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-
- GAMELINKER PROGRAM
- ==================
-
- Introduction
- ------------
-
- The game linker program, as its name suggests, draws together
- all the graphics and sounds you have created, and allows you to combine
- them into a complete self-contained game.
-
- The following general functions are available:
-
- Specification of which graphic files to load (for walls, floors, objects
- and so on)
-
- Definition of individual animation frames within each graphic file
-
- Specification of which sound effects to load during play
-
- Complete definition of the appearance, behaviour, statistics and noises made
- by up to
- ten different types of alien
-
- Complete Definition of the name, appearance, behaviour and effectiveness
- of up to twenty different types of bullets.
-
- Definition of the name, appearance, rate of fire, firing noise and type of
- ammunition used for up to ten different player guns (the extra unused bullet
- types are there to allow the aliens to have different weapons from the player)
-
- Definition of the appearance, type of behaviour (collectable, activatable
- destructable or scenery) value to player (in terms of the ammo, health,
- fuel, weaponry etc the player gains by activating/collecting) of up to 32
- types of object.
-
- Definition of level names and the text printed prior to playing each level
-
- Using the Game Linker
- ---------------------
-
- Upon running the program you will be presented with a simple title screen
- instructing you to use the right mouse button to activate the menus in the
- usual workbench fashion.
-
- The menus available are:
-
- File Edit
-
- The File menu contains the following choices:
-
- Load Game Link File
- Save Game Link File
-
- Quit
-
- Whilst the Edit menu contains these choices:
-
- Levels ->
- Graphics ->
- Samples ->
- Bullets ->
- Guns ->
- Aliens ->
- Objects ->
-
- The '->' symbol indicates that further submenus can be accessed by
- highlighting that choice.
-
- Under the 'Levels' choice you will find the following:
-
- Set Levels Directory
- Change Level Names
-
- Under 'Graphics':
-
- Set Object GFX Frames
- Set Floor Tile Filename
-
- Under 'Bullets':
-
- Define Bullet Data
-
- Under 'Guns':
-
- Define Gun Graphic Filename
-
- Under 'Aliens':
-
- Define Alien Stats
-
- Under 'Objects':
-
- Define Object Stats
-
- Each of these facilities will be documented in turn, beginning with
- the 'File' menu.
-
- ******************************************************************************
- **************************** The FILE Menu ***********************************
- 8*****************************************************************************
-
-
-
- ******************************************************************************
- ********************************* The EDIT Menu ******************************
- ******************************************************************************
-
- LEVELS submenu
- ==============
-
- Set Levels Directory
- --------------------
-
- Selecting this presents you with a file requester. Navigate using this
- requester until you are *INSIDE* the directory where you want the
- LEVEL_A ... LEVEL_P directories to be created (or where they already
- have been created)
- If there are no directories with the names LEVEL_A ... LEVEL_P in the
- directory you choose, the game linker will ask you if you want to
- create them. If you do, type Y, otherwise if you wish to cancel the
- operation and choose a different directory, type N, and reselect the
- 'Set Levels Directory' from the LEVELS submenu.
-
- Change Level Names
- ------------------
-
- Selecting this presents you with a screen listing the names of all 16
- levels. The coloured horizontal bar above the list indicates the maximum
- width and the exact centre of the text when displayed on the game menu
- screen.
- To change a level name, just click on it with the left mouse button and
- type. Press RETURN when finished, then click on DONE if you have finished
- changing names. Remember that your names will be truncated to a length
- of 40 characters if they are too long.
-
- GRAPHICS submenu
- ================
-
- Define Object GFX Frames
- ------------------------
-
- This feature allows you to specify which graphic files are to be loaded
- into the game when it is run, and also define the position and size
- of individual animation frames within each file.
-
- Selecting this option brings up a screen, which if you are starting from
- scratch will have only the number '1' in the top left hand corner.
- Clicking on this number 1 with the LEFT MOUSE BUTTON will bring up a file
- requester. Use this to select either ae XXXX.DAT file generated by the
- graphic converter, or a XXXX.WAD or XXXX.PTR file the graphic compacter
- produces. If the file is acceptable, you will see the filename you selected
- appear next to the '1', and a '2' appear just below it. You can change a
- filename by clicking on it, or add a new one by clicking on the blank
- number at the bottom of the list.
-
- Clicking on an accepted name in the list with the RIGHT MOUSE BUTTON brings
- up a new screen allowing you to define the individual frames of animation
- within that file. The screen will show the contents of the graphic file at
- the top of the screen (the bottom is marked by a shaded grey bar), and there
- are some buttons and options to select further down.
-
- REMEMBER:
-
- The graphic converter slices the picture file you gave it into blocks of the
- size you then specified, then joins them together to form one long horizontal
- strip. If you defined the size of the blocks to be the same as the actual
- frames of animation, the following procedure is greatly simplified.
-
- X: aaa Y: bbb
- These are updated continuously while the mouse pointer is over the
- graphic strip at the top of the screen, indicating where in the
- strip you are pointing. Clicking with the LEFT mouse button whilst
- pointing at the graphic strip copies the X and Y values into the
- Frame Left and Frame Top values for the current frame.
-
- [SCROLL LEFT] moves the strip currently displayed 1/2 screen to the right to
- display frames lying further to the left.
- [SCROLL RIGHT] works identically but in the opposite direction.
-
- Frame Number: Indicates the number of the frame currently being defined. Each
- graphic file has a seperate set of up to 32 frames (0-31)
-
- Frame Left: Indicates the position of left hand edge of the current frame in
- the graphic strip. Clicking on the number allows you to type in a new value.
-
- Frame Top: Indicates the position of the top edge of the current frame in the
- graphic strip. Clicking on the number allows you to type in a new value.
-
- Frame Width: Indicates the width in pixels of the current frame. Clicking on
- the number allows you to type in a new value.
- Frame Height: Indicates the height in pixels of the current frame. Clicking
- on the number allows you to type in a new value.
-
- [PREVIOUS FRAME] allows you to edit the previous frame if one exists
- [NEXT FRAME] allows you to edit the next frame unless the maximum 32
- frames have already been used.
-
- [COPY WIDTH TO PREVIOUS FRAMES] Copies the width of the current frame into
- all previous ones
- [COPY HEIGHT TO PREVIOUS FRAMES] Copies the height of the current frame into
- all previous ones
- [COPY WIDTH TO SUBSEQUENT FRAMES] Copies the width of the current frame into
- all subsequent ones
- [COPY HEIGHT TO SUBSEQUENT FRAMES] Copies the height of the current frame into
- all subsequent ones
-
- [GENERATE FRAMES FROM GRAPHIC DATA]
- This option uses the data provided by the graphic converter to
- automatically produce the left edges (top edges are set to 0), width
- and height of all the frames. This will only produce the desired
- effect if:
-
- All the frames are the same size
- The graphic converter was told to slice the source picture into blocks
- of precisely the size of each frame.
-
- SAMPLES submenu
- ===============
-
- Define Sfx Filenames
- --------------------
-
- Selecting this option allows you to create a list of up to 60 sound samples
- which will be loaded along with the game. It is possible to then link specific
- actions by the player and the aliens/objects to these sounds in other sections
- of the editor.
-
- To load a sample, click with the LEFT mouse button on the space in which you
- wish to place it. A file requester will appear, with which you can select a
- RAW sound sample.
-
- NB: See IMPORTANT NOTES for information about restrictions on samples.
-
- To hear a sample as it will be played in the game, click with the RIGHT mouse
- button on a sample you have previously loaded. If no sample is in the space,
- you will be presented with the requester to select one from disk.
-
- BULLETS submenu
- ===============
-
- Define Bullet Data
- ------------------
-
- Selecting this option allows you to define the appearance and behaviour of the
- bullets which can be fired by the player's guns or the aliens.
-
- Initially, the screen will display a list of bullet names of the form:
-
- BULLET TYPE A Edit bullet statistics
- . . . . . . . .
- BULLET TYPE T Edit bullet statistics
-
- Clicking on the bullet name allows you to type a new, more meaningful name for
- the bullet you are designing. Type the new name an press <RETURN>.
-
- Clicking on 'Edit bullet statistics' brings up a new screen with the following
- options. Please note that some of the options do not appear, depending upon the
- current settings of other options. In each case, click on the current value to
- change it.
-
- Damage To Target Per Bullet
- Defines the damage inflicted should the bullet strike a target directly.
- This does not include any damage due to explosive force.
-
- Visible Bullet or Instant Effect
- Defines whether or not the bullet is a visible (ie relatively slow moving)
- projectile, like a grenade for instance, or an 'instant' one like a rifle
- bullet.
-
- Gravity Value *NOT FOR INSTANT EFFECT*
- Indicates the effect of gravity on the bullet. Grenades are a good example
- of gravity-affected bullets, wheras energy bolts would normally have a
- value of zero.
-
- Bounce off walls *NOT FOR INSTANT EFFECT*
- A flag to decide whether the bullet rebounds from or impacts upon walls.
-
- Bounce off floors/ceilings *NOT FOR INSTANT EFFECT*
- A similar flag to the one above, this time referring to interactions with
- floors and ceilings.
-
- Bullet lifetime *NOT FOR INSTANT EFFECT*
- Defines the time in 50ths of a second for which the bullet exists, after
- which it will terminate and proceed with its impact animation and/or
- explosion. Using this value it is possible to create timed grenades or
- short range weapons like flame throwers.
-
- Explosive force *NOT FOR INSTANT EFFECT*
- A value indicating the explosive force generated upon impact/timeout of
- lifetime. The smaller the value, the weaker the explosion. Avoid excessive
- values (more than 300 or so) as it becomes very difficult to fire the weapon
- without being killed in the blast.
-
- Movement speed (0-5) *NOT FOR INSTANT EFFECT*
- Defines the speed at which the bullet leaves the gun. Each increase of 1 to
- this value represents a DOUBLING of the movement speed in the game.
-
- Define Bullet animation *NOT FOR INSTANT EFFECT*
- Brings up a further screen allowing you to define the appearance and
- animation of the bullet. See below for full instructions on using this
- feature.
-
- Define Impact animation
- Similar to the above option except that it defines the appearance and
- animation of the bullet after it strikes something. This animation is
- played through ONCE after which the bullet is removed from play.
-
- *** DONE ***
- Returns you to list of bullet names.
-
- Bullet Animation definition
- ---------------------------
-
- Each 'frame' of animation for a bullet requires five pieces of information to be
- defined:
-
- Graphic File Number
- The file where the frame can be found
-
- Frame number
- The number of the frame within that file
-
- Scaled Width
- The relative width to which the frame is scaled in the game
-
- Scaled Height
- The relative height to which the frame is scaled in the game
-
- Vertical Offset
- The amount by which the visible graphic is offset vertically from the centre
- of the actual bullet (NEGATIVE VALUES ARE UPWARDS, POSITIVE VALUES DOWNWARDS)
-
- These five pieces of information are shortened to GF, FN, SH, SW, VO in the linker,
- and you will initially see a single line of these numbers.
-
- It is possible to increase or decrease the number of frames using the * ADD FRAME *
- and * DEL FRAME * buttons at the bottom of the screen. When adding a new frame,
- notice that the five values in the previous last frame are copied to the new last
- frame. This is helpful when defining a sequence which, for example, uses the same
- graphic file for each frame, or the same scaling values or vertical offset.
-
- NB: The bullet animation will be repeated during the lifetime of the bullet, but the
- impact animation will be played only once.
-
- To change the GRAPHIC FILE value of a frame, click on the number with the LEFT mouse
- button. You will be shown a list of the graphic files you have loaded and you should
- choose one from the list with the LEFT mouse button.
-
- To change the FRAME NUMBER value of a frame, click on the number. If you do so with
- the LEFT button, you will be prompted for a number. If you do so with the RIGHT mouse
- button instead, you will be shown a picture of the current frame, with buttons to
- choose the next or previous frame in the graphic file. Clicking on *** DONE *** from
- this screen returns you to the animation screen.
-
- Click on *** DONE *** when you have finished defining the animation sequence.
-
- GUNS submenu
- ============
-
- Allocate Bullet Types
- ---------------------
-
- With this option it is possible to define which bullets each player gun fires, how
- many they fire, the delay between each shot being fired and which sound effect to play
- when the gun is fired. It is also possible to change the name of each gun to a more
- meaningful name.
-
- The screen changes to show a list of guns, with the name, type of bullet fired,
- number of bullets fired per shot, delay between shots (in 50ths of a second and sound
- effect played for each gun.
-
- Clicking with the LEFT mouse button on the name of the gun, the number of bullets
- fired or the delay between shots allows you to type in a new value.
-
- Clicking on the bullet type brings up a new screen from which you can select which
- type of bullet the gun fires.
-
- Clicking on the sound effect number brings up a list of the sound effects you have
- loaded from which you can select the desired firing noise.
-
- Click on *** DONE *** when you have finished defining the gun data.
-
- ALIENS submenu
- ==============
-
- Define Alien Stats
- ------------------
-
- This is one of the most important, and most complex parts of the linker program. It
- allows you to define the complete behaviour, appearance and armament of all the
- aliens within your game. Selecting the option brings up a screen with the aliens
- listed thus:
-
- 0 ALIEN A | Define Characteristics
- . . . . . . . . . . . . .
- 0 ALIEN J | Define Characteristics
-
- Clicking upon the green alien name allows you to type a new, more meaningful name
- for the alien. Clicking upon the corresponding 'Define Characteristics' button
- brings up a further screen where the characteristics of the alien can be edited.
-
- Starting at the top, the options are as follows:
-
- Graphic Type
- Clicking on this option toggles between Bitmap and Vector types. Bitmap
- graphic aliens use frames of animation from the graphic files you have
- specified. Vector graphic aliens use frames from the vector object files
- created by the Object and Animation editors supplied with this package.
-
- [ Define Animation Frames ]
- Brings up a screen listing all the different sequences of animation which
- must be defined for the alien. This option will be discussed in more detail
- later.
-
- Default Behaviour
- This describes the behaviour of the alien when active but not able to
- directly see the player.
- Clicking upon the green text describing the behaviour switches between the
- following behaviour patterns:
-
- Prowl Randomly
- The alien will wander around the map looking for the player.
-
- Prowl Randomly/Track Player.
- The alien will head towards the last position it saw the player
- standing (if known), then prowl randomly as above.
-
- Guard Start Control Pt
- The alien will head towards and wait near to the control point
- assosciated with where it was placed in the map.
-
- Reaction time
- This is the time in 50ths of a second for which the alien must see the player
- (uninterruptedly) before it will proceed into response mode (usually some
- form of attacking action).
-
- Default movement speed
- The speed at which the alien moves during its default behaviour. As a rough
- guide, a value of 16 would be a very fast alien!
-
- Response Behaviour
- This describes the behaviour of the alien when it has spotted the player (see
- reaction time above) AND CAN STILL SEE HIM. If the player moves out of
- sight the alien will return to its default behaviour.
- The following options can be cycled through by clicking:
-
- Prowl Randomly
- The alien ignores the player and continues to wander.
-
- Guard Start Control Pt
- The alien remains near to the area in which it was placed and
- makes no moves to attack the player.
-
- Attack to side (unarmed)
- The alien moves towards the player in an arc to keep out of the
- player's line of fire, trying to get in range so as to make a physical
- attack. SEE ANIMATION DEFINITION FOR DETAILS
-
- Attack with gun
- The alien stands and shoots its gun at the player. SEE ANIMATION
- DEFINITION FOR DETAILS
-
- Response Movement Speed
- The speed at which the alien will move (if at all) when in response
- behaviour mode.
-
- Response Timeout
- The amount of time (in 50ths of a second) before the alien moves into
- Followup mode regardless of whether it has completed its attack or
- done the specified amount of damage (see below).
-
- Damage Taken Limit -> Retreat
- The amount of damage the alien must sustain before it will enter
- retreat mode.
-
- Damage Inflicted Limit -> Followup
- If the alien inflicts this amount of damage to the player in a
- physical attack it will move into followup mode regardless of the
- response timeout.
-
- Followup Behaviour
- This describes the behaviour of the alien after it has ceased attacking
- but can still see the player and is not retreating. If the player goes
- out of sight during followup, the alien will go into default mode
- automatically. Clicking on the option cycles through the following:
-
- Pause
- The alien pauses for a time.
-
- Attack to side (unarmed)
- The alien moves towards the player in an arc to keep out of the
- player's line of fire, trying to get in range so as to make a physical
- attack. SEE ANIMATION DEFINITION FOR DETAILS
-
- Guard Start Control Pt
- The alien will return to near where it was placed in the editor.
-
- Followup Movement Speed
- The speed of the alien during followup mode (if it moves at all).
-
- Followup Timeout
- The amount of time in 50ths of a second before the alien will return
- to response mode if the player is still visible
-
- Retreat Behaviour
- This describes the behaviour of the alien after it has sustained enough
- damage in response mode. The alien will stay in this mode until a timeout
- occurs, or the player moves out of sight.
- Clicking on this option cycles through the following:
-
- Pause
- The alien pauses for a time.
-
- Attack to side (unarmed)
- The alien moves towards the player in an arc to keep out of the
- player's line of fire, trying to get in range so as to make a physical
- attack. SEE ANIMATION DEFINITION FOR DETAILS
-
- Guard Start Control Pt
- The alien will return to near where it was placed in the editor.
-
- Retreat movement speed
- The speed of the alien during retreat mode (if it moves at all)
-
- Retreat timeout
- The amount of time in 50ths of a second before the alien will return to
- response mode.
-
- Type of bullets fired
- Clicking upon this option allows you to select a bullet type from those you
- have defined. The alien will fire these when prompted by the attacking
- animation (if it is armed with a gun; see response behaviour modes above).
-
- Number of hit points
- This is the amount of damage the alien can take before dying. If when it
- dies it sustains more than three quarters of this amount it will be deemed
- vapourised and will leave no body behind.
-