Brings up a menu where you can choose from the different cutscene actions Draw an area which if entered will trigger the current sequence of the cutscene A character that is referenced to in any added action will not be deletable until the action is You can also choose the required distance for the cutscene to be You can make a character trigger the cutscene using this, either by proximity to the player or if Them die if you should so wish (only works for specific sprites) The NPCs will automatically die if hit by a bullet or an attack, but you can also manually make Make the character attack using the currently held weapon (only works for specific sprites) Choose if the animation should pause for a specified amount of time between loops Here you can create a path with up to six waypoints the selected character will follow Option to choose how fast the level will fade out Select whether this is the end of the cutscene or not Select whether to fade out or stop immediately Select what face should be displayed during each line Choose what character should be in focus for each line Various mouse and keyboard commands (see image #2) Capsule wall button for drawing a rectangle of walls (a room for instance) Flood fill button for replacing a set of tiles with the currently selected tile Sample button for sampling an already placed tile in the level Capsule button for capsuling a set of tiles with the currently selected wall type Tile selector for selecting a specific tile within a tileset Checkboxes for selecting between tilesets
Preview window for the currently selected tile Various mouse and keyboard commands (see image #3) Buttons for browsing/choosing a variation of the object's sprite A list of available objects to place based on keyword entered Search field for finding an object to place Various mouse and keyboard commands (see image #4) Various mouse and keyboard commands (see image #1) Check Content (check if the level is playable) If you see a crucial feature missing that I haven't already addressed in the text above, please let me know in the comment feel so I have a chance of adding it before release (if possible). Note: We will talk to Abstraction Games when they begin porting the editor to see if they can do anything about these issues.Īnd finally, here's a preliminary index of all functions/menu options. There will likely be no online highscore boards for user created levels. I'm definitely gonna try my hardest to see if I can fix this before release, as it is a major inconvenience. Currently you need to save your level before testing it, or any changes since you last saved it will be lost. You will not be able to create levels that has both cutscene content and enemies, due to endless possibilities of game breaking bugs. The music from the first game will likely not be available either due to the fact that we only licensed the songs for one game. You will not be able to use your own music for the levels, this would be too problematic due to the likeliness of copyright infringements, sorry. Adding custom graphics for player/enemy sprites is something we're looking into, but if at all possible it will not be available upon launch. If you have several triggers you will not be able to go back and change the first one without deleting all the frames up until that point. Triggers are semi-independent of the frames, so you will be able to change the last placed trigger at any time until you add a stop sequence action. So let's say that you have created ten frames with three actions each, and you find an error in the first frame, then you are basically screwed and have to delete all frames and actions up to that point. Clicking any of the remove buttons will remove the latest action/frame/trigger.
Basically you have to create each frame and action in an absolute order. The cutscene editor is not super flexible, you won't be able to freely move or remove actions and frames. Not all enemies will be available for all characters, in fact most characters are only able to fight one or two different factions. So here's a list of things I know people won't be too happy about. Now, I'd like to make sure people know what they're getting before we release the editor, so that people won't be too disappointed by some of the restrictions we've had to make. Can add multi-step cutscenes by specifying a new trigger after theįirst sequence has been executed, followed by more frames and actions.