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Can someone post the manual/read me/instructions for using the World Editor online (perhaps under Add-Ons). I'd like to look at it at lunch time, but here at the office I'm... 'trapped behind gates and windows'. Also, if anyone has written their own guide or technotes/FAQs, that would be swell to have too.
I've already begun basic work on my world... and I'm happy to say it will be more fun and enjoyable than frustrating (more challenging to the mind than the fingertips).
Thanks
Jodeo
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Here's the full read-me
MASCOT/FERAZEL EDITOR README
*** WARNING -- COMPLETELY UNSUPPORTED AS-IS SOFTWARE -- USE AT YOUR OWN RISK! ***
Greetings, reader. This is the internal editor used to create all the levels for Ferazel's Wand, a game from Ambrosia Software. It has been released to the public due to popular demand. It is entirely unsupported and it may well crash your Mac. However, it was reasonably usable and stable enough that I was able to make 24 Ferazel levels with it. Canny users may notice a resemblance to the Harry Editor; they would be correct, as it is based on the same code, simply extended for the features of the Ferazel.
Note that the editor and its graphics file must be placed in the same folder as the game, as the editor must be able to access the Backgrounds file.
For those wondering, "Mascot" was the original codename of the Ferazel engine.
The official Ferazel website is at: (url="http://"http://www.ferazel.com")http://www.ferazel.com(/url)
Please do not contact Ambrosia's tech support with questions about the editor. But you are free to discuss it with other users on the Ferazel web board, which can be found here: (url="http://"http://www.AmbrosiaSW.com/cgi-bin/ubb/Ultimate.cgi")http://www.AmbrosiaS...bb/Ultimate.cgi(/url)
Will Oram, a Ferazel beta tester, has successfully created a few of his own levels using this editor, and has volunteered to help with any questions people may have. Will's email address is spamguy@crosswinds.net.
You'll note Ferazel does not have any mechanism for loading a non-standard world. So, to play your own world, you'll need to rename your world to "Ferazel's Wand World Data" and place it in the same folder as the game. Make sure to keep a copy of the original world data file around.
The editor's interface is somewhat quirky and may take a bit of figuring out. The easiest way to create your own levels is to start by duplicating the Ferazel World Data file and changing the levels that already exist -- just clear them out and place your own tiles and enemies there. (ResEdit users, note that the levels are each an individual resource of type 'Mlvl'.)
The easiest way to place ground tiles is to draw a black and white picture in a graphics program. It should be the same size as the level (you can check the level size by selecting "Edit Level Info".) So for a level that is 200x200 tiles, you can use a 200x200 pixel picture. Black equals filled in ground, white equals empty space. The Edit menu provides various options for smoothing the tiles, etc. Make sure you use an actual black and white image, not an RGB image, or the colors may not match exactly.
Level editing is intended only to be used with the full version of the game. Strange things may happen with the demo version, I have no idea. In any case, please buy the full version, if you haven't already, so that I can afford enough Ramen noodles that I don't starve to death before finishing my next game.
Remember, this is an unsupported program and it is really intended mostly for diehard Ferazel fans. I hope you have fun with the editor.
Ben Spees (ben@mixedmetaphor.com) -- 10/26/2000
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USEFUL ITEM IDs 1290: big magic crystal, 1291: big health crystal 1292: small moneybag, 1293: big moneybag 1300: magic crystal, 1301: health crystal 1302: silver coin, 1305: gold coin, 1306: platinum coin 3201: Silver key, 3202: Gold key, 3203: Platinum key 3204: Magic potion, 3205: Health potion 3206: Fire Seeds 3207: Locket 3208: Hammer 3209: Poppy Muffin 3210: Algernon Piece 3211: Algernon Frame 3212: Algernon 3213: Gwendolyn 3214: Wooden Shield 3215: Magic Shield 3216: Gold Ring 3217: Green Ring 3218: Ice Pick 3219: Mult Crystal 3220: Light Orb 3221: Vorpal Dirk 3222: Xichrons 3223: Rez Necklace 3224: Fire Charm 3225: Mist Potion
TREASURE CHESTS info field (0): ID of item you need to open it (such as what type of key, or 0 for none) info field (1): ID of item that's inside the chest info field (2): quantity of items inside
DOORS info field (0): ID of item you need to open it (NOTE! 1-27, not 3201-3227)
ROCK BARRIER info field (0): number of button required to open door. -2 for boss-death-activated.
