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Level Editor
Sources:
Josiah’s post
minway’s tutorial
If you are new to the Gish level editor, please go to minway’s tutorial.
Notes:
I thought I would set this up as a sort of reference page for the map editor. Since the editor is going to change a bit for FreeGish, compared to Gish, I thought it was a good idea to put it on Github so it can be updated by other level-designers and programmers.
At the moment I’ve just copied the post of Josiah from Chronic Logic here and formatted the text a bit. The tutorial from minway is better to guide you through the quirks of the level editor. This page is meant as a reference.
- Start Gish
- Click ‘Start’
- Click your profile
- Click ‘Custom Levels’
- Click ‘Level Editor’
A test level will open - Press F1 to actually open the editor
Or with keyboard: S, Enter, Enter, U, E, F1
F1 = Enter and exit editor
A,S,D,W = Pan Screen
Esc = Exit current editor
L = Toggles boundary lines
F5 = Reset current level
F7 = Load level
F9 = Save current level
A file name must be placed in the level name field to save your level with the extension .lvl (like ‘sewer1.lvl’)
If you exit without saving you can reload your level as backup.lvl
Gametype:
- 0: Campaign
- 1: Collection
- 10: 2 player Football
- 11: 2 player Sumo
- 12: 2 player Greed
- 13: 2 player Duel
- 14: 2 player Dragster
- 15: 2 player Collection
- 16: 2 player Racing
- 17: 4 player Football
- 18: 4 player Sumo
Gametime:
Amount of time for collection mode level, 50 = 1 second
Set tile layer:
1 = Edit Background
2 = Edit Midground
3 = Edit Foreground
4 = Edit Way Background
Red, Green, Blue = Edits hue of current level layer
Background:
Name of the background tga
Shift + Left click = Select area
Right click = Deselect area
Press 5 to set the selected area as the exit
C = copy selected area
Left click to paste copied area
Right click to stop pasting
Del = delete selected area
Left click = place current tile
Right click = delete selected tile
G = Go to tile 0 (?)
Q, Z = Cycle through available tiles
Shift + Q, Z = Jump through available tiles by 10
T = opens tile set editor
Drag and drop tiles from available tile sets into your current edited tile set.
Q, Z = Cycle through current tile set page by page
W, X = Cycle through current tile subset
Use [ ] to cycle through available tile sets
F2 = opens tile editor
Left click and drag to create boundary lines.
NOTE: Line MUST be placed clockwise!
Del = Delete last line placed
Q, Z = Cycle through current tiles
A = Creates alpha outside boundary lines
Friction = Amount of friction tile has (0.0-1.0, less than 0.1 gish can’t stick)
Breakpoint = Amount of pressure the tile takes to break (0.0 = unbreakable)
Middamage = Amount of damage tile does to gish
Foredamage = Same as above but for tiles placed in foreground
Density = Density of water
Drag = Drag in water
NOTE: Water tiles must be placed in foreground to work!
Animation = Number of frames that tile will animate through
Animation speed = Speed of animation
F3 = opens object editor
Q,Z = Cycles through objects
[ ] = Cycles through current objects textures
Arrow keys = Resize current object
Left click to place objects
NOTE: all objects will be invisible till texture is changed
Right click to select objects
Del = Deletes selected object
Object list
0 = Nothing
1 = Add player
Home = Gish (set player 1)
End = Hera (set player 2)
Blocks
Mass = object weight
Arrow Keys = Edit block size
2 = Basic block
3 = Platform with middle hinge
4 = Platform with hinge on left
5 = Platform with hinge on right
6 = Basic Circle
7 = Circle with middle hinge
8 = Light source / anchor point
Ltype 1 = omni light
Ltype 2 = light off
Ltype 3 = flickering omni light
Red, Green, Blue = Change light color
Intensity = Change light Intensity
Buttons
Buttons are used to activate anchor points (object select the anchor point you want to activate. Hold K and left click on the button to assign that link)
9 = Pressure plate
10 = One time button
11-14 = Switch
15 = Area switch
16 = Area switch (one time)
17 = object generator
18 = Secret area marker
19 = Nothing
Enemies
20 = Bone nibbler
21 = Cave nibbler
22 = Hell nibbler
23 = Mummy
24 = Skeleton
25 = Zombie
26 = Gimp
27 = Vis sister Boss
28 = Angel Nibbler
29 = Alterboy
30 = Stitch
31 = Poobler
32 = Honey bucket boss
33 = Sister Vis boss
34 = Paunchy chops boss
35 = Basinjin boss
36 = Satan
F4 = opens rope editor
Hold 1 Left Click = Add light rope
Hold 2 Left Click = Add heavy rope
Hold 3 Left Click = Add light chain
Hold 4 Left Click = Add Heavy chain
Hold 5 Left Click = Add a push piston
Hold 6 Left Click = Add half pushed piston
Hold 7 Left Click = Add a pull piston
Hold 8 Left Click = Add half pulled piston
Hold 9 Left Click = Add Bar
Q. Z = make pistons and bars visible.
Advanced piston editing (not for kids)
to edit the length, speed and revolution of a piston
go into the object editor select the anchor point that the
piston is attached to.
Red = Length piston extends or contracts (1 = 1 tile length)
Green = Seconds per revolution
Blue = Number of revolutions
NOTE: All Pistons must be attached from the anchor to the object or it wont work!!!!
NOTE: All pistons attached to the anchor will be affected in the same way.
NOTE: If the anchor point is linked to a button the piston will wait until it
is activated to move
NOTE: Anchors with pistons shouldnt be used as lights.
NOTE: Pistons attached to anchors to wheels is hella complicated!