Draw, render or scan a nice picture that will be used as background for your .idin file. That picture must use the Macintosh standard 256 colors, and its size can be decided by you. note that also if you'll use a pict smaller than 640 x 480 pixels, users with a screen smaller than 640 x 480 pixels won't run it because idin is limited to that size. The same for colors: you can use a picture in B/W but idin won't run on non-color macs. Copy the generated pict, and paster it as resource 'PICT' with ID 128.
You also need one other picture: 'PICT' 129. That pict will tell idin where to crash or not: black meand crash, white means free. look at the standard files for ideas.
Second: Sounds
idin uses six different sounds, and these are loaded from your file.
'snd ' ID 128: played when a machine is hit by something.
'snd ' ID 129: played when the player (or computer) launches a missile.
'snd ' ID 130: played when somebody releases a bomb.
'snd ' ID 131: played when the base launches a missile (launched at random moments).
'snd ' ID 132: played when the two players crash.
'snd ' ID 133: played when a machine crashes to the ground.
Third: Sprites
These are all 'cicn' resources.
Machines: you don't have to use ALL the cicns available: the number of the frames will be notified by you later (max 16).
from 128 to 143: when player ONE moves to the left.
from 144 to 159: when player ONE moves to the right.
from 160 to 175: when player TWO moves to the left.
from 176 to 191: when player TWO moves to the right.
Explosion: you can choose the number of frames, with a maximum of 4.
from 196 to 199.
Other: follow EXACTLY the number!
192: bomb.
193: simple missile moving to the right.
194: simple missile moving to the left.
195: simple missile from base, starts randomly.
201: simple missile from base ONE
202: simple missile from base TWO
from 203 to 209: following missile launched from base ONE and TWO: 203 is moving to the left, 204 left-center, 205 center-left, 206 center, 207 center-right, 208 right-center and 209 right. Look the standard files!
210: when player ONE ejects.
211: when player TWO ejects.
212 to 216: following missile from machines ONE and TWO, moving to the RIGHT. 212 goes UP and 216 goes DOWN, so 214 is the middle. Look the standard files!
217 to 221: following missile from machines ONE and TWO, moving to the LEFT. 217 goes UP and 221 goes DOWN, so 219 is the middle. Look the standard files!
222 to 226: following missile from ground, launched randomly: 222 goes to the LEFT and 226 to the RIGHT. 224 goes straight UP. Look the standard files!
227: when the user ejectes, until a certain height is reached.
Fourth: the 'STR ' resources.
Explaining all these would take too much time. to see how many you need, their ID and their Contents, look the standard files that came with the app: the name of the 'STR ' resources explains what they tell to idin 2.0. Well... here's the scheme:
After having set all these constants, try your level. if you have to correct something, do it. If you still have problems, write to gemjm@kagi.com and if you've finished one and want to distribute it, send it to us.
Warning:
Gemjm takes NO RESPONSABILITY about the uses you make of this!