Editors

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Klik & Play has five different editors that perform different functions in your game.  You should become familiar with what each one does. 


Story Board Editor  

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This is where everything starts, and is where you can view all the frames of your game. A "frame" is one whole level of your game.  How you set up the frames (or levels) in your game is up to you and what kind of game you are trying to make. 


The Level Editor

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This is the second most important editor in Klik & Play. You get to the Level editor from the StoryBoard editor by right clicking with the mouse on the actual frame that you want to edit. From the menu that pops up, select level editor.

This is the editor where you can add background images for your playfield, and add your game characters.  You also define how your characters will move.

You can display and position text and set and display player's lives. You can also set up counters for things like energy levels.


Step Through Editor

The idea behind this editor is that after placing your objects down and assigning movement to them you then go to the stepthrough editor and create conditions for things that would happen in your game.

The editor simulates your game from the start, and gives you options of what effects you want when conditions are met. When the ball hits an object on the playfield, the stepthrough editor will give you a box of possible actions to select- then you might select destroy object, and make a crashing sound.

In the stepthrough editor you can't create your objects off the playfield area and out of sight, then have the character walk onto the playfield. There is no logic for creating monsters randomly on the screen at different locations and different times throughout your game. You need to do this in the Event Editor.

It is best to use the Step Through Editor only until you get a feel for how things work, then change over to using the event editor instead. 


Event Editor

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This is the most powerful editor in Klik & Play. This editor is the brains and operation of your entire game. 

Go to the Event Editor by clicking on Game from the menu bar, then selecting Event Editor from the menu that pops up. Your game will consist of a list of conditions on the left, and across the top are the different objects that you have created for your game. 

You click on the big plus "+" sign on the options bar to add a condition like when the ball collides with the soldier.  More information on conditions.

On the top of this editor going to the right are pictures of all the objects that you created in the level editor, each one has it's own column going down. As you add conditions in your event list on the left, another line of cells is created for all the objects on the top. 

The first four icons pictures at the top that are always the same. These are game icon pictures and handle the game control such as making a sound effect, playing a music file, jumping from one level to the next, or selecting any level that you want to jump to. Adjusting player lives and score, and creating random numbers are all done with these four key icon pictures.

 
  • What looks like a speaker facing left:
    • this column is for adding sound effects and playing music scores. 
  • What looks like a pair of paddles with a ball between them:
    • this column is for jumping to other levels, and for re-starting the current level or ending the game. 
  • What looks like a cracked egg:
    • this column is for creating objects like an explosion or a new monster on the screen somewhere. 
  • What looks like the face of a smiling kid with a baseball hat on:
    • this column is for changing the players score, lives, and disabling player control so that the player can't move even though the mouse is rolling or arrow keys pressed.

Animation Editor

This editor is where you can edit the existing animated (or non-animated) characters in your game, or you can make your very own. Before you use the animation editor, you need to learn about putting objects in your games.


 


This page has been produced by Margaret Meijers.  Questions concerning its content may be directed by email to margaret.meijers@education.tas.gov.au.  This page was last modified on Tuesday, 05 September 2006. The URL for this page is http://www.mindtools.tased.edu.au/knp/editors.htm .
This work is licensed under a Creative Commons Licence.
Some pages of this site have been developed with support from the SiMERR Project.