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Text File
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1997-12-05
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19KB
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396 lines
!CavernEd, version 1.37 (4th December, 1997)
______ ______ _____
/ /\ \ / / | \ |\ |
| / \ \ / | | | | \ |
| / \ \ / +------ |_____/ | \ |
| /------\ \ / | | \ | \ |
\______ / \ \/ \______ | \ | \|
______ _____
| \ | | / |
| | | | | |
| | | | +----- |
| | | | | |
|_____/ \____/ \_____ |_____
______ ______ _____ _______ _____ _____
/ | \ | | / \ | \
| | | | | | | | |
+------ | | | | | | |_____/
| | | | | | | | \
\______ |_____/ __|__ | \_____/ | \
An original program by Graeme Scott
Made multi-tasking by Stephen Scott
(with the aid of !WimpEd by Joe Taylor © Archimedes World 1992)
© tapestry multimedia June 1994 - December 1997
For use with !CavenDuel versions 1.21 and above
/\
\/ INTRODUCTION
Welcome to the Cavern Duel Editor text file (or document if you've
printed this out!). This text will explain how to load and use the
editor.
Version 1.37 is the first release of this software to the public,
and as such is lacking in features. It's taken me six months alone
just to get the Wimp code working at this stage, so I've kept it
very simple for easy use. It is unlikely that the editor will be
improved, except for bug fixes. The program is provided "as is"
and we cannot be held responsible for any data loss caused by its
use.
The editor allows you to design your own CaveFiles for use in the
Cavern Duel game. They can then be dragged to the !CavenDuel icon
to play (after saving the CaveFile to disc/hard disc beforehand!),
or be moved into the Screens directory inside the !CavenDuel
application structure for loading within the game. See the
!CavenDuel documentation for details on how to implement this
feature.
The editor allows you to design a CaveFile of any size up to a
maximum of eight screens long, and four screens high, making 32
interconnected screens, of 16x16 icons. You can only edit one
CaveFile at a time, although there is nothing wrong in loading
another copy of !CavernEd to edit another at the same time.
/\
\/ LOADING THE EDITOR
If the Cavern Duel software is in an archive, and you have a read
only version of the dearchiver, then you will need to copy all the
software out of the archive, otherwise you cannot save CaveFiles.
To load the Cavern Duel Editor, double-click on the !CavernEd icon
in your chosen directory. After a few seconds, the same icon will
appear on the right hand side of the icon bar on the desktop.
Alternatively, you can double-click on any CaveFile to load the
editor. Unfortunately, in this version (1.37) that CaveFile will
not be loaded for editing. Any help on this would be appreciated.
Clicking the Menu (middle) mouse button on the icon will bring up
the following menu:
Info > Leads to a dialogue box showing the version and
author information.
Instructions Loads this text into a text editor such as !Edit
or !Zap.
Quit Quits the program.
To edit a new CaveFile, click Select on the !CavernEd icon, or drag
a CaveFile to the !CavernEd icon. In either case, three windows
will pop up. These windows will be described in the next section.
/\
\/ USING THE EDITOR
The editor uses three windows, called the editor window, map window
and icons window.
* THE EDITOR WINDOW
This is the largest of the windows, and shows the currently
selected screen. The title bar will show the coordinates of this
screen in relation to the map window (see later).
Pressing Menu over this window will bring up another menu.
Info - Shows program information.
Save - A standard savebox.
The other mouse buttons are used to draw inside the currently
selected screen. Two different icons can be used at once. By
default, Select draws simple paths, while Adjust draws with
the eraser icon. These icons will be explained later.
* THE MAP WINDOW
This window displays an 8 x 4 matrix of the cavern system, 32
screens in all. To display a particular screen, just click on
the required map icon, and the window will be updated.
* THE ICONS WINDOW
This window looks more complex than the others. It shows the
available icons required for building the cavern system, and for
placing specific objects. The icons are split into distinct
groups.
At the bottom of this window are the currently selected draw and
erase icons. By default, the draw icon is a stone block, while the
erase icon is a grey path. These icons are described below. To
select a new draw icon, use the Select button, and the Adjust
button for a new erase icon.
Here is a description of the game icons:
* PATH ICONS: There are six icons under this section, five of
which can be walked on. From left to right, going down, they
are:
Grey path icon : a normal path icon.
Grey paved icon : a normal path icon.
