Post by keithgarry on Nov 16, 2012 12:43:25 GMT -5
The most exciting thing about Helena is the sandbox editor. Every object can be resized and re positioned. Lighting is done in real time... in fact everything is done in real time. You can make a level and jump right into it whenever you want.
This will be the go-to spot for questions and answers regarding the level editor for Helena The Third. I'll expand on these topics over time.
Creating a new level
Using txt files
Everything in Helena is read in using normal text files. Currently there isn't a "Create New Level" feature in the editor, but setting up a new level is actually pretty easy. Look through your levels folder (Located in the Helena install folder). Find a level that suits what you're going for.
Most object data can be adjusted in the txt file. Be careful not to make a lot of changes in the txt file, only to over ride them in the game editor (and vice versa).
Copy and paste the txt file, open it up, and remove all the objects that you don't want.
[Description of game modes goes here]
[Level types (sky world, lava world, etc) goes here]
Entrances
Removing entrances via text editor
Currently, entrances can not be deleted normally. Inside the txt file of your level, you can find a list of them under "Entrances". These can be deleted or modified.
Hiding entrances with objects
Sometimes you'll want to start the player on the map without visibly showing the entrance. You can place entrances inside of rocks or other objects. The player will spawn just outside of the object. If not, you can fidget with the positioning/size of the object until the player spawns right outside of it.
Changing the facing angle of the entrance
You can change the entrance to point North, South, East, or West.
Lights
-7 lights maximum
- closer to 0.00 means brighter
- changing color
Hotkeys
Z - Move tool
Move objects.
X - Scale tool
Resize objects.
C - Texture scale tool
Resize textures.
Optimizing
Marking objects with or without collision
Any object that isn't inside the play bounds should have its collision disabled to help performance.
Level size guidelines
Helena's editor will allow almost infinite sized levels. That doesn't mean that you should make infinite levels. Helena's editor is more suited for smaller levels that are connected via entrances. The pacing of the levels should always be in mind. Try to have an interesting gimmick or feature to each level.
List of Assets
List of Abilities
Abilities are permanent once they are picked up. They only affect the vehicle.
High Jump
Jump much higher than normal.
"Power Shot" (I forget the actual name of this atm)
Player's vehicle bullets will destroy any object marked as destructable.
Hover
Fly for a short amount of time. Definitely one of the funnest abilities in the game.
Submarine
Move like a submarine underwater.
List of Enemies and their behaviors
Level Design Tips
Foreground and Background
In 2D design, spice up your level by putting objects in the background. Remember you can apply the same technique to foreground objects, but bare in mind that visual clutter can get in the way of gameplay.
Level of detail
So, how much detail should you put into your levels? Keep in mind that levels should be, for the most part, on the smaller side. Also keep in mind that everything (physics, lighting, etc) is done in real time, so that can come at a huge cost to performance if too much is going on. Because of that, level geometry should be kept fairly simple and very stylized. Just like in 2D art, the most salient of features of something will be used as a base, and supplementary features will be peppered around it.
An out of game example can be seen in this stone wall texture.
Highest Level of Detail
Medium Level of Detail, stylized
Lowest level of detail, highly stylized
A lot can be conveyed with a low amount of detail. While constructing your level, decide on which central pieces will receive the most amount of detail versus unimportant areas that can remain very simple while still conveying what they are.
This will be the go-to spot for questions and answers regarding the level editor for Helena The Third. I'll expand on these topics over time.
Creating a new level
Using txt files
Everything in Helena is read in using normal text files. Currently there isn't a "Create New Level" feature in the editor, but setting up a new level is actually pretty easy. Look through your levels folder (Located in the Helena install folder). Find a level that suits what you're going for.
Most object data can be adjusted in the txt file. Be careful not to make a lot of changes in the txt file, only to over ride them in the game editor (and vice versa).
Copy and paste the txt file, open it up, and remove all the objects that you don't want.
[Description of game modes goes here]
[Level types (sky world, lava world, etc) goes here]
Entrances
Removing entrances via text editor
Currently, entrances can not be deleted normally. Inside the txt file of your level, you can find a list of them under "Entrances". These can be deleted or modified.
Hiding entrances with objects
Sometimes you'll want to start the player on the map without visibly showing the entrance. You can place entrances inside of rocks or other objects. The player will spawn just outside of the object. If not, you can fidget with the positioning/size of the object until the player spawns right outside of it.
Changing the facing angle of the entrance
You can change the entrance to point North, South, East, or West.
Lights
-7 lights maximum
- closer to 0.00 means brighter
- changing color
Hotkeys
Z - Move tool
Move objects.
X - Scale tool
Resize objects.
C - Texture scale tool
Resize textures.
Optimizing
Marking objects with or without collision
Any object that isn't inside the play bounds should have its collision disabled to help performance.
Level size guidelines
Helena's editor will allow almost infinite sized levels. That doesn't mean that you should make infinite levels. Helena's editor is more suited for smaller levels that are connected via entrances. The pacing of the levels should always be in mind. Try to have an interesting gimmick or feature to each level.
List of Assets
List of Abilities
Abilities are permanent once they are picked up. They only affect the vehicle.
High Jump
Jump much higher than normal.
"Power Shot" (I forget the actual name of this atm)
Player's vehicle bullets will destroy any object marked as destructable.
Hover
Fly for a short amount of time. Definitely one of the funnest abilities in the game.
Submarine
Move like a submarine underwater.
List of Enemies and their behaviors
Level Design Tips
Foreground and Background
In 2D design, spice up your level by putting objects in the background. Remember you can apply the same technique to foreground objects, but bare in mind that visual clutter can get in the way of gameplay.
Level of detail
So, how much detail should you put into your levels? Keep in mind that levels should be, for the most part, on the smaller side. Also keep in mind that everything (physics, lighting, etc) is done in real time, so that can come at a huge cost to performance if too much is going on. Because of that, level geometry should be kept fairly simple and very stylized. Just like in 2D art, the most salient of features of something will be used as a base, and supplementary features will be peppered around it.
An out of game example can be seen in this stone wall texture.
Highest Level of Detail
Medium Level of Detail, stylized
Lowest level of detail, highly stylized
A lot can be conveyed with a low amount of detail. While constructing your level, decide on which central pieces will receive the most amount of detail versus unimportant areas that can remain very simple while still conveying what they are.