The Sector is the name of the Sector to which the Door leads. When you place a door, the Properties must be set. When Tux get in front of the door, the player uses the Up arrow to enter the door. The Door is wonderful object to allow Tux to move around the level. When Tux reaches this point and dies after, her restarts at the Reset Point and not the Spawn Point. Other Spawn Points can be added, read about Doors further down. It is called "main" and should remain "main". The Spawn Point is where Tux begins the Level. For example, an image of a castle front can be placed onto a level. The Decal is similar to the Background, but it is an image which takes up only the space of the image being used. If you have an span for Tux to jump over, make sure he has enough room so he does not jump into the Stalactites. Now, the can fall again when Tux gets close. After they hit something, they will reappear where they had originally been placed. As Tux gets close to them, they will fall. Stalactites hang from the ceiling or the top of the map area. It is suggested not to change the Layer number from -200. Select "Gradient" in the Layer List and under Properties, select your top and bottom colors. When placing the Gradient Object, there will be created a Layer called "Gradient (-200)". A gradient is a slow change of color from one to another. To remove the Background Object, right-click on "Background IMG (-200)" in the Layer List and select "Delete".Īnother use for the background is a gradient. For example, I could use an image of fog (fog.png) and type in "images/background/fog.png". You can browse for it with a file manager and type it in manually to make it work. Some versions of Supertux Level Editor have issues with choosing the image. "Imagebottom" is placed below the "Image". The "Imagetop" can be used to be placed above the "Image", such as clouds. Use "Image", basically the middle image, as your main graphic. Highlight the Background IMG Layer and then look at the Properties. When you place the Background Object on your map a new layer is created called "Background IMG (-200)". By using the Background object, you can specify the image to use. Let's start at the beginning of the previous list.Ī full picture can be used as the background for your level. This is the reason I filed an issue because I thought that “fade in” means to set the alpha to 1 but apparently there’s still a difference between a tilemap that faded in and a tilemap with alpha=1.We have covered the Badguys, but now we need to go over the other objects available for use in Supertux. If I set its alpha manually to 1, “secret_path“ is walkable. When I now complete “Icy Valley” by taking the secret exit, “secret_path” fades in but it’s not walkable. “secret_path” is a new tilemap I created that contains a visible path where previously a hidden path was. I told the sequence trigger in sector “secretexit” of “Icy Valley” to fade worldmap tilemap “secret_path” in. I also made a video demonstrating the issue. You can download the updated files to test for yourself. This commit contains the changes that I made. Sadly, the path is not walkable although the end sequence changed its alpha to 1 using the “Worldmap fade in” feature. I’m trying to implement a secret exit for “Icy Valley” in Icy Island that reveals a secret path on the worldmap. System information: Arch Linux 5.4.5-arch1-1
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