Game Development Reference
In-Depth Information
Figure
shows the level editor. The numbers 0-7 on the right represent different layers of
the game. Layer 3 is where solid objects go: anything placed here Juni will be able to jump to
and touch and climb on. Layers 0, 1, and 2 are the background: anything placed here Juni will
pass right over. Click on a layer, and then click on one of the tiles on the bottom of the window.
Then you can use the mouse to draw in the scene.
3.37
Figure 3.37
level editor; click the brightly colored numbers to change which layer
of the game world you're working with.
T h e Knytt Stories
Layers 4-7 are for “objects,” which in Knytt Stories
refers to any object more complex than a
wall or floor tile. At the far right of the screen, you can select from the many objects in Knytt
Stories : click on “bank” to cycle through categories of objects and “obj” to cycle through specific
objects. Right-clicking cycles in the opposite direction. (You can also cycle tilesets and back-
grounds by left- and right-clicking on the appropriate parts of the editor.)
Knytt Stories
has a variety of objects. Each group should confer, experiment, and pick three of
these. These objects could be a block that's only visible when the player is close, a spiky crea-
ture that drives back and forth along the ground, and a button that needs to be held for a while
to open a gate.
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