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- CONTENTS
- a. The Story
- b. How to play
- c. Credits
- d. Updates
- e. Known Bugs
- 1. Entering edit mode
- 2. Edit keys
- 3. Special tiles
- 4. Item placement and difficulty progression
- 5. Backing up your levels
- 6. Submitting your designs
- 8. Hacking guide
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- a. THE STORY
- You are an adventurer with two goals: first and not least, you are looking for riches! Second and as important, to rid the mines from monsters! Be wary, oh brave adventurer, for there are unimaginable horrors that lurk down there. May the gods be with you...
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- b. HOW TO PLAY
- Move around the dungeon with the arrow keys, the numeric keypad, or with vi keys (yuhjklybn).
- Move on to items to pick them up, into doors to open them, into monsters to attack, and on to stairs to descend deeper into the mines.
- If you made a bad move, and cannot reach the exit, press R to retry the level.
- Swords and armour increase your attack and saving throws, keys unlock doors and you may [q]uaff potions to heal you.
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- c. CREDITS
- Much thanks goes to all these people and their free game resources for me to use.
- "Thank You!"
- TILES
- Fantasy tileset by Jerom
- http://opengameart.org/users/jerom
- SOUNDS
- Impact by Iwan 'qubodup' Gabovitch
- Squeaky Rat by Iwan 'qubodup' Gabovitch
- http://opengameart.org/users/qubodup
- Player death scream
- Michel Baradari
- http://opengameart.org/content/11-male-human-paindeath-sounds
- RPG sound pack by artisticdude
- http://opengameart.org/content/rpg-sound-pack
- MUSIC
- Skin cells touch
- by Brandon75689
- http://opengameart.org/content/skin-cells-touch
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- TODO
- level 19 stairs need a door covering it.
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- d. UPDATES
- + Added mystical fog that hides anything out of sight.
- + bug 7.3 FIXED.
- + bug 7.7 FIXED. (mystical fog regression bug)
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- e. Known Bugs
- 7.1 FIXED Changing the player start position does not clear the previous start position.
- 7.2 FIXED Restarting a level keeps the health and items gained. They should revert to level first entry values.
- 7.3 FIXED Entering a level should trigger monster movement to toggle those in sight as visible.
- 7.4 Sound stutters when descending stairs if a door above the stairs is opened.
- 7.5 Background music stutters when descending stairs.
- 7.6 Monsters stack on top of another. No reliable way to detect monsters touching another that is not itself.
- 7.7 FIXED Fog obscured the win screen
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- # Monster Mines level editor's manual
- Monster Mines has a very basic level editor, but before you delve into this exciting world of level creation, I must warn you: Do not blame me if you lose your level. I cannot guarantee it is bug free. The best tactic I found is to backup your levels after editing each one, just in case. More info on backing up, below. If the manual does not explain anything particular, let me know and I will add it.
- I hope you enjoy creating levels for Monster Mines, and sharing them with your friends!
- signed,
- d34db33f
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- 1. Entering edit mode
- 1.1 You enter level edit mode by hitting 'e' 3 times. The level will redraw within edit mode, and once all the tiles are on screen you are ready to go.
- 1.2 Tech Tip: Edit mode does not create any clone objects, tiles are blitted on screen to promote faster editing and avoid collision detection while it is not really needed.
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- 2. Editor keys:
- 1: Floor edit mode
- 2: Wall edit mode
- 3: Door edit mode
- 4: Item edit mode
- 5: Monster edit mode.
- 9: Player position mode.
- z,x: rotate the current tile.
- d: delete all items, doors, walls and monsters on the block under the mouse cursor. The floor is not deleted.
- f: if edit mode 1 (floors) is active, fill the level floor with the currently selected floor tile.
- left arrow: edit the previous level.
- right arrow: edit the next level.
- spacebar: place a tile, item, monster or player start position.
- r: reload the current level.
- g: You are prompted for the level number to Go to.
- 2.1 Your current edit mode is shown in the gray square in the bottom left. It indicates the modes [F]loor, [W]alls, [D]oors, [I]tems, [M]onster, or Player (@).
- 2.2 The top buttons CLEARs the current level (remove all items, floors, walls, doors and monsters), DISCARD any changes you have made, or SAVE the level.
- 2.3 Try not to use a costume id that is more than the count of costumes. You will see a "please go back, that was the last costume" tile when you reached the end. Using tiles beyond this may break your level if more tiles are added later to the game.
