sight. | 
-| C/AC BREEDER TYPE | A special interaction applied to this sand (breeder, absorber or maker). See previous section for an explanation of how to alter settings of these interactions. | 
-| MAX HEALTH | How long creeper will take to erode this sand if Creeper Damages is enabled. | 
-| EMBEDDED CREEPER | Amount of creeper that will be created when this sand is destroyed. | 
-| SHIELD | <color #ed1c24>information needed</color> | 
-| ON FIRE | <color #ed1c24>information needed</color> | 
-| FIRE AMT | <color #ed1c24>information needed</color> | 
-| FIRE SPREAD RATE | <color #ed1c24>information needed</color> | 
-| EXPLOSION AMT | <color #ed1c24>information needed</color> | 
-| EXPLOSION AFFECTS | <color #ed1c24>information needed</color> | 
-| DENSITY | Sands with higher density sink below sands with lower density on contact. | 
-| SPREAD RATE | <color #ed1c24>information needed</color> | 
-| COLD | <color #ed1c24>information needed</color> | 
-| SPECIAL EFFECT | <color #ed1c24>information needed</color> | 
-| ENERGY AMT | The amount of Store energy generated when this sand is collected with a lathe. | 
-| SPLASHES | <color #ed1c24>information needed</color> | 
-| DAMAGE UNIT | <color #ed1c24>information needed</color> | 
-| UNIT CONTACT CONVERT | <color #ed1c24>information needed</color> | 
-| DAMAGE ENEMY UNIT | <color #ed1c24>information needed</color> | 
-| ENEMY UNIT CONTACT CONVERT | <color #ed1c24>information needed</color> | 
-| CREEPER DAMAGE CONVERT TYPE | <color #ed1c24>information needed</color> | 
- 
-</WRAP> 
-<WRAP clear /> 
-<WRAP> 
- 
-[{{ mapeditor_guide_tab5.png|Fifth tab of the editor}}] 
- 
-==== Fifth Tab (Info) ==== 
- 
-</WRAP> 
-<WRAP clear /> 
-<WRAP> 
- 
-[{{ mapeditor_guide_tab6.png|Sixth tab of the editor}}] 
- 
-==== Sixth Tab (Available Units) ==== 
- 
-</WRAP> 
-<WRAP clear /> 
-<WRAP> 
- 
-[{{ mapeditor_guide_tab7.png|Seventh tab of the editor}}] 
- 
-==== Seventh Tab (Scripting) ==== 
- 
-</WRAP> 
-<WRAP clear /> 
-<WRAP> 
- 
-[{{ mapeditor_guide_tab8.png|Eighth tab of the editor}}] 
- 
-==== Eighth Tab (Save/Load) ==== 
- 
-</WRAP> 
  
ixe/mapmaking/editor.1733494572.txt.gz · Last modified: 2025/02/14 14:56 (external edit)