Brown tile icon : a normal, but prettier path icon.
Purple path icon : This is the first of three special path
icons under this section. This one doesn't
allow any objects to be placed at random
on it, leaving very bare areas if used
excessively.
Disguised path icon : Looks like one of the block icons, doesn't
it? Well it isn't!
Null path icon : This icon allows nothing at all to be
placed on it. This is useful for defining
strange shape caverns, such as circular
ones. The outer areas can be painted with
this icon, to stop objects being placed
out of reach, or you from being teleported
out into nowhere
The "Complex" and "MontMyrder" CaveFiles
are very good examples of the use of this
icon. Load them in now and have a look.
If you do this, then a message will pop up
- this will be explained later.
* ITEM ICONS: Again, there are six icons which are all of use
to the dueller. From left to right, going down, they are:
Shield : Extra shielding for battle.
Apple : The first of four icons for replenishing energy.
Fish : Another form of energy.
Sandwich : Yet another form of energy.
Red potion : A different form of energy - this one's magic!
Green potion : A random teleport potion.
* WALL ICONS: A set of four icons, which all act the same way,
to make the cavern layouts.
* TELEPORTS: Two icons, the first is a random teleport, just
like the green potion bottle. But the second one is a
staircase teleport, which which can take you to a specific
location of your choice. This last one needs a section of its
own, so it will be described later.
* PLAYERS: These icons are special, because there can never be
more than one of each of them. Both Select and Adjust can be
used to place the player icons, and if you change your mind
about the location of either, then clicking elsewhere will
automatically place them there, deleting their old positions.
It is quite simple really.
/\
\/ PLACING STAIRCASE TELEPORTS
Staircase teleports require a user defined destination in order to be
of any use. So when you place one, keep the staircase as the currently
selected icon (if you use any other, then the teleport will be wiped)
and double-click on any teleport.
The icons window will disappear, being replaced by a new one,
showing the destination coordinates of that teleport. In the editor
window, a purple four pointed cursor will appear over the teleport.
This shows whereabouts on the current screen the teleport will take
you to.
You can still use the map window to select a different screen. The
cursor will stay in the same place, whether the block underneath it
is a path or not. Just click in the editor window to move the cursor
to the desired position. Or alternatively, use the bump icons to
alter the coordinates. All the windows interact and update with each
other (I hope!)
There are two ways you can escape from this mode. You can either click
on Cancel, which will reset the current teleport's coordinates to
the same coordinates as the teleport, or click on OK, which will save
the details into memory. If the destination is over anything other
than a path icon, then you will be warned about it, and plonked back
into the mode.
Upon exiting this mode, the teleport window will disppear, and the
icons window will reappear, returning you to normal editing mode.
I know this sounds a little scrappy, but it was the only way I
could think of addressing this procedure.
/\
\/ HINTS, TIPS AND DESIGN RESTRICTIONS
Here are some useful design hints and tips:
* Save your work regularly! You never know if there is a fatal
error or power cut round the corner.
* Don`t have too many single spaces enclosed in stone; there is
the possibility that you may get teleported there in the game,
causing much annoyance!
* Try and position the players starting positions as far away as
possible. It`s much more fun finding each other then!
* Don`t get your inpeneterable blocks mixed up with the
transparent ones. Consult the Draw file “Icons” for reference.
* Make sure you have a boundary surrounding the outer fringes of
your screens, otherwise the game will crash, when you wander out!
* Make bonus rooms (places with lots of goodies) difficult to get
to (the “Complex” file is a prime example!).
* Be creative! The results may take a while to perfect, but it is
worth it in the end!
As long as you follow these rules, you should have no trouble in
designing some fiendish caverns!
/\
\/ LOADING AND SAVING CAVEFILES
CaveFiles can be loaded into !CavernEd, by dragging them to the
!CavernEd icon on the icon bar. Other methods aren't yet possible,
any help on this would be appreciated. Saving is standard RISC OS
fashion, except that the F3 key is not supported.
/\
\/ DISTRIBUTION OF CAVEFILES
CaveFiles designed by !CavernEd are copyright free and may be sent
anywhere (PD libraries, ftp sites etc.). Yes, you have complete
autonomy over what to do with your CaveFiles. The only restriction is
that you cannot make a profit out of them. CaveFiles may be sent to
magazines for inclusion on their cover discs, as long as they are
termed as public domain. Do not use the magazines as a
way of earning money.
