Creating levels

  • Thread starter Thread starter Ninja Dude
  • Start date Start date
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Ninja Dude

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I need help creating my own stages. I am really confused!  ???
 
Basically, stage is comprised of 2 aspects: images to make background, panel and foreground layer AND entities such as enemies to beat in the stage.

I don't know which one you need help with but best way to start is edit a stage from a mod either by replacing background or by changing level spawns.
 
This is the tutorial/example level from original BOR -

Code:
# Street
music		data/music/asc.bor

# Load images
background	data/bgs/street/back.gif

# Front layer
frontpanel	data/bgs/street/f00.gif
frontpanel	data/bgs/street/f01.gif
frontpanel	data/bgs/street/f02.gif
frontpanel	data/bgs/street/f03.gif

# Load 'panels'. Up to 26 panels can be loaded.
# They can be referenced using A-Z
# Specify normal, neon and screen, or 'none'
panel		data/bgs/street/n01.gif	data/bgs/street/neon01.gif	data/bgs/street/s01.gif
panel		data/bgs/street/n02.gif	data/bgs/street/neon02.gif	data/bgs/street/s02.gif
panel		data/bgs/street/n03.gif	none				none
panel		data/bgs/street/n04.gif	none				none
panel		data/bgs/street/n05.gif	none				data/bgs/street/s05
panel		data/bgs/street/n06.gif	none				none
panel		data/bgs/street/n07.gif	none				none
panel		data/bgs/street/n05.gif	data/bgs/street/clubk		data/bgs/street/s05

# ab = Pinepot left
# c = wall, ridge left
# d = wall, ridge right + 078
# e = window
# f = door
# g = wall
# h = Club K neon


# Set the order (don't make the lines too long)
# Syntax:
#	order	[a...z]		(a sequence of panels, e.g. abcdefghij)
#	order	[a...z]
#
order	fdefecdhfecggdabcd
order	fdefecdhfecggdab


# Spawn format:
#
#	spawn	[id]
#	alias	[name]		(change the displayed name, optional)
#	map	[num]		(colourmap, range 0-3, optional)
#	health	[num]		(optional)
#	item	[id]		(obstacles only: contained item, optional)
#	boss	[0/1]		(see below, optional)
#	flip	[0/1]		(0 = face left, 1 = face right, optional)
#	coords	[num] [num]	(coords relative to scrollpos)
#	at	[scrollpos]
#
# Also:
#	wait			(blocks scrolling until all enemies defeated)
#	at	[scrollpos]
#
# And:
#	group	[min] [max]	(set minimum and maximum enemies, see below)
#	at	[scrollpos]
#
#
#
# Using group, you may set two values, namely:
#
# [min]
# If the number of enemies drops below [min], more enemies will be spawned
# (if possible).
#
# [max]
# No more than [max] enemies will be present.
#
# So, to make enemies appear in groups of four, use this:
# group 1 4
#
# To make them appear normally, use this:
# group 4 4


#--group1-----
spawn	1up
coords	30 230
at	0

spawn	Shermie
alias	Prissy
coords	350 160
health	25
at	10

spawn	Shermie
alias	Hubcaps
map	1
health	30
coords	350 220
at	15


#---group2----------

spawn	Yashiro
alias	Oxnard
map	2
health	30
coords	350 190
at	200

spawn	Shermie
alias	Elayne
map	1
health	25
coords	-30 160
at	220

wait
at	320

#--group3-----------

spawn	Trash
item	money
coords	370 165
at	400

spawn	Shermie
alias	Madchen
health	30
coords	-30 200
at	450

#spawn	Shermie
#alias	Hubchen
#health	35
#map	2
#coords	340 210
#at	470

spawn	ralf
alias	Jimmy
health	45
coords	350 165
at	470



#------------

spawn	ralf
alias	Timmy
map	1
health	40
coords	-30 210
at	700

spawn	shermie
alias	Sassy
health	25
coords	350 165
at	710

spawn	ralf
alias	Oswald
health	40
coords	350 220
at	710

wait
at	720

#--------------

group	1 2
at	950

wait
at	960

spawn	ralf
alias	Krogar
map	2
health	40
coords	350 220
at	960

spawn	ralf
alias	Betan
health	40
coords	-30 170
at	960

spawn	yashiro
alias	Chuck
health	60
coords	350 170
at	960

spawn	yashiro
alias	Frank
map	1
health	60
coords	350 170
at	960

spawn	shermie
alias	Lisa
map	2
health	30
coords	-30 170
at	960

spawn	Shermie
alias	Red_Sonja
health	30
coords	-30 200
at	960


group	100 100
at	1000

#---------

spawn	trash
item	Meat
coords	370 162
at	1100

spawn	Shermie
alias	Luna
map	2
health	35
coords	-30 170
at	1150

spawn	yashiro
alias	Thug
health	70
coords	-30 220
at	1150

spawn	Shermie
alias	Venus
map	2
health	30
coords	350 200
at	1150

wait
at	1200

#---------

#spawn	Ralf
#alias	Ralph_Malph
#map	1
#health	45
#coords	350 228
#at	1400

spawn	yashiro
alias	Doc
map	2
health	60
coords	-30 226
at	1420

spawn	ralf
alias	Squat
health	40
coords	350 200
at	1430

spawn	yashiro
alias	Cutter
map	1
health	40
coords	-30 165
at	1430


spawn	Shermie
alias	Butter
map	0
health	40
coords	350 165
at	1750

spawn	Ralf
alias	Turner
map	1
health	50
coords	350 220
at	1750

wait
at	1800


spawn	yashiro
alias	Stinky
map	2
health	70
coords	-30 165
at	1930

spawn	yashiro
alias	Jimmy_Jimmy
map	0
health	40
coords	350 165
at	1950

spawn	Shermie
alias	Gloria
map	1
health	40
coords	350 165
at	1950


spawn	trash
item	apple
coords	370 165
at	2300

spawn	trash
item	money
coords	370 220
at	2300

spawn	angel
health	100
coords	350 200
at	2300

spawn	shermie
alias	Slappy
map	2
coords	-30 165
at	2300

wait
at	2400

Here's link to stage tutorial
http://www.caskeys.com/arc/games/openbor/wiki/index.php?title=Easy_Enemies_Grouping_On_Stages_Tutorial

More stuff here - http://www.chronocrash.com/forum/index.php?topic=13.msg57#msg57
 
Just find a Mod that you really like and edit over the things it has to match the kind of game you want to make. Just edit what the stage looks like, change up the enemies, etc. Just looking at a Mod's Data folder is the best way to start creating your own levels. Then look at tutorials after you get an understanding of how everything works. :)

(But if you're ever going to release the game, be sure that you've completely made the game your own. So it's not just a re-hash of the same game.) ;)
 
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