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Chip 2004 February
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Chip_2004-02_cd1.bin
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oddech
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icytower
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install.exe
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{app}
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characters
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characters.txt
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Text File
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2003-10-10
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9KB
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249 lines
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I C Y T O W E R
v1.2
=====================================================================
CUSTOM CHARACTERS
=====================================================================
INTRODUCTION
In Icy Tower 1.2 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 -