- 2.4 You may place a door tile on a floor tile. When the door is opened, the floor is revelead.
- 2.5 Placing a door over a wall will remove the wall, and vice-versa.
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- 3. Special tiles
- Some tiles are decorative, while others have functions, which rely on the tile id / costume id. Here is a list of these special tiles:
- 3.1 Floors
- 3.1.1 stairs down (1) and stairs up (2) trigger the loading of the next level if the player walks onto them.
- 3.2 Walls
- All wall tiles blocks player or NPC movement. They are solid, as such unpassable room decorations fall into this list, like tables or water fountains.
- 3.3 Doors
- All doors are opened if the player walks into them while carrying a key.
- 3.4 Items
- 3.4.1 Key (1), inventory item, opens doors.
- 3.4.2 Potion (2), inventory item, quaff to heal.
- 3.4.3 Sword (3), increase player attack rating.
- 3.4.4 Armour (4), increase player defense rating.
- 3.4.5 Helmet (6), same as Armour.
- 3.5.6 Coins (10), gives player a random amount of treasure.
- 3.5 Monsters
- Monster tiles are not hard coded to any particular id, instead the toughness of a monster is relative to it's costume id, thus costume 1 is a lowly rat, whereas costume 10 embodies the mighty skeleton warrior.
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- 4. Item placement and difficulty progression
- It is important to balance your levels well, your clients will feel frustrated if the monsters are too strong and a level cannot be beaten. Similarly a level that can be completed by running into each meanie without needing to heal once will get boring quickly.
- One method is to build all your levels without adding any of the sword or armour bonus items or potions (section 3.4), and play the levels from the beginning. Once you fail a level twice in a row, you have come to a point to add a sword or armour bonus items.
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- 5. Backing up your levels
- Inside the project show the "LevelTemplates" list, right-click the list and choose "export".
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- 6. Submitting your designs
- If you think your levels stand up to a challenge, you may submit them to be included into the next Monster Mines version! Keep in mind that the levels you create need to follow on from the difficulty progression as the original game ended. You can't use new monsters or items you have added.
- To submit your level, backup as explained in section 5 above and put it up on pastebin and pm me the link.
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- 8. Monster Mines Hacking Guide
- This guide gives insight for anyone wanting to hack their own fork of this "program". Foregoing a postmortem on my "code", which it is not really, I must admit that large projects with Scratch get unwieldy quickly. It was a very interesting task to create a simple graphical dungeon crawling game, but anything closely as ambitious will still be a daring task. yet for the benefit of those wanting to hack in new features, items or monsters, I give you this. Enjoy!
- signed,
- d34db33f
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- 8.0 Adjusting player values
- Player values are stored in global variables, namely:
- health: player_hp
- attack power: player_ap
- defense poser: player_dp
- keys held: player_keys
- potions held: player_potions
- gold held: player_gold
- Binding hotkeys to an inventory item is likely best on the Player object. It has a custom block to Heal(n) the player for your use.
- 8.1 Level data value translations
- Level templates are stored in a list, each level is a long string of characters, one character per tile. For this reason using a tile with a costume id over 10 (two digits), we translate values to representative values on save, and translate them back to numbers on load.
- This is handled by the Stage's custom scripts ToHex and ToDec. At the time of writing they support up to 15 values, values over 10 translate to the familiar hexadecimal number system. If more items or monsters are added, whose costume id's go over this value, the ToHex and ToDec blocks needs expansion to cover more values. The entire rest of the alphabet is still available, for what it is worth.
- 8.2 Adding new floors, doors and walls
- Simply append them to the costume list, and move that last "please go back" sprite to the bottom of the new list. The logic already takes care of the rest for you.
- 8.3 Adding new items
- Similar to adding floors, and if you want the items to become inventory items for the player look at the "when I start as a clone" script on the Item object.
- 8.2 Adjusting the monster difficulty curve
- Look for the "when I start as a clone" script on the Monster object, it sets the HP and AP relative to the costume ID, so higher costumes are tougher monsters. If the order of monster costumes change, it will affect the existing levels.
- 8.3 Adding new monsters
- There are already 15 monsters, adding any more will make them very powerful, and probably not much fun to fight. First add the monster sprite as a costume of the Monsters object. Optionally then add attack and die sounds to the Monster's TakeDamage and DealDamage blocks. That is pretty much it, monster movement and collisions are already handled.
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