PLATFORMS info field (0): type of platform 1: vertical 2: horizontal 3: floating 5: vertical, move when stepped on, stop otherwise 6: horizontal, move when stepped on, stop otherwise 7: vertical, move when stepped on, don't stop 8: horizontal, move when stepped on, don't stop 10: circular 11: pendulum 20: tricycle 21: bicycle 22: quadcycle 30: tilting see-saw (works for see-saw type platforms only) for 1-30: info field (1): range in pixels info field (2): initial speed in 256ths of pixels per frame info field (3): starting number of pixels into range (for circular platforms, starting angle 0-360) 50: fall-when-stepped-on platform info field (1): ticks before falling info field (2): pixels to fall 51: disappear-when-stepped-on platform info field (1): ticks before disappearing info field (2): ticks before reappearing 52: patterned disappearance platform info field (1): duration of appearance in ticks info field (2): duration on nonappearance in ticks info field (3): ticks to start into the pattern
SCYTHES AND SPIKED BALLS info field (0): type of motion 1,2: ridable platform 10: circular 11: pendulum 12: 3-D pendulum 13: 3-D circular vertical 14: 3-D circular horizontal
info field (1): range in pixels info field (2): initial speed in 256ths of pixels per frame info field (3): starting angle 0-360
SNOWBALLS info field (0): starting size, 0-128 info field (1): max size, 0-128
TELEPORTERS info field (0): sprite number of connected teleporter (from where it says "sprite #32 of 34")
ENEMIES sentinel enemies: movement like platforms, same info used
CANNONS (0): motion type. 0 = stationary. 101 = spinning clockwise, 102 = spinning counterclockwise 103 = spinning clockwise fast, 104 = spinning counterclockwise fast (1): frames to stay at each rotation (2): amount to rotate each time. 0 = eighth, 1 = quarter, 2 = half 105 = ground hit-rotatable
GROUND FIRE (0): flame color. 0=normal, 1=bluish-purple, 2=gray, 3=purple, 4=green
SCENERY (0): 1 for flip (1): 1 for tint #define kRedTint 1 #define kYellowTint 2 #define kBlueTint 3 #define kWaterTint 4 #define kSmokeTint 5 #define kDarkTint 6 #define kVeryDarkTint 7 #define kLightTint 8 #define kVeryLightTint 9 #define kGreenRotTint 10 #define kGrayscaleTint 11 #define kFlameTint 12 #define kWaterTint2 13 #define kColaTint 14 #define kPurpleTint 15 #define kGobYellowTint 16 #define kGobBlueTint 17 #define kGobIceTint 18 #define kGobPurpleTint 19 #define kGobBrownTint 20 #define kGobGrayTint 21 #define kSemiDarkTint 22 (2): 1 to put in front layer
LEVEL FLAGS (0): 1 to change the color of tiles on liquid (e.g. make ground under water bluish) (1): abstract backgrounds #define kAbstractRain 1 (also causes thunder & rain sound effect) #define kAbstractMagic 2 #define kAbstractSecret 3 #define kAbstractBoss1 4 #define kAbstractBoss2 5 #define kAbstractBoss3 6 #define kAbstractBoss4 7 #define kAbstractBoss5 8 #define kAbstractBoss6 9 (2): 1 for flipping player left at level start (3): 1 for enlarged air current appearance (4): 1 for river motion (5): 1 to use 192x192 pattern tileset (6): 1 to use entire color table for parallax background (7): 1 for cold (painful) water; and ice level tinting (8): 1 to not fade in music on level start
LEVEL INFO (0): amount of ambient darkness. 0-normal light, 9-almost-total darkness (2): h offset to scroll center (3): v offset to scroll center (4): hurt amount of special tiles, avg. around 100 (you start with about 1500 health) (5): slipperiness of special tiles, e.g. ice: 100 (7): water current in regular water, avg. range 300-1000 (8): parallax sprite pict ID (9): parallax sprite scroll mult (10): parallax sprite vPos (in px coords) (11): altClut ID, 0 for none (12): ripple background flag (13): background CLUT animation effect, last 48 entries (14): fire background info, last 48 entries of clut must contain fire table (15): Boss point. Horizontal point where boss activates. Positive if player approaching from left. Negative if approaching from right. (16): autoscroll horizontal speed in 256ths of pixels/frame (17): autoscroll vertical speed in 256ths of pixels/frame (18): autoscroll type, 0 for off, 1 for fire (19): global player air push, horizontal only, in 256ths of pixels/frame (20): Secondary horizontal boss point. Negative if approaching from right. Positive if from left.6 (21): kind of background clut animation to do (22): range of clut animation (23): speed of clut animation (24): clut animation amount mult (e.g. 6000 - 18000) (25): range of top to scroll (26): scroll speed (27): chapter screen number (28): chapter screen scroll info, 0 for no scroll
SIGNS (0): Index of string in STR# resource 500 to display.
CHARACTERS (0): Resource ID of Conversation resource to use. (Creatable with Edit Conversation command)
CONVERSATIONS
If no gotos are specified the conversation will be displayed progressing in a linear fashion. You can think of a conversation as sort of a very rudimentary BASIC program.
To goto a line and perform its actions but not display its text, enter the negative of the line number in the "goto" field.
CONSTANTS
<arg>: argument specified in line action dialog
If conditions ------------- 1: true if player has <arg> coins or more 2: true if player has item of type <arg> 4: true if flag # <arg> is set 5: true if player permflag # <arg> is set to <arg2>
Action conditions ----------------- 1: remove <arg> coins 2: give player item of type <arg> <arg2: how many> (1: silver key, 2: gold key, 3: plat key, 4: magic potion, 5: health potion) 3: remove item of type <arg> 4: set permanent flag # <arg> 5: set player permflag # <arg> to <arg2> (1, 2, or 3) 8: permanently validate sprite <arg> on level <arg2> 9: destroy this sprite permanently
Also Emperor Ent is working on an addition at (url="http://"http://www.geocities.com/emu_developers/ferazel.html")http://www.geocities...rs/ferazel.html(/url)
------------------ Don't take life too seriously, nobody gets out alive anyway.
(This message has been edited by Bob the Mediocre (edited 11-20-2000).)
Thanks, oh Mediocre one! You're contributions shall be rewarded!
Quote
Originally posted by Jodeo: **Can someone post the manual/read me/instructions for using the World Editor online (perhaps under Add-Ons). I'd like to look at it at lunch time, but here at the office I'm... 'trapped behind gates and windows'. Also, if anyone has written their own guide or technotes/FAQs, that would be swell to have too.
**
I'm working on a small tutorial.
------------------ I was a Habnabit for Halloween! To see pictures, click (url="http://"http://www.frontiernet.net/~pschaaf/ferazel")here(/url). --------------- (url="http://"http://www.frontiernet.net/~pschaaf/andrewsworld/")Andrew's World(/url): Currently the largest set of Ferazel's Wand levels!