I've fixed the gem counting problem for levels before level 8. Also, the HUD is not drawn for level 8; place a 0xDB tile anywhere in the area8.map to force drawing of the HUD for that map. Conversely, place a 0xDA anywhere in a map to hide the HUD for that map. In addition to these tiles, there's also a 0xDC tile which forces the 7-8 gem warp to update according to how many gems the player has collected. This allows the player to collect all the gems on the last level and return to the 7-8 gem warp and eversion. In the original Eversion, you would need to restart the level in order for the 7-8 gem warp to update.
You can't reach these tiles normally, you'll have to turn off "Available tiles only" from the edit menu to get to them, or you can edit "./data/tileLayout.txt" and "./data/tiles.png" and add the 0xDA to 0xDC tiles manually. Closing all the windows in EversionEditor and then opening another window will force the reloading of tileLayout.txt and tiles.png.
Requirements:
EversionMod 1.0
Download:
EversionMod 1.2
Showing posts with label eversion. Show all posts
Showing posts with label eversion. Show all posts
Tuesday, March 30, 2010
Saturday, March 13, 2010
Eversion Level Editor 1.3, EversionMod 1.0 Released!
Introducing EversionMod 1.0, which feature modified Eversion scripts that improve the flexibility of the editor. Eversion Level Editor 1.3 now supports EversionMod 1.0's extended tiles. EversionMod includes features such as supporting unlimited number of levels, changing the player starting position, setting the starting eversion per level, support for vertical levels, and support for the death/blood-walls. Eversion Level Editor 1.3 has a new font change, and some new tiles to support the extended tiles that are used in EversionMod. Documentation for Eversion Editor has now moved online, where I can edit it for everyone whenever I find a mistake. :)
Video:
Here's a quick demo of the features of EversionMod 1.0 as well as how to install it, and how the extended tiles look inside the editor.
Requirements:
Visual C++ 2010 RC1 runtime libraries (included with download) -> vcredist_x86.exe
Download:
Eversion Level Editor 1.3 and EversionMod 1.0
EversionMod 1.2 bugfix
Video:
Here's a quick demo of the features of EversionMod 1.0 as well as how to install it, and how the extended tiles look inside the editor.
Requirements:
Visual C++ 2010 RC1 runtime libraries (included with download) -> vcredist_x86.exe
Download:
Eversion Level Editor 1.3 and EversionMod 1.0
EversionMod 1.2 bugfix
Saturday, March 6, 2010
Eversion Level Editor released!
Intro:
It's finally here! The level editor you have been waiting for! What are you waiting for? Go download it now!
Video:
Demonstrating some capabilities of an older version of the editor. This version uses software rendering GDI, which was incredibly slow. The newer version employs OpenGL, and therefore it's fast(er)! Also, I'm not liking fraps for video recording. It took me all day to get that video onto youtube without any video/audio syncing issues.
Requirements:
Visual C++ 2010 RC1 runtime libraries (included with download) -> vcredist_x86.exe
Download:
Eversion Level Editor 1.3 and EversionMod 1.0
Eversion Level Editor 1.0
It's finally here! The level editor you have been waiting for! What are you waiting for? Go download it now!
Video:
Demonstrating some capabilities of an older version of the editor. This version uses software rendering GDI, which was incredibly slow. The newer version employs OpenGL, and therefore it's fast(er)! Also, I'm not liking fraps for video recording. It took me all day to get that video onto youtube without any video/audio syncing issues.
Requirements:
Visual C++ 2010 RC1 runtime libraries (included with download) -> vcredist_x86.exe
Download:
Eversion Level Editor 1.3 and EversionMod 1.0
Eversion Level Editor 1.0
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