/\
\/ KNOWN PROBLEMS WITH THE SOFTWARE
Since this is the first release of !CavernEd, it is very basic in
use and design. Therefore, there are bound to be lots of things
that you would like to see in future releases of the software.
The problem is that we, the authors will not be giving our total
support to the software anymore, as we want to move onto pastures
new i.e. other programming projects. Any updates will be very few
and far between, and they will probably be just minor bug fixes,
along with the Cavern Duel game.
One silly little problem is that the Screen Window is quite slow to
update, so try not to drag any other windows over it, otherwise it
all gets very jerky, especially on Arm2 based machines.
Try not to change modes too often on some machines. The Risc PC is a
case in point. The game icons may become distorted in certain modes,
such as 49. The icon sprite for !CavernEd may change to the mode 12
equivalent, if this mode is selected. To summarise: only change mode
if you absolutely have to! This effect is very unpredictable; some
times it may be uneventful, other times it may be mildly annoying,
but never fatal!
The current templates were defined on a Risc OS 3.5 machine, using
the Homerton desktop font. On older machines, the system font text
may not fit in the boxes, or may appear out of alignment with other
lines. If this is the case then we apologise for this. This editor
has also been tested under version 3.97 of the window manager, as
originally included on the AcornSoft Beta CD of late 1997.
The software is not fully error trapped against a user's design. We
have removed what we think are the most obvious bugs, but there may
be others that were virtually undetectable to us, but pop up
unexpectantly. We recommend saving your work regularly, to save
pulling your hair out when its too late! Bugs in your caverns can
only be found out by playtesting. Do contact us if you find any
strange bugs in your version.
Having seen Andrew Ayre's DrWimp programming system, I can safely
say that it is a much better system to program with, and I will be
using it for future projects.
Features of it include the use of interactive help and message
files for foreign users. If this software is successful enough,
then we will get to work!
/\
\/ FILING SYSTEMS
The !CavernEd software is compatible with all filing systems,
except archives (if you have a read only dearchiver). If you
intend designing your own CaveFiles with !CavernEd, and have a READ
ONLY version of the archiver software (!ArcFS being the most common)
then you must dearchive the software first.
At present, you cannot write to CD-ROMs. So, if this software came
on a public domain CD-ROM, then you must copy it to another disc or
to your hard drive system.
/\
\/ ALTERING THE CAVEFILE FILETYPE
The default filetype is &022, and its probable that there is another
application around, whether it is commercial or otherwise, that uses
it. To stop any unnecessary clashes, you can alter the filetype to
one that suits you. You will require a template editor, such as
!FormEd or !TemplEd to alter the templates files that contain
references to the filetype sprites.
But to do this will take a little while. So follow this brief guide:
* Load !Paint. Load the !Sprites file inside !CavernEd.
* Find the sprites “file_022” and “small_022”.
* Press Menu, and go to the sprite “file_022” or whatever, and go
to the submenu. Go to Rename, to reveal the entry box. Now
replace the “022” with your chosen filetype. Do the same with
the other sprite.
* Save the file.
* Repeat the above procedure with the !Sprites22 file.
* Now load the !Boot and !Run file, and alter the 022 at various
lines to your chosen filetype. Resave them.
* Load !RunImage, and use the search and replace routine in the
text editor to find and replace all references to 022 with
your new filetype. Resave the file.
* Load your template editor, and load in turn both sets of
templates. Find the savebox window and change the sprite icon's
name from "file_022" to one that has the new filetype. Resave
the file.
* Do the above with the files within the !CavenDuel application.
Read the !CavenDuel documentation to find out how.
/\
\/ CONTACTING US
Since addresses change more often than text files, we provide only
our permanent home address, which is
17 Northcroft Villas
Egham
Surrey
TW20 0DZ
England
Sorry! No telephone enquiries please.
We also have our own websites and e-mail addresses. For me,
Stephen, my addresses are;
banwackerin@hotmail.com (this e-mail is permanent so wont go out of date)
http://www.geocities.com/SiliconValley/Pines/2760/index.html
http://www.fortunecity.com/lavendar/clint/40/index.html
Graeme's addresses are;
SkySoarer7@aol.com
http://members.aol.com/SkySoarer7
/\
\/ Stephen Scott, Graeme Scott - tapestry multimedia
January 1996, August, December 1997