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-
- I C Y T O W E R
-
- =====================================================================
- CUSTOM CHARACTERS
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-
-
- INTRODUCTION
-
- In Icy Tower 1.3 you can make your own characters, complete with their
- own sound effects and background music. It's not altogether easy, but
- if you set your mind to it, you will succeed.
-
-
- HOW TO ADD A FINISHED CHARACTER
-
- This is the easy part. If you have downloaded a new character or
- received one from a friend, here's how to install it:
-
- Simply copy the directory holding the new character into the
- characters/ directory and you're done! The directory tree should look
- like this when you're done:
-
- icytower/
- characters/
- harold_the_homeboy/
- files...
- disco_dave/
- files...
- new_character/
- files...
-
- (new_character is the directory of your new character (ie. it is named
- what ever the character is named)).
-
- If you managed to install the new character correctly, it will now show
- up under GAME OPTIONS in the game.
-
-
- HOW TO MAKE YOUR OWN CHARACTER
-
- To make your own character you need three things. Frames (images of
- the moves that the character can do), sounds (what the character can
- say (and music)) and finally a script that tells the game what is what.
-
- The sounds and music are optional, and does not have to be created.
-
-
- CUSTOM CHARACTER CREATION GUIDE
-
- Start by coming up with an idea for your character. It might take some
- time to come up with a good one, but that's how it is. The whole process
- will be a lot easier if you have planned what to do before hand.
-
- Now, first make a copy of the directory named 'template', but call it
- the name of your character instead. Enter the directory and rename the
- file 'template.txt' to whatever you called your character.
-
- Example: if you renamed the directory to 'jolly_joe', the new name of
- the text file should be 'jolly_joe.txt'. This is very important, if
- the directory and the text file don't have the same names, it wont
- work. (Make sure you can see the file extensions on the files, or
- you might do something wrong.)
-
-
- CHARACTER GRAPHICS
-
- Let's start with the graphics. First off, since the graphics in Icy
- Tower is palette based, you need a paint program that can handle
- palettes. Not all programs can handle palettes, but here's a list
- of a few programs that can:
-
- Graphics Gale
- ProMotion (from Cosmigo)
- NeoPaint
- Autodesk Animator
-
- Once you have started your paint program, locate the directory you
- created above and open the 'template.pcx' (or .bmp) file that is in
- there.
-
- You will see 15 frames containing outlines of Harold. Below each
- frame is a short description. Here's a more informative description
- of the frames:
-
- IDLE1 - 3 These frames are the animation that Harold
- performs when the player isn't moving him.
- The sequence for one cycle is 1-2-1-3. Then it
- restarts.
-
- WALK1 - 3 This is Harold's walk animation. You have three
- frames to play with, they will be flipped in
- the game when Harold changes direction.
-
- JUMP1 - 3 These are the frames used when Harold makes a
- medium jump. They show his way up, hanging in
- air and down. They will also be flipped if needed.
-
- JUMP The frame for the normal straight up jump.
-
- CHOCK The frame shown when Harold is close to scroll
- off the screen.
-
- ROTATE The frame used for Harold's cartwheel jump.
-
- EDGE1 - 2 The animation Harold performs when standing on
- an edge.
-
-
- There you go, now you know how the frames will be used. Start
- overdrawing the frames of Harold with your own character. Don't forget
- to save!
-
- A note on using a palette based program. You cannot use just any colors,
- you only have 256 color to your disposal and half of them are already
- used by the game. Open up a view of the palette, you will see a large
- chunk of cyan colors (color 144 - 223). These are unused and I suggest
- you use them for your character. (Ie you can change them into any color
- without affecting the game.
-
- Be warned! If you change a color outside the cyan chunk, it will affect
- the game. If you know what you're doing you can create special
- environments for your character, but if you don't you will mess up the
- game. Caution is advised!
-
- Finally, save your character as either bmp or pcx in the directory you
- created. Make sure you save in 256 color (8bpp).
-
-
- CHARACTER SOUNDS
-
- This is not so hard as the graphics. Icy Tower characters use simple
- wav-type samples. You'll need eight for full customisation, but you
- can skip those you don't want.
-
- Here's a list of the sounds you can make.
-
- greeting played at the beginning of a new game
- jumplo played at a small jump
- jumpmed played at a medium jump
- jumphi played at a high (cartwheel) jump
- edge played when standing on an edge
- death played when the character falls off screen
- pause played when the game is paused
- bgmusic played as background music (looped)
-
- Create the sounds using the sound recorder/editor of your choice and
- save them as wav. You can name them whatever you want, but the names
- above are easy to remember. Put them all in the directory of your
- character.
-
-
- CHARACTER SCRIPT
-
- Finally you need to create a small text file that describes how the
- resources you have created are to be used.
-
- Open up the text file previously named template.txt. (Now it's named
- 'the_name_of_the_character.txt', remember? :)
-
- Most of the information is all ready filled in, but here's how it works.
- The game will look for keywords, and then load whatever that is written
- after the keyword. For instance, the line
-
- [frames] harold.pcx
-
- will tell the game to use the file harold.pcx when it looks for what
- frames to use.
-
- The other keywords are: [jumplo], [jumpmed], [jumphi], [edge],
- [greeting], [death], [pause] and [bgmusic]
-
- A sample script file could look like this:
-
- # graphics
- [frames] template.pcx
-
- # sound
- [jumplo] jump_lo.wav
- [jumpmed] jump_mid.wav
- [jumphi] jump_hi.wav
- [pause] wazup.wav
- [death] falling.wav
- [greeting] yo.wav
- [edge] edge.wav
- [bgmusic] bg_menu.wav
-
- As you see, [frames] is the only keyword that has to do with
- graphics, all the others has to do with sound. See the section above
- on which sound that is played where.
-
- After each sound keyword, the name of the sound that should be played
- should be written.
-
-
- PUTTING IT ALL TOGETHER
-
- Now you should have a created a directory named 'my_character' (or
- whatever you called it) in the characters directory. In it there
- should be an image with the frames, the sounds you want to use and
- a text file with the same name as the directory (plus .txt).
-
- If you think you're all set to go, start up Icy Tower and select
- your character from the game options. If something is wrong with it,
- you will get messages during start up. Good luck!
-
- (If it doesn't work as planned, check the file log.txt that is
- created when you run Icy Tower, you might find clues there.)
-
-
- HAVING TROUBLES?
-
- If there's something you don't understand, or if you have a problem
- with getting your character to work properly, go to the forums at
- Free Lunch Design and ask. http://www.freelunchdesign.com
-
-
- IN CLOSING
-
- If you make any good characters that you think other people would enjoy,
- go to the forums at Free Lunch Design and show it to us!
- http://www.freelunchdesign.com
-
- For more information on Icy Tower, please refer to the original manual
- in readme.txt.
-
-
-
-
- - the